Unity sherpa-onnx-c-api.dll crashing Unity

Hello
I would need help understanding why sherpa-onnx-c-api.dll is crashing. I placed sherpa-onnx.dll and win-x64 sherpa-onnx-c-api.dll into Assets:Plugins, but I found out that if I use sherpa-onnx-c-api.dll, Unity crashes when launching.

My code

using System;
using System.Threading;
using UnityEngine;
using SherpaOnnx; // Ujistěte se, že knihovna je dostupná v Unity

public class OfflineTtsUnity : MonoBehaviour
{
    public AudioSource audioSource; // Přiřaďte AudioSource ve scéně

    void Start()
    {
        // Spuštění TTS generace na samostatném vlákně
        Thread ttsThread = new Thread(RunTtsGeneration);
        ttsThread.Start();
    }

    void RunTtsGeneration()
    {
        // Nastavení cesty ke složce se soubory – doporučuje se umístit soubory do StreamingAssets/kokoro-en-v0_19
        string basePath = Application.streamingAssetsPath + "/kokoro-en-v0_19";

        var config = new OfflineTtsConfig();
        config.Model.Kokoro.Model = basePath + "/model.onnx";
        config.Model.Kokoro.Voices = basePath + "/voices.bin";
        config.Model.Kokoro.Tokens = basePath + "/tokens.txt";
        config.Model.Kokoro.DataDir = basePath + "/espeak-ng-data";

        config.Model.NumThreads = 2;
        config.Model.Debug = 1;
        config.Model.Provider = "cpu";

        var tts = new OfflineTts(config);
        float speed = 1.0f;
        string text = "Today as always, men fall into two groups: slaves and free men. Whoever " +
                      "does not have two-thirds of his day for himself, is a slave, whatever " +
                      "he may be: a statesman, a businessman, an official, or a scholar. " +
                      "Friends fell out often because life was changing so fast. The easiest " +
                      "thing in the world was to lose touch with someone.";
        int sid = 0;

        // Generování audia – metoda Generate vrací objekt, který obsahuje PCM data
        var audio = tts.Generate(text, speed, sid);
        if (audio != null)
        {
            // Pokud váš audio objekt nemá metodu GetSamples(), nahraďte tuto část získáním PCM dat.
            // Níže je předpoklad, že existuje vlastnost 'Samples' a 'SampleRate'.
            float[] samples = audio.Samples; // Upravte dle skutečné implementace
            int sampleRate = audio.SampleRate; // Upravte dle skutečné implementace

            // Přepnutí na hlavní vlákno a vytvoření AudioClip
            MainThreadDispatcher.Instance.Enqueue(() =>
            {
                AudioClip clip = AudioClip.Create("TTS_Clip", samples.Length, 1, sampleRate, false);
                clip.SetData(samples, 0);
                audioSource.clip = clip;
                audioSource.Play();
            });
        }
        else
        {
            Debug.LogError("Failed to generate TTS audio.");
        }
    }
}

using System;
using System.Collections.Generic;
using UnityEngine;

public class MainThreadDispatcher : MonoBehaviour
{
    private static readonly Queue<Action> _executionQueue = new Queue<Action>();
    private static MainThreadDispatcher _instance;
    
    public static MainThreadDispatcher Instance
    {
        get
        {
            if (_instance == null)
            {
                // Vytvoření nové instance, pokud ještě neexistuje
                var obj = new GameObject("MainThreadDispatcher");
                _instance = obj.AddComponent<MainThreadDispatcher>();
                DontDestroyOnLoad(obj);
            }
            return _instance;
        }
    }
    
    public void Enqueue(Action action)
    {
        lock (_executionQueue)
        {
            _executionQueue.Enqueue(action);
        }
    }
    
    void Update()
    {
        while (_executionQueue.Count > 0)
        {
            Action action = null;
            lock (_executionQueue)
            {
                if (_executionQueue.Count > 0)
                {
                    action = _executionQueue.Dequeue();
                }
            }
            action?.Invoke();
        }
    }
}