Importing 1 Hour Song = Fatal Error, FMOD Out of Memory

I tried importing a 1 hour MP3 for background music that is only 144 MB at 44,100 sample rate. When it is 100% imported, Unity crashes with a Fatal Error, citing FMOD is out of memory:

Could not allocate memory: System out of memory!
Trying to allocate: 637931576B with 16 alignment. MemoryLabel: FMOD
Allocation happend at: Line:66 in /Applications/buildAgent/work/7535de4ca26c26ac/Runtime/Audio/AudioManager.cpp
Memory overview

[ ALLOC_TEMP_THREAD ] used: 32752B | peak: 0B | reserved: 65536B

[ ALLOC_DEFAULT ] used: 995707059B | peak: 0B | reserved: 1024905753B

[ ALLOC_GFX ] used: 555671211B | peak: 0B | reserved: 603979816B

[ ALLOC_CACHEOBJECTS ] used: 1809112B | peak: 0B | reserved: 16777216B

[ ALLOC_TYPETREE ] used: 692842B | peak: 0B | reserved: 16777216B

[ ALLOC_PROFILER ] used: 3196B | peak: 0B | reserved: 4194304B

What’s the limit then for audio imports? Any way around this?

Gah, I just got done fixing a lightmapping issue that took all day and night, and now this.

I divided the song into two parts-- that worked.

I had no idea there was a limit for FMOD. I tried to import the 1 hour version of the song as both Load Into Memory and Stream From Disc and it fatal crashed either way. I guess I’m just used to simple apps like MP3 players being able to run a song / podcasts / audiobooks of any length, generally, so it seemed offhand that this wouldn’t be an issue.