Audio working in Editor play mode, but not in build

Good day.
I hope you’re all doing well.

I’m a first time FMOD user.

I’m having an issue where when I’m testing my audio in my game in the editor’s play mode, I’m hearing all of my audio just fine. But when I build the game, there’s a large amount of audio missing. Not all of it, but a lot of it.
It’s not only 3D sounds that are not playing. I’ll clarify that at least some 3D sounds are still playing. Some 2D sounds are actually not playing either.
I am using Unity 6.2.0f1.
I am using FMOD 2.03.09.
I am using FMOD for Unity for 2.03.09.
I’ve tried quite a few things like manually going and reassigning each and every Event Reference.
Another thing to mention is that I’m using Source Type FMOD Studio Project
The import type is Streaming Asset.
In Initialization, I’ve got Load Banks All selected and I have Load Bank Sample Data enabled.
I’ll share the project files as well so that you can see what the issue is, perhaps I’m missing something important.
Another thing I should mention, is that I have attempted to check if all of the EventReferences are valid in the build by logging it out and then looking at Player.log, and it says all of the references are there and valid, yet somehow, still, no audio.
I an also confirm that I have in-fact disabled Built-in Unity Audio.

Please help me, I’d really appreciate it.

The game is called Save Hansel (I need to be saved at this point)

Update - Not solved, but I am seeing this warning come up in the debug log of a dev build:

[FMOD] ChannelI::updateVirtualState : Channel 0xF00039 Stolen with audibility 0.124721

UnityEngine.Debug:LogWarning (object)
FMODUnity.RuntimeUtils:DebugLogWarning (string) (at F:/OPEN WINDOW/2nd Year/GD200/Sem 2/save-hansel/Save Hansel/Assets/Plugins/FMOD/src/RuntimeUtils.cs:580)
FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,intptr,int,intptr,intptr) (at F:/OPEN WINDOW/2nd Year/GD200/Sem 2/save-hansel/Save Hansel/Assets/Plugins/FMOD/src/RuntimeManager.cs:108)

Update - Might’ve solved it.
Going to FMOD settings in unity, navigating to the Platform Specific dropdown of the FMODStudioSettings SO, then clicking on default, and changing the Virtual Channel Count and Real Channel Count to be the same as the editor solved the issue.

HOWEVER… I’m getting a different issue: [FMOD] AsyncCommandBuffer::growBuffer : Growing command buffer to 131072 bytes. Initial command buffer size can be tuned to avoid dynamic growth using Studio::System::setAdvancedSettings().

But yeah, this at least solved the audio missing bug. :slight_smile: