Glad to hear adjusting the audio buffer helped!
I kind of know what you mean about debugging for different browsers. For some reason my project still pops a lot on Firefox, so I ended up narrowing to supporting Chrome and Safari. Kind of concerned about mobile, which I haven’t started testing yet…
The FMOD Html5-specific doc link I wrote above is a good place to start for getting AudioWorkletNode/SharedArrayBuffer optimization working (the Browser Compatibility section). You’d need to have control over the server though. To check if it’s working, if you make a build with the logging version of FMOD, it logs to the browser console if it’s using fast path mixing or not when the system initializes.