DSP buffer problem in NRT

Hello!
I’m using FMOD Core API in C++ and I’m trying to use NOSOUND_NRT processing to capture audio data for ffmpeg encoding in best quality as fast as possible (using DSP read callbacks).

The problem I encountered is that FMOD manages DSP buffers internally in another thread (even in NRT mode), so if I advance too much in a short amount of time using FMOD::System::update, the audio quality will degrade due to (what I assume is) internal buffer overflows. Due to the nature of my problem I cannot just increase dspBufferSize or/and numbuffers to a random number since it’s just guessing if it’s enough for a random very-fast system.

Is there a way to forcefully clear internal buffers or/and reliably know when advancing a system will not degrade quality?