So I am having a problem where the sound in the game I'm doing audio for won't play, or is extremely delayed. This only happens the first match I play. When I go back to the "lobby" - screen and play another match, everything works. While profiling in Wwise I have found that the "Command Queue Used" is extremely low on the second/third match etc (around 0.2% or something), but on the first match it starts on 0% and only increases all the time until it reaches 100%, then suddenly starts at 50% afterwards. The funny part is that this only happens in a build, and not in the Unity editor. On Audiokinetics webpage I have seen that I can try to "make sure the audio processing thread (named AK::EventMgrThread , but whose priority is set via AkPlatformInitSettings::threadLEngine) has a high enough CPU priority to process." The question is, how do I do this? And does anyone have an idea why this might be happening? Has anyone experienced this before?