It doesn't come as a big surprise that the original handles this more or less in the same manner as LOL.
The Kyra games usually don't play many sfx at once. That's probably the reason why this never came up before.
The engineId, gameId and description come from static data in the game
engines. When the game engines are compiled as dynamic plugins, the QGD
structure may outlive the engine plugin. Making a copy ensures the data
remains available.
Fixes #11292.