Unity FMOD plugin shows error when building the game

This issue appears to be due to the Library folder being refreshed during a Unity Cloud build. I can reproduce this error by deleting the Library directory and immediately attempting to build. Recompiling gets it back into a good state, but this is not possible during a Unity Cloud build, so I have passed this onto the Dev team to investigate further.
EDIT: As a possible workaround, I have found that forcing a recompile using EditorUserBuildSettings.SwitchActiveBuildTargetAsync allows it to build succesfully after the Library directory is deleted. Here is an example script:

#if UNITY_EDITOR

using UnityEditor.Build;
using UnityEditor;

public class Build : IActiveBuildTargetChanged
{
    private static string destPath = "";
    public int callbackOrder { get { return 0; } }

    [MenuItem("Tools/Switch and Build")]
    public static void SwitchAndBuild()
    {
        destPath = EditorUtility.OpenFolderPanel("Choose Build Destination", "", "");

        if (string.IsNullOrWhiteSpace(destPath))
        {
            return;
        }

        /* Switch to a different platfrom to start with, just so we can switch back to Windows
         * and leverage the recompile in SwitchActiveBuildTargetAsync
         */
        BuildTarget target = BuildTarget.WebGL;
        BuildTargetGroup targetGroup = BuildTargetGroup.WebGL;
        EditorUserBuildSettings.SwitchActiveBuildTarget(targetGroup, target);

        target = BuildTarget.StandaloneWindows64;
        targetGroup = BuildTargetGroup.Standalone;

        EditorUserBuildSettings.SwitchActiveBuildTargetAsync(targetGroup, target);
    }

    public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget)
    {
        BuildPlayerOptions options = new BuildPlayerOptions();

        options.scenes = new[] { "Assets/Scenes/SampleScene.unity" };
        options.locationPathName = destPath + "\\Build.exe";

        BuildTarget target = BuildTarget.StandaloneWindows64;
        BuildTargetGroup targetGroup = BuildTargetGroup.Standalone;

        options.target = target;
        options.targetGroup = targetGroup;

        BuildPipeline.BuildPlayer(options);

        UnityEngine.Debug.Log($"Finished building!");
    }
}
#endif