Resuming playback after Bus.setPaused(true) desync - Unity & OculusGo

Hello everyone,
I try to pause the playback of a group that contains multiple events (which play in sync) with bus.setPaused(true); function. It pauses without issue but after resuming playback with bus.setPaused(false); the playback of the events is slightly out of sync (sounds like a small echo).
Is there a way to ensure that the events after resuming playback are synced?

If any of the sounds are using streaming assets then this may occur, we currently don’t have sample accurate virtual voice swaps for streams.