I found a MOD music playback bug in GZdoom: if there is a stereo sound sample in a MOD music file (IT, S3M, XM...) and it has either a bidi (ping pong) or On loop setting, then the right channel of that sample is played in a weird offset.
Here's how the sample looks like in OpenMPT:
I recorded ingame with OBS and this is the audio visualized in Vegas, where the highlighted area is the first map:
I tested turning loop setting to Off in OpenMPT, and it's played perfectly normal ingame.
ITstereoexample.rar