The core issue ended up being something found on the libTAS discord. It's simply this line of code being wrong:
https://github.com/godotengine/godot/blob/3.2.1-stable/drivers/alsa/audio_driver_alsa.cpp#L190 as uint8_t* was the wrong type, uint16_t* was the correct one to use (that exact fix was later done in Godot anyways
https://github.com/godotengine/godot/commit/4bf141a47e9d3ee2d38347d643aeca907e4e602b).
The game runs on Godot 3.2.1, which predates this fix. I figured it should be possible to insert effectively a * 2 somewhere in the function's machine code to fix the issue. The way I found the function was probably more complicated than it needed to be. First, I compiled ALSA myself with -g (so debug symbols were available) and installed it on my system. Then I was able to simply run the game under gdb and put a breakpoint at snd_pcm_writei, and use the return address to figure out where the problematic function was located (this was the only callsite for this function, so this worked without much issue). With that, I had gdb spit out a disassembly the entire function, and with that I was able to deduce the assembly for calculating the second arg, and was able to figure out where I could place a * 2 for it.
The patch specifically changes a movsxd rsi,esi (48 63 f6) to add rsi,rsi (48 01 f6). The original opcode is effectively a no-op in this context if esi is positive (if it is negative it would crash regardless), so this provided 3 free bytes to form a * 2 opcode. And it so happens changing it to add rsi,rsi (a+a is the same as a*2) is just a 1 byte change here, so I used that.