Our team just upgraded to a patch update of Unity 2017.3.1p4 at it seems Wwise tried to do something it wasn't supposed to when opening the project for the first time in the new Unity version.
Reload Assembly called from managed code directly. This will cause a crash. You should never refresh assets in synchronous mode or enter playmode synchronously from script code.
UnityEditor.EditorUtility:ClearProgressBar()
AkWwiseWWUBuilder:UpdateFiles() (at Assets/Wwise/Editor/WwiseWindows/AkWwiseWWUBuilder.cs:412)
AkWwiseWWUBuilder:Populate() (at Assets/Wwise/Editor/WwiseWindows/AkWwiseWWUBuilder.cs:139)
AkWwiseWWUBuilder:Tick() (at Assets/Wwise/Editor/WwiseWindows/AkWwiseWWUBuilder.cs:62)
AkWwiseWWUBuilder:StartWWUWatcher() (at Assets/Wwise/Editor/WwiseWindows/AkWwiseWWUBuilder.cs:278)
AkWwisePostImportCallbackSetup:PostImportFunction() (at Assets/Wwise/Editor/WwiseSetupWizard/AkWwisePostImportCallbackSetup.cs:162)
AkWwisePostImportCallbackSetup:RefreshCallback() (at Assets/Wwise/Editor/WwiseSetupWizard/AkWwisePostImportCallbackSetup.cs:131)
AkWwisePostImportCallbackSetup:CheckMigrationStatus() (at Assets/Wwise/Editor/WwiseSetupWizard/AkWwisePostImportCallbackSetup.cs:39)
UnityEditor.EditorApplication:Internal_CallDelayFunctions()