It took much time to find simple way of stating this.. maahhh things make so much sense in the mind yet when you attempt putting them to words everything goes fooey.
This audio stuttering issue reminds me of the type of issues experienced during HLE audio emulation on console emulators. It seems Square could be struggling to schedule audio processing requests across multiple cpu cores if any slowdown in the pipeline occurs. This results in the audio engine waiting to process new requests which as you hear causes stuttering effect. This would be especially prominent on FX cpus because of unique nature of core configuration.
Example time! On Bulldozer (FX series) cpu cores do not have dedicated floating point units opting instead to share one across two cores. They are much much of the worse at certain calculations especially ones requiring these floating point units. Vector calculations were and still are quite difficult to work with and as spatial audio requires many of these to be made..
You cannot rely on cpu utilization either. You may see something close to 40% utilization and wonder; but the cpu is not at 100% so I have additional headroom! You may in fact not. If something has stalled thus starving those cpu cores of something to process it will not be processing anything so will read as "not fully saturated". Even worse for FX because if that shared floating point unit is busy doing something then both cpu cores sharing it must also wait.
I may have the number of FP units per core cluster wrong so many apologies again. I hated working with bulldozer and do not do much difficult software development anymore (because it causes insanity..).
Square must increase the audio buffer (this may introduce slight audio delay but is highly preferable to crackling audio) or add option for number of audio channels into the sound options going forward.
For any suffering from this issue who also attempt thousands of erroneous solutions, I would not waste too much time doing this. I.. just.. cannot believe a major developer would make drastic overhaul to their sound engine without seemingly properly testing it across multiple hardware configurations. At the least they should have implemented a legacy fall back should unforeseen problems arise allowing users to temporarily roll back to working solution until problem is resolved. Then I find out they charge for the sound pack that created the issue in first place, seriously? Who does this?
Myself and friends are not encountering the issue yet on older hardware (i7 4790K and Amd Phenom x4).
Edit time! The PS3 cell micro architecture suffered from similar issues when attempting to make those pesky spes do anything because you had to wait for the ppe. It was unholy nightmare for many.