Sound sequence attached to sector with script takes sound channel even if camera that can hear this sound is way to far away from sector with this sound sequence.
Load file and start new game. Right at the start you should hear "pistol shot" sound sequence attached to sector. Open console and type "stat sound". It would show that one channel currently busy by this "pistol shot" sequence. Now type in console "warp 30000 0 0" for example, or any other big numbers. After warping sound statistics will still shows that one channel currently still "play" something. It dosent looks right.
Cant say is it a my error or engine bug, since sound sequence related functions dont documented well.