Quick answer: Update stale references after renames, load and check audio groups before playing their sounds, and validate external audio handles before use.
Sound IDs dangle the same way sprite IDs do — and audio groups add a loading dimension sprites lack. This error is one of those two. Here is the split.
How to fix it
1. Fix stale name references
Renamed or removed sounds leave audio_play_sound(snd_old, ...) failing; project-search the old name and update call sites.
2. Load audio groups first
Sounds in a non-default audio group only exist after audio_group_load() completes — gate playback on audio_group_is_loaded() or the loaded async event, especially early-game UI sounds.
3. Check streamed/external audio
audio_create_stream() returns handles that fail if the file is missing on the player's machine — validate the return before storing it as your music handle.
4. Route audio through a wrapper
One play_sfx(snd) function that checks audio_exists(snd) in debug builds catches every bad reference in playtesting, cheaply.
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 GameMaker 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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.