Quick answer: Return each source to the pool when isPlaying becomes false (via a coroutine or polling), or grow the pool, so there is always a free source to play the next sound.

After a while your pooled audio system goes quiet because every source is marked busy. One-shots that never get recycled exhaust the pool.

How to fix it

1. Recycle finished sources

Start a coroutine when you play a one-shot that waits for !source.isPlaying and returns the source to the free list.

2. Poll for completion

Alternatively scan active sources each frame and reclaim any where isPlaying is false, so finished clips free their slot.

3. Cap and reuse

Set a sensible pool size and steal the oldest active source when full, rather than letting requests silently fail.

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.