Quick answer: Set the source to 3D (full spatial blend), put a single audio listener on the camera or player, and tune the min and max distance and rolloff so position is audible.

Flat positional audio is usually a 2D source or a missing listener. Configuring 3D audio fixes it. Here is how.

How to fix it

1. Set the source to 3D

An audio source at full 2D blend plays equally everywhere. Set its spatial blend to 3D so its position and direction relative to the listener affect what you hear.

2. Place one listener correctly

Spatial audio needs exactly one listener, on the camera or the player's head. No listener means no spatialization; multiple listeners conflict. Confirm there is one, positioned sensibly.

3. Tune distance and rolloff

Min and max distance and the rolloff curve control how the sound attenuates with range. If the max distance is huge or rolloff flat, position is barely audible. Tune them so distance and direction read clearly.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.