FMod_Unity Meta Quest 3 issue

We are building a prototype - using FMod, Unity and the Meta plug-ins (audio source, ambisonics and reflections). We’ve also integrated the meta audio library (using the tarball Meta Audio Library). All the set-up steps recommended on the Meta Developer site and in FMod guidance have been followed. The FMod session has been built for desktop and Mobile. The test build works perfectly on the desktop and there are no compilation errors, but no audio can be heard when using the mobile build on the headset. When we tried earlier mobile builds just using the Meta plugins without the tarball Meta audio library in Unity the audio could be heard on the Meta headsets, however we weren’t able to use the dimension and material settings in the Unity inspector because this hadn’t been imported. We’ve checked everything else (FMod listener attenuation object is set to ‘main rig’) and we’ve tested the acoustic model settings - trying auto, shoebox and raytracing, but still no audio. It’s very frustrating because the desktop build works perfectly. Meta Developer support is terrible, so we’re hoping that you (or the wider FMod community) might have some ideas for things to try.