Embedded Sounds Cut off Early

This is a repost of a question I oriinally posted here http://stackoverflow.com/questions/11321441/embedded-sounds-cut-off-early .
I figure this is one someone who knows the compiler part of Flash intimately will need to answer (if there is a good answer--if not I probably need to file a bug report).
I have a combined Flash Builder/Flash Pro project. Because of the hassles involving in maintaining sound assets on the timeline, my sounds are all embedded into Class files, like:
[Embed (source="/mp3/Welcome_01_V.mp3", mimeType="audio/mpeg")]
private static const WELCOME_1:Class;
These files are then referenced by the base Classes for the symbols that need them, embedded for Actionscript on Frame 10 (because the second frame label is on Frame 10 to give space for you to read the first one).
What I'm finding is that a few of these Sounds don't play all the way through, but the SoundChannel dispatches the "soundComplete" event, and its final position matches the Sound's length.
All sounds are converted from wav to mp3 at 44kHz / 16 kbps using dbPowerAmp. I faked out the compiler to avoid a reference to Flex by including a dummy SoundAsset that extends Sound.
I don't know what other steps to take to debug this. Is there a way to figure out whether the problem is on the compile side or on the run side?
More things I have tried:
Looked at the Size report: The nonworking sounds were smaller in their embedded form than the source mp3
Got rid of my own BitmapAsset and let Flash link in the Flex Framework and do whatever that does (definitely worse)
Dropped the encoding from 44 kHz to 22 kHz (no improvement or worse)
Dropped the bit rate to 8kbps (the lowest dbPowerAmp, the tool I use, supports). This usually helps somewhat, but I still usually use a word or two from the end of the file
Dropped both parameters in the encoding. This helped a few that just dropping the bit rate didn't, but not all files. Plus it sounds tinny.
Note that the file size and length of the Flash file does not seem to be what causes this--I have had 50k+ files that did fine, yet had a problem with files < 20k.
Thanks!

Have you tried disabling Omnisphere, just for a test, to see if the problem is occurring with just the built-in plug-ins?  Another thing to try, if you haven't already done so go ahead and display the CPU meter.. you to this in the app's Display preference pane. Then double click on the CPU side of the meter in the toolbar. This will open a CPU monitoring window... and you can instantly see how much CPU each plug-in is using... assuming it's a CPU overload that's causing it.
Not sure if this is how you are using it, but if for instance you play something with Patch A and when you switch to Patch B you're either holding sustain or you want the sound to crossover into Patch B so it tails nicely... at this point you have both Patch A and Patch B active at the same time. If both those patches have 2 Omnispheres you actually talking about 4. Maybe this isn't exactly what you're doing, but you get the idea.
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