Quick answer: Lower the Doppler level to a subtle amount, feed correct velocities (ignoring teleports), and clamp extreme pitch shifts.
Wrong Doppler is an over-strong factor or bad velocities. Tuning it fixes it. Here is how.
How to fix it
1. Lower the Doppler level
The default Doppler factor is often too strong, making passing sounds bend pitch unrealistically. Reduce the Doppler level to a subtle value so motion adds a hint of pitch shift, not a dramatic warble.
2. Feed correct velocities
Doppler uses source and listener velocity. A teleport or a frame spike can report a huge velocity, causing a glitchy pitch jump. Compute velocities from real movement and ignore teleports.
3. Clamp extreme shifts
Clamp the resulting pitch shift so an unexpected high velocity cannot produce an absurd pitch. This guards against glitches from edge cases while keeping normal Doppler intact.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.