Quick answer: Set long music clips to the Streaming load type (and a compressed format like Vorbis), reserving Decompress On Load for short, latency-critical SFX that must play instantly.
AudioClip Load Type decides whether a clip is streamed, kept compressed in memory, or fully decompressed up front. Long music should stream; only short SFX should decompress on load.
How to fix it
1. Set music to Streaming
On long music clips, set Load Type to Streaming so Unity reads and decodes the file in chunks during playback instead of loading the whole PCM into RAM.
2. Keep SFX decompressed
Use Decompress On Load only for short, frequently triggered SFX where the up-front cost is tiny and instant playback matters.
3. Use Compressed In Memory for mid clips
For medium-length clips that play often, Compressed In Memory keeps a small compressed copy resident and decodes on play, balancing memory and latency.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.