it’s possible that if an EventInstance is stopped and released inside a OnDestroy function of a MonoBehaviour, and the scene is unloaded with the UnloadSceneAsync function, the EventInstance is neither stopped and released?
Using, for example, UnloadScene instead of UnloadSceneAsync, EventInstance stops and releases properly.
I’m not able to reproduce your issue. I’m using FMOD Studio 1.10.08 and Unity 2017.1. When I use OnDestroy() with stop and release on events they are stopped.
Could you post some example code of how you’re doing this?