Quick answer: Make the music controller a persistent object created once, and guard the play call with audio_is_playing so it never restarts an already-playing track.

Your soundtrack jumps back to the beginning whenever the player walks into a new room. A non-persistent controller re-runs Create and replays the music each time.

How to fix it

1. Use a persistent controller

Mark the music object as Persistent (or set persistent = true) and place it only in the first room so it survives room changes.

2. Guard the play call

Before playing, check if (!audio_is_playing(snd_music)) so re-entering a room doesn't start a second copy.

3. Clean up duplicates

If a copy already exists, destroy the new instance in its Create event so only one controller ever plays music.

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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.