Quick answer: Put all stems in a single multi-track event and control them with parameters, so FMOD plays them from one sample clock instead of synchronizing independent instances.
Vertical re-orchestration swaps which layers are audible while they share one timeline. Independent instances each have their own clock and drift. One event with multiple tracks keeps sample lock.
How to fix it
1. Combine stems into one event
Author all layers as separate audio tracks inside a single FMOD event. Tracks in one event share the playback cursor and never drift relative to each other.
2. Mute via parameter, not stop
Use a continuous parameter to ride each track's volume up and down for re-orchestration, rather than starting and stopping separate instances that re-seed timing.
3. Avoid per-layer instances
If you must use separate instances, sync them with setTimelinePosition against the DSP clock, but the single-event approach is far more reliable for phase lock.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.