Quick answer: Put persistent music on an object that survives scene loads, check if the same track is already playing before starting it, and only change music when intended.
Music restarting on scene load is scene-bound audio. Making it persistent fixes it. Here is how.
How to fix it
1. Use a persistent music object
Place the music player on an object that persists across scene loads (DontDestroyOnLoad or an autoload), so it is not destroyed and recreated with each scene, which restarts the track.
2. Check before restarting
Before playing a track on scene load, check whether the same track is already playing and skip restarting it. Blindly calling play on every scene load restarts the music even if it should continue.
3. Change music intentionally
Only switch tracks when the game state genuinely calls for it (entering a boss area, the menu), with a crossfade, rather than tying music to scene boundaries. This keeps the music continuous where it should be.
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.