That's the only "Doki Doki" I had. I figured it might be the one. ... I just researched it and Doki Doki Panic uses
Famicom Disk System sound, which isn't supported by the new NSF sound engine.
Also I just want to point out that AO isn't crashing, rather an
assertion (check for possibe bug) inside is failing which is quitting the program immediately. Basically there's a part that says "such-and-such should be the case here; if it's not, quit the program immediately". A fine point maybe, but to me a crash is when a program makes a bad memory access or goes haywire internally. Both are due to a bug, but the latter is more serious than the former. And just to avoid misrepresentation, my only involvement with Audio Overload development is my authorship of the
NSF and GBS sound engines it now uses; I have not worked on the main program at all.