It looks like (at least on the openal backend on linux) when the game is paused, the NPCs audio still goes on for some reason instead of being paused at the exact time the game was.
The vanilla game from steam instead works as intended.
That is probably because of how XAudio2 and OpenAL handle audio pausing. With XAudio2 the engine was using some rather hacky tricks to pause and resume, while with OpenAL there are ready to use functions for that.
It looks like (at least on the openal backend on linux) when the game is paused, the NPCs audio still goes on for some reason instead of being paused at the exact time the game was. The vanilla game from steam instead works as intended.