Quick answer: Emit sound stimuli with a loudness and position, have each agent test distance against a hearing radius scaled by loudness, and write the heard position to the blackboard to drive investigation.

An enemy that should hear a gunshot around the corner but stays idle is missing the hearing pathway. Sight works because it is wired up; sound is not. Here is how to connect it.

How to fix it

1. Emit positional sound events

When a noise occurs (footstep, gunshot, breaking glass), broadcast an event carrying a world position and a loudness value so listeners can evaluate it.

2. Test heard range per agent

On each agent compare distance to the source against hearingRadius * loudness; if within range, record the source position as a point of interest.

3. Drive an investigate behavior

Write the heard position to the blackboard and trigger a move-to-investigate state so the AI walks toward the noise instead of silently ignoring it.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.