Quick answer: Create a small fixed set of emitters once, reposition and reuse them per play, and free emitters with audio_emitter_free when truly done instead of leaking one per sound.

Each emitter consumes resources, and creating them per shot exhausts the pool. Reusing a handful of pooled emitters, repositioned per play, keeps positional audio working indefinitely.

How to fix it

1. Reuse a fixed emitter set

Create a small pool of emitters at startup with audio_emitter_create and reposition them with audio_emitter_position per play instead of making a new one each time.

2. Free emitters you abandon

If a system genuinely creates transient emitters, call audio_emitter_free when the sound ends so the voice and emitter slot are reclaimed.

3. Cap concurrent positional sounds

Limit how many positional voices can play at once and steal the lowest-priority emitter when the pool is exhausted rather than failing silently.

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 GameMaker 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.