I would record a profiling session, in FMOD Studio, of the game until it reproduces the issue. The captured data should give you more insight into what is causing any CPU spikes.
Thanks very much for that, unfortunately nothing in the profiler capture really stands out as a cause.
At this point we will require a repro to test and debug here. If you can get this to occur in a basic/empty project then that would be ideal for debugging.