Quick answer: Zero the Doppler contribution on the teleport frame by setting Doppler Level to 0 on affected sources, or move the listener over interpolated frames instead of snapping.

When you teleport the player, every playing 3D sound briefly screeches because Unity reads the giant position jump as supersonic motion. The Doppler math is correct; the velocity it inferred is not.

How to fix it

1. Suppress Doppler on the teleport frame

Set AudioSource.dopplerLevel = 0 on active sources for the frame you teleport, then restore it next frame. Unity has no velocity to feed Doppler, so the spike disappears.

2. Lower the global Doppler factor

In Project Settings > Audio, reduce Doppler Factor from 1 to a smaller value so even a real jump produces a tolerable pitch change.

3. Interpolate large moves

If the teleport is cosmetic, move the listener over several frames so the inferred velocity stays realistic and Doppler behaves.

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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.