Quick answer: Do not toggle the AudioEffectReverb on and off. Instead automate the effect's wetness (dry/wet) down over time, or route the source's send level down, so the captured tail keeps ringing as it decays.
A reverb tail is audio already in the effect's buffer. If you bypass the effect, that buffer is muted instantly and the tail vanishes. Fading the wet mix instead lets it ring out.
How to fix it
1. Fade wetness, don't bypass
Tween the AudioEffectReverb.wet property toward 0 over a second or two when the listener exits, rather than calling set_bypass(true), which kills the buffered tail immediately.
2. Keep the reverb bus alive
Leave the reverb bus and its effect running even when no source feeds it. An unfed reverb is cheap, and keeping it alive lets the last input decay naturally.
3. Lower the send, not the bus
Reduce each emitter's send amount to the reverb bus as it leaves the zone. The already-sent signal continues to decay in the reverb while new dry signal stops feeding it.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.