I’m experiencing occasional (one out of ten) lags right before EventInstance is created, surely system->update() intercepting the game thread for a while (from 0.1sec to 2 secs long). I tried so many options but failed to diagnose the problem, live update shows nothing except overall CPU decline at those moments. CPU usage profiller shows it’s fmodL.dll fault. I pre-load all sample data and use default initialization and sample compression settings.
Using the Studio Profiler should be able to provide more information on any CPU usage, overall and at an Event level.