Hmm sorry misread your initial comment. I forgot exactly how we did this let me look into it and see if we documented anything. I believe we needed to make sure the oculus spatializer plugin in unity matched exactly the one used in wwise (the most recent versions of each didn't match at the time).
I also vaguely remember us having to change a path somewhere to point to the plugin abstractly starting from the assets folder (vs an explicit path), but this was a while ago so i'm struggling to remember exactly.
Sorry ill try and look back and see how we did it, i always hate it when people resolve their problems in forums without explaining how and now ive become that person.