Finally got a multiplayer system to the point that we're starting to add audio.
For some reason, my Master Audio component is being disabled when I start the game. I have added the Master Audio Multiplayer Adaptor script to the game object and it has created a Network Identity (we're using UNet). At the moment I don't have any of the bools selected (Server only, local player authority, log diagnostics, etc...) but have tried all variations with no luck.
If I remove the Adaptor script the Master Audio component stays active when I press play. I've been through the documentation and can't find anything about why this would be happening.
It's a weird UNET thing. Any game object with a Network Identity will immediately disable itself during Awake if you're not in a multiplayer session. You need to connect to a room and only then have a Master Audio game object in Multiplayer mode. Probably easiest to just have a separate non-adaptered Master Audio game object in the previous Scene and use that until you connect to the room, then load up the multiplayer version of Master Audio game object.