the noise is probably just left over data in the sound buffer, perfectly normal..... and to be expected if the sound system has been designed in a certain way
the game engine is probably tripping over, meaning more and likely some piece of data has wondered outside the range of what the game is aware off, nearly all data must be accounted for at all times.... if data gets lost, but then suddenly comes back on the playing field so to speak.... game crash for sure, or at the very least game stability will definitely be compromised, speeding the game up increases the chance of crashing because a piece of code has been executed that has generated/lost some data...... in simple terms it's like how vehicles are more likely to crash the faster there going.
Clean, efficient coding solves a lot of these types of issues, but also error handling within a programs code needs to get implemented too (code that is designed to keep track of data, and to clean up residue left over data within data structures)
game is still in development, code is constantly changing, so this will be low priority for the time being i would of thought.
but time is getting on though for the most part.... biggest problem for this game is it's so easy to push it beyond the resources that the game engine can tap into.....
x64 bit resolves the memory issue..... (which is definitely needed)
only a multi-threaded engine can give this game the RAW power it needs just like it's predecessor needed too, but unfortunately ironclad developers don't know how to do that yet (it still take a rare breed of programmer to pull of multi-threading game engines..... very difficult to the point where most developers although reluctant to admit it just DON'T KNOW HOW TO DO IT)
if they did then i'm sure we would of have it for rebellion..... they know just like we do that Rebellion needs access to more CPU power... but for whatever reason they just can't do that (i still think it's because they don't know how too, and not because there choosing not too)