Quick answer: Assign low AudioSource.priority values (0 is highest) to gameplay-critical cues and high values to ambient filler, so the audio engine steals the unimportant voices first.
When the hardware voice budget fills, Unity drops the lowest-priority voices. With everything at the default, that choice is effectively random. Setting priorities protects the cues players must hear.
How to fix it
1. Set priority on critical cues
Give must-hear sounds (alarms, reloads, hit confirms) a low AudioSource.priority value like 0 to 32. Lower numbers are higher priority and are stolen last.
2. Demote ambient filler
Push distant ambience, foliage, and crowd murmur to high priority numbers (200+) so they are the first voices reclaimed when the budget is exhausted.
3. Raise the real voice limit if needed
If even important sounds compete, increase Max Real Voices in Project Settings > Audio, but keep it within what your target hardware can mix without underruns.
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.