Quick answer: Caption gameplay-relevant sound effects with bracketed descriptors (for example [door creaks behind you]) and let players toggle SFX captions independently of dialogue.
If a sound tells the player something matters, deaf players need that as text. Captioning key SFX fixes it. Here is how.
How to fix it
1. Inventory the meaningful sounds
List every sound that conveys gameplay information: enemy alerts, low-health stingers, objective pings, environmental hazards. These are the cues that must be captioned.
2. Show bracketed descriptors
Render non-speech captions in brackets like [footsteps approaching] or [reload], distinct from dialogue text, with direction when relevant.
3. Separate the toggle
Give SFX captions their own on/off setting apart from dialogue subtitles, since some players want one but not the other.
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 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.