Yeah, the 10101 Hz is based off the first one. I figured out how they're spaced out, so I do actually have enough information to extract the correct rate for every sample (which is probably what the script does).
The file is essentially some sort of prelude, followed by a bunch of .voc files glued together. At least some editing is probably possible; but to what extant probably depends on what the meaning of all the stuff at the beginning is. If it's offsets, then you could probably insert new sound effects as long as you update the offsets properly.
I suspect that the beginning section is an array of 32-bit integers (with space for up to 128 of them) just based on the spacing, but I don't have any strong evidence of it.
UPDATE: Current working hypothesis is that each number at the beginning is the offset of one of the sounds, from the position of the first sound, i.e. take one of those numbers, add 0x200, and that should be a sound. Need to confirm it holds true for all sounds.
UPDATE 2: Yep! They're definitely offsets, AND the game definitely uses them! Try replacing the entire array with 00, or perhaps filling it up with 89 C6 00 00 for some amusing times.
UPDATE 3: I have also managed to alter the playback frequency somewhat. The ones in the file are used most of the time, with some exceptions, most notably the skill panel - my guess is that altering that would require editing the executable. Anyway, you probably can't alter the pitch of whatever the skill panel is using, but you can absolutely repoint it to use a different sound, and you could almost certainly alter the audio data (as in, I haven't actually messed with editing the audio data yet, but I see no reason why it wouldn't work).
Alright, I think that's enough for tonight.