Quick answer: Pre-allocate a pool of AudioSource emitters, fetch a free one per play and return it on completion, so no GameObjects are created or destroyed during gameplay.

Spawning and destroying audio objects per shot is a classic GC source. A fixed pool of reusable AudioSources eliminates the per-play allocation and the hitches it causes.

How to fix it

1. Pre-warm an emitter pool

Instantiate a fixed set of AudioSource GameObjects at load and keep them inactive in a list, instead of Instantiate/Destroy per sound during play.

2. Acquire and release

On each play, grab an idle emitter, position and play it, and return it to the pool when the clip finishes (track via length or a coroutine), reusing it for the next sound.

3. Grow gracefully

If all emitters are busy, either steal the lowest-priority one or expand the pool once rather than allocating every frame; cap the pool to a sane maximum.

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.