New Audio Engine - AudioThread Crashed

Hey. I’m working on a military first person shooter’s sound design (available on Steam), currently based on UE4 4.20.2. We’re slowly getting ready to move audio to Wwise, but in the meantime I wanted to give the new audio engine a try in order to add few effect processors so the global VOIP sounds like radio chatter - similar to how it sounds in e.g. Squad. I edited the AudioDeviceModuleName in WindowsEngine.ini accordingly to the instructions found here. After that I installed SoundUtilities and Synthesis plugins. Then I created Source Effect Preset Chain consisting of low-pass and high-pass filters, BitCrusher and a compressor. I applied it on the global VOIP sound cue. The changes made it to the dev test server, but were rolled back after first launch due to a crash that happens when one connects to the server. Here’s the fragment of the log mentioning AudioThread issues:

[2019.03.24-05.25.00:001][736]LogAudio: Warning: Waited 71.669456ms for audio thread.
[2019.03.24-05.25.00:267][736]LogAudio: Warning: Waited 338.851501ms for audio thread.
[2019.03.24-05.25.00:304][736]LogAudio: Warning: Waited 375.569824ms for audio thread.
[2019.03.24-05.25.00:318][736]LogThreadingWindows: Error: Runnable thread AudioThread crashed.
[2019.03.24-05.25.00:318][736]LogWindows: Error: === Critical error: ===
[2019.03.24-05.25.00:318][736]LogWindows: Error: 
[2019.03.24-05.25.00:319][736]LogWindows: Error: Assertion failed: AudioStreamInfo.StreamState == EAudioOutputStreamState::Closed [File:directory of the project's engine folder\Engine\Source\Runtime\AudioMixer\Private\AudioMixer.cpp] [Line: 230]
[...]
[2019.03.24-05.25.00:332][736]LogWindows: Error: Crash in runnable thread AudioThread
[2019.03.24-05.25.00:341][736]LogAudio: Warning: Waited 412.560486ms for audio thread.
[2019.03.24-05.25.00:343][736]LogExit: Executing StaticShutdownAfterError

I’ve attached whole log to the post.
Is there anything I’m doing wrong? How could it be fixed?
log file