(WebGL) Worse performance when using FMOD Core API vs. FMOD for Unity

My WebGL build using FMOD for Unity integration is running amazing. No stutter, no hickups. But because I want it to be compatible with as many browsers as possible I decided to use the Core API (upstream/wasm) to solve the problem of blocked audio in certain browsers. Which is working fine, but at the expense of stuttering audio in every browser! Changing the buffer size did not help.

I also have the feeling that using the Core API in this way overwrites settings set in Unity. Is there a way to use the Core API without impacting original performance?

You should be able to get the Core API from the FMOD Unity integration. Can you confirm this is how you are accessing the Core API?