Yeah, GBA is primarily streaming audio while SNES is purely sequenced audio. However, dropped frames doesn't mean that the emulated speed is below full speed, so to speak. Rather, the frames are dropped to prevent this from happening, so one frame from the game's perspective is still taking as long as it should, and hence everything is synchronized to real time although some frames aren't being rendered. On the SNES video rendering is very expensive, whereas CPU emulation is not nearly as much so (but sound is somewhat) so frame skipping can make a tremendous difference. But keep in mind that every additional frame skipped saves you less and less overall time, and it hits diminishing returns pretty quickly. If you don't hit ideal speed within 4 frames skipped you probably won't ever.
For platforms with sequenced audio, if you don't hit full speed/synchronization with the machine then it's possible for the sound to not stutter, but to play more slowly. On emulators for NES, SNES, Genesis, SMS, PS1, etc it may sound like someone slowed the music down, but the notes themselves will still play at the correct pitches because the sound hardware performs that. The commands to play things will just come at incorrect intervals.