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I can't think of a solution right now that wouldn't require replacing the whole audio system and trying whatever else I might find. The issue is that the audio system that scenes use is just a bit buggy. It's not too serious, but you can completely forget about getting reliable playback state from the audio instances, including the time elapsed.
The frametime is decelerated/accelerated when pausing, yeah. This is done globally for a scene since the visuals look better this way, the audio system is running on it's own threads and too independently to hook it up to this (and it would sound worse since it'd normally pitch shift anyway).
If the elapsed time from sounds could be read reliably, I could expose it via scripts in the future, but I have no idea whether the library we're using has a fix for this already or gets better support in the future.