Audio cutting out in Unity 5.6

We were previously using Unity 5.5.3f1 with FMOD Unity plugin 1.09.07 without any issues. We actually exhibited our game at Gamescom last month, running our Mac/Win builds on several machines all day continuously for 4 days straight. However, after upgrading to Unity 5.6.2p4 our audio now becomes scratchy/static-y after ~1 hr of gameplay and increasingly cuts out until it’s almost inaudible after ~2 hrs of gameplay. I logged the cpu usage before exiting each scene and observed the dspusage and studiousage values increasing steadily over time. For example, here are some values I recorded after 2 hrs:

after 25s: dspusage 0.4428328, studiousage 0.1845792
49s: dspusage 1.087573, studiousage 0.1812567
9min: dspusage 15.94857, studiousage 8.91303
10min: dspusage 17.09911, studiousage 9.446562

45min: dspusage 62.84464, studiousage 42.00607
46min: dspusage 59.86729, studiousage 34.07656
56min: dspusage 62.15407, studiousage 41.4464

94min: dspusage 80.91753, studiousage 67.04572
95min: dspusage 84.5693, studiousage 47.51013
115min: dspusage 99.61926, studiousage 72.40491

We’re a bit stumped at what the issue could be - no major changes to our project other than the Unity upgrade and we release every event that we create. Has anyone else experienced this behavior with Unity 5.6? Any suggestions/workarounds?

This is due to a bug in the behavior of nested events with multi-sound instruments on a parameter and no sounds on the timeline.

This has been added to our tracker and will be fixed in a future release.