Best Way to Implement Spatialized Audio for Multiple VR Platforms?

Like most devs, I’m trying to build my VR game to work on multiple platforms. My focus is on the Apple Vision Pro and Meta Quest. Before the AVP release, I’ve been using the Meta XR Audio SDK, which I like. I originally thought it would not work with the AVP and that I would have to design an audio system to handle different spatializers, but Meta’s seems to be working fine on the AVP so far.

My question is: Is this fine to use the Meta XR Audio SDK for all platforms that support it, or are there some unforeseen issues I’m not considering?

Also, non-Unity people can chime in if you have different ideas for how to implement audio spatializers in VR apps.

Note: I don’t know if this “best way” type of question is appropriate for this forum. Please delete my post if not.

There is one problem, however. I’m unable to build the project for the Apple Vision Pro if I reference anything from the Meta SDK like in this screenshot…
Screenshot 2024-02-14 at 07.15.42

Here’s the error I get when I try to build without deleting those lines of code:
Assets/_sup/Scripts/SoundManagement/Sound.cs(18,9): error CS0246: The type or namespace name ‘MetaXRAudioSource’ could not be found (are you missing a using directive or an assembly reference?)