Quick answer: Keep the random pitch range narrow (e.g. 0.95-1.05), and for larger variation use clips pre-pitched in an editor rather than extreme runtime pitch changes.

Your randomized footsteps don't just vary in tone, they noticeably change speed. AudioSource.pitch is a playback-rate control, so big swings stretch the clip.

How to fix it

1. Use a narrow range

Randomize source.pitch only within roughly 0.95-1.05. Small changes vary timbre without an obvious speed change.

2. Vary volume too

Combine a small pitch jitter with slight volume variation for natural-sounding variety without large rate shifts.

3. Author multiple takes

For real variation, ship several recorded footstep variants and pick randomly, instead of pushing pitch far from 1.0.

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.