setOneShot and RTMCopyRam?

I don’t have any custom threads, so it would just be the App/Cull/Draw pipeline and FMOD’s own thread that it creates. All of my audio stuff is happening in the main thread.

Actually I realized that the game does not seem to deadlock until I start doing stuff with an audiomanager other than the default one. Could it be that holding onto a reference to the audiomanager is a problem?

I can have another go at dismantling my code bit by bit again if that helps, it will just take a while.