Quick answer: Set Spatial Blend to 1 (3D), pick a sane Max Distance, and use Logarithmic or a custom rolloff curve so the sound fades naturally as the listener moves away.

A 3D position only matters if Spatial Blend is 3D and the rolloff actually reduces volume over distance. With 2D blend or a giant linear range, the source plays everywhere at full volume.

How to fix it

1. Set Spatial Blend to 3D

Move the Spatial Blend slider to 1.0 (fully 3D). At 2D, Unity ignores position entirely and plays the source at constant volume regardless of distance.

2. Tune Min and Max Distance

Set Max Distance to the range where the sound should be inaudible, and Min Distance to where it is full volume; an oversized Max keeps it loud far too long.

3. Use a logarithmic rolloff

Choose Logarithmic Rolloff (or draw a custom curve) so volume falls off realistically; the default Linear option keeps sounds loud across most of their range.

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 Unity 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.