Improve additional audio runtime by reducing some unnecessary float math
Pause channel/layer processing on sfx channels when idle
SFX processing no longer relies on just layer 0 when checking to stop channel script processing
All of these (excluding floating point bugfix) save up to a few hundred µs in audio each, with idle audio processing time now sitting just under 1ms (on my compiler)
All of these (excluding floating point bugfix) save up to a few hundred µs in audio each, with idle audio processing time now sitting just under 1ms (on my compiler)