Quick answer: Cap the number of concurrent voices with voice limiting and stealing, avoid retriggering the same sound many times a frame, and simplify effects on distant or quiet sounds.
Audio is rarely the first thing you profile, but many concurrent voices and effects add up. Limiting and prioritizing voices keeps it cheap. Here is how.
How to fix it
1. Limit concurrent voices
Cap how many sounds play at once and use voice stealing so the least important ones drop when you hit the limit. Unbounded voices are the main cost; a sensible cap is rarely noticeable.
2. Avoid retriggering en masse
Playing the same sound dozens of times in a frame (many impacts at once) spikes the voice count. Coalesce simultaneous identical sounds into one, or throttle retriggers.
3. Simplify distant and quiet audio
Heavy effects and spatialization on sounds the player can barely hear waste CPU. Cull inaudible sources and reduce processing on distant ones so the budget goes to audible audio.
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 your game 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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.