Quick answer: Import long music as OGG Vorbis or MP3 so it becomes an AudioStreamOggVorbis/AudioStreamMP3 that streams from disk, and reserve WAV only for short, latency-critical SFX.

AudioStreamWAV is fully resident and uncompressed, ideal for tiny SFX but ruinous for music. OGG and MP3 streams keep only a small buffer in RAM, so converting the music fixes the bloat.

How to fix it

1. Import music as OGG or MP3

Convert long tracks to .ogg or .mp3. Godot imports these as streaming resources, keeping only a small decode buffer in memory during playback.

2. Keep WAV for short SFX only

Reserve AudioStreamWAV for sub-second effects where instant playback matters; its fully-resident, uncompressed nature is wasteful for anything long.

3. Check the import dock

Reimport the converted files and confirm the resource type is a streaming stream, not a WAV, so the engine streams from disk rather than holding the whole track.

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