Quick answer: Lower individual sound and master levels to leave headroom, use a limiter on the master bus, and mix so simultaneous sounds do not sum into clipping.
Audio clipping is the signal exceeding maximum level. Leaving headroom and limiting fixes it. Here is how.
How to fix it
1. Leave headroom
Set individual sounds and the master below maximum so simultaneous sounds have room to sum without clipping. Mixing everything near full level guarantees distortion when sounds overlap.
2. Use a master limiter
Put a limiter on the master bus to catch peaks that would otherwise clip. It transparently prevents the output from exceeding the ceiling when many sounds play at once.
3. Balance simultaneous sounds
Identify moments where many loud sounds stack (explosions, crowds) and duck or balance them so their sum stays under the limit, rather than each being fine alone but clipping together.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.