Quick answer: Lower the player's Max DB (e.g. to 0 or 3), increase Unit Size so attenuation is gentler near the source, and leave headroom on the bus.

Walking up to a sound source makes it crackle and distort. Godot ramps volume as distance shrinks, and an unbounded Max DB lets it clip at point-blank range.

How to fix it

1. Cap Max DB

Set the player's Max DB to around 0-3 dB so attenuation can't boost the close-range gain into clipping.

2. Increase Unit Size

A larger Unit Size stretches the falloff curve so volume rises more gently as the listener approaches.

3. Leave bus headroom

If the source clip is already hot, lower its volume or the bus gain so summed sounds stay below 0 dBFS.

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 Godot 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.