Quick answer: Randomize AudioSource.pitch and volumeScale slightly on each play, and pull from a small pool of clip variations, so no two consecutive plays are acoustically identical.

Human ears notice exact repetition instantly. Adding a few percent of pitch and volume jitter per play, plus a couple of clip variants, removes the robotic feel cheaply.

How to fix it

1. Jitter pitch per play

Before each PlayOneShot, set source.pitch = Random.Range(0.95f, 1.05f). A few percent of pitch variation breaks the identical-waveform perception without changing the sound's identity.

2. Vary the volume slightly

Pass a randomized volumeScale (for example 0.85 to 1.0) to PlayOneShot so repeated hits do not all sit at the exact same loudness.

3. Pool a few clip variants

Store 3 to 5 recordings of the same event and pick one at random, avoiding the last one used, so even the underlying sample differs between plays.

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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.