Quick answer: Pause audio explicitly on the pause state, decide which sounds (menu, music) should continue, and resume them on unpause.
Audio not pausing with the game is audio independent of pause. Pausing it explicitly fixes it. Here is how.
How to fix it
1. Pause audio explicitly
Setting time scale to zero pauses gameplay but not audio. On pausing, explicitly pause the audio (sources, ambience) that should stop, since it does not pause automatically with the game.
2. Decide what continues
Decide which sounds should keep playing during pause — menu sounds, perhaps music — and which should stop (gameplay effects, ambience). Pause the gameplay audio while letting the intended UI audio continue.
3. Resume on unpause
On unpausing, resume the paused audio so it continues from where it stopped rather than restarting. Track what you paused so you can resume exactly those sources cleanly.
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.