//FMOD_DSP_TYPE_FFT
    result = system.createDSPByType(FMOD.DSP_TYPE.FFT, out spectrum);
    ERRCHECK(result);
    
    FMOD.DSP_PARAMETER_FFT waveFormBuffer;
    IntPtr waveFormPtr = Marshal.AllocHGlobal(Marshal.SizeOf(waveFormBuffer));
    Marshal.StructureToPtr(waveFormBuffer, waveFormPtr, false);
    uint bytes = 0;
    result = spectrum.getParameterData((int)FMOD.DSP_FFT.SPECTRUMDATA, out waveFormPtr, out bytes);
When you run this in the Editor, or in standalone builds, on an "exit" it does a silent crash of Unity.
There are no initialization errors, and if I remove the DSP effect, there is no silent crash. The specific line that seems to cause the crash is the getParameterData call. If you call that a single time it will cause the crash.
Am I perhaps not initializing this correctly? Maybe the marshal/memory allocation calls are incorrect?