UE4 sequencer animation and FMOD audio event sync


so I have this sequencer animation and I’m thinking of VO implementation through FMOD. I know there are audio tables and I use those, but there’s a lot of dialogue and triggering it through Data Tables in Unreal would be too cumbersome. So I thought of having one .wav file for each cutscene and that one .wav file would be triggered in the sequencer at the very start of the sequencer animation and play through it’s whole length.

My question is - what are the odds of getting a desynced audio when the cutscene triggers? FPS drop, or anything happens, the cutscene itself my trigger first and the audio second, how possible is that? Any other good way of implementing VOs with FMOD and UE4 you guys know of?