Ran into a rather unfortunate, but devastating problem that I'm hoping someone can shed some light on. The main gist is as such: We have two main scenes and a loading scene. Whenever the player transitions to the next scene, we move them into a loading scene while the next scene asynchronously loads--pretty standard stuff, right? In order to have music continue playing all the while, the AudioSource component is attached to our GameManager object, which is marked as DontDisableOnLoad (or whatever it's called), thus it persists between all scenes. However, every 1 in 100 or so transitions, Unity inexplicably crashes--interestingly, the actual AudioSource's clip is NEVER changed during this time--it always plays the same song on a loop. However, as we don't use a persistent camera (the camera belongs to each loaded scene, including the loading screen itself), the AudioListener changes each time a transition is encountered. Also, the Audiosource's clip is set to loop. Even more interesting is that it never crashes on the LoadingScreen itself--it's always one of the two 'main game' scenes that seems to crash before being fully loaded. As you can imagine, this is an incredibly frustrating bug that seems to have no obvious cause--I can confirm though, however, that it does not happen when the loading screen is not used. Let me repeat: when LoadLevelAsync is not called/used, there is never a crash. Frustratingly, it also never happens during Debug mode. I know this because I set up a test to force the player character to repeatedly move between the scenes. This runs over night and crashes, without fail, within 100 iterations or so, but when asynchronous scene loading isn't used/Debug Mode is enabled, it's still running in the morning, after some 20k iterations. Again, I'd love to provide a repro project, but it'd be incredibly difficult at this point, given the maturity and complexity of our project. Mainly just posting this to see if anyone can throw out any leads. With debug symbols enabled, this is the stack trace I get when it crashes: ========== OUTPUTING STACK TRACE ================== 0x00007FFB7E729B71 (UnityPlayer) FMOD::Codec::read 0x00007FFB7E7226A3 (UnityPlayer) FMOD::CodecFSB5::readInternal 0x00007FFB7E729B71 (UnityPlayer) FMOD::Codec::read 0x00007FFB7E6DCCC5 (UnityPlayer) FMOD::SoundI::readData 0x00007FFB7E6DB6F1 (UnityPlayer) FMOD::SoundI::read 0x00007FFB7E6C80AE (UnityPlayer) FMOD::SystemI::createSoundInternal 0x00007FFB7E6C9301 (UnityPlayer) FMOD::SystemI::createSound 0x00007FFB7E6B3783 (UnityPlayer) FMOD::System::createSound 0x00007FFB7E0E3677 (UnityPlayer) LoadFMODSound 0x00007FFB7E0B57C9 (UnityPlayer) AudioClip::AwakeFromLoadThreaded 0x00007FFB7DD734F6 (UnityPlayer) PersistentManager:ostReadActivationQueue 0x00007FFB7DD79B9F (UnityPlayer) PersistentManager::LoadObjectsThreaded 0x00007FFB7DC3DD49 (UnityPlayer) LoadSceneOperation:erform 0x00007FFB7DC3D1C1 (UnityPlayer) PreloadManager::Run 0x00007FFB7DC3D4C9 (UnityPlayer) PreloadManager::Run 0x00007FFB7DC999F8 (UnityPlayer) Thread::RunThreadWrapper 0x00007FFBBA042774 (KERNEL32) BaseThreadInitThunk 0x00007FFBBC7E0D51 (ntdll) RtlUserThreadStart ========== END OF STACKTRACE =========== I've also attached the crash.dmp (note that I had to change the extension to a text file) file and an error file as well--the only DLL implicated is x_input1_3, which... isn't super helpful. I can also confirm that this happens on more than one machine. Also, OS is Windows 10, Unity version is 2017.2. At wit's end here, can any audio gurus shed any light on this? Thanks!