We discovered a memory leak in our game and after a lot of enabling/disabling came to the conclusion that the cause is something related to FMOD as there are no leaks if no calls are made to play anything. Here comes the peculiar part of the problem, there are no leaks if only PlayOneShot sounds are used and no leaks if only loop events are used, but when both one shots and loop events are active the leaks appear.
From what I could see using the FMOD memory profiler and Windows task manager it seems to be a bit of both. However, FMOD’s profiler doesn’t show any events with extremly long lifetimes and when I only enable the loop events there is no leak.
We are using Unity 5.3.4f1 Personal with FMOD Studio 1.07.06 with FMOD Studio Integration(v2) 1.07.06 and are driving all our sounds and music through FMOD.
(edit: Add more info on debugging so far)