I have worked with Wwise in Unity for a bit and every time I make a change in a script, Unity Realoads script assemblies and after that, no sound is playing when starting the game. But active events queues up and playes all of them when exit playmode.
I did some digging and found out that "ms_Instance" in AkInitializer.cs is null. The Awake function that sets "ms_Instance = this" is only calles when exiting playmode and when starting up Unity. (I guess since it has "[UnityEngine.ExecuteInEditMode]"). It works fince as long as I dont change code and restarting the game fixes the problem as well.
Though restarting the game to hear sound every time I change the code is pretty anoying.
I solved it by adding
if (ms_Instance == null)
{
Awake();
}
before
if (ms_Instance == this)
AkSoundEngineController.Instance.Init(this);
inside "OnEnable". But I think that I probably did something wrong for this to happen I shouldnt have to fix it this way. No clue though.