Quick answer: Preload audio that will be used, set short SFX to load into memory, and warm up the first play during loading so it does not hitch in gameplay.
Audio runtime-load stutter is on-demand loading and decoding. Preloading fixes it. Here is how.
How to fix it
1. Preload used audio
Preload the audio clips a section uses during its loading screen, so they are ready in memory before gameplay. The first-play load and decode that hitches is avoided when the clip is already loaded.
2. Set the right load type
Short, frequently-played SFX should be loaded into memory (decompressed) so playing them does not decode on demand. Long clips stream, but short ones loaded in memory avoid the first-play decode hitch.
3. Warm up the first play
Play used sounds once silently during loading to warm any first-play setup, so their first real play in gameplay does not pay the initialization cost as a stutter.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.