There's quite a lot for Rust, actually. Amethyst in particular seems to have lots of traction. I've got a couple PRs in flight to improve the audio subsystem, which unfortunately is a bit lacking, but the core team has been much more receptive to changes than the Godot team, so it might be worth audio games folks piling on. I also just started work on a tts crate, aptly named "tts", which currently supports speech via Speech Dispatcher under Linux, and the Web Speech API when compiled to WASM. Working on adding Tolk support in 0.2, as well as fleshing out the API to support the fact that different TTS engines support different operations (I.e. no rate/pitch/volume-setting under Tolk.) Would love to add SAPI support, as well as support for MacOS/iOS/Android once I've got the requisite VMs/dev environments set up here.
So Rust is promising if you're willing to wrap your head around the borrow checker/lifetimes/other advanced concepts, but if you are then you likely end up with more stable, faster code. Whether that's a good tradeoff for audio games remains to be seen. I've wanted to do a New Horizons-style Elite game for years and am starting to look into it. Currently evaluating either Amethyst or AFrame. Remains to be seen whether I can contort an Electron app into behaving like a traditional game after I've used all the available APIs.