Quick answer: Use a mono sound file for 3D playback, set the listener each step with audio_listener_position, and pass sensible falloff_ref/falloff_max distances to audio_play_sound_at.
Sounds placed in the world don't pan or fade with distance. GameMaker only spatializes mono clips and needs a positioned listener plus real falloff distances.
How to fix it
1. Use mono source files
Stereo clips are played as-is and never spatialized. Re-export positional SFX as mono so GameMaker applies 3D panning and falloff.
2. Set the listener position
Call audio_listener_position(x, y, z) each step to track the camera or player; without it the listener stays at the origin.
3. Pass real falloff distances
Give audio_play_sound_at meaningful falloff_ref and falloff_max values so volume actually attenuates with distance.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.