Quick answer: Play the blip only when a new character is actually added, and throttle it (every Nth character or with a minimum interval) so it sounds like typing, not a buzz.
A buzzing type sound in Construct 3 is the audio firing every tick instead of per character. Triggering it on new characters with a cap fixes it. Here is how.
How to fix it
1. Trigger on a new character only
Play the sound inside the condition that adds a character to the visible text, not in an every-tick action, so one play maps to one revealed glyph.
2. Throttle the playback
Play the blip every Nth character or no more often than a short interval using a timer, so fast reveal speeds do not stack many simultaneous plays into noise.
3. Stop the loop when text completes
When the line is fully revealed, stop adding characters and triggering the sound; leaving the reveal action running keeps firing the blip on a finished line.
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 Construct 3 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.