Yes, absolutely, and honestly it's one of the most underreported categories we see.
The "technically works but feels empty" thing is super common. A lot of it comes down to reactivity gaps: sounds that play correctly in isolation but don't respond well to what's actually happening in the game. Missing variations, no dynamic mixing, ambiences that don't transition properly between areas.
But beyond that there's a whole layer of more technical issues that pile up fast:
- 2D vs 3D source mismatches (a sound that should be spatialized playing as flat 2D, or the opposite)
- Emitters that are misplaced or have wrong attenuation ranges, so sounds bleed through walls or disappear too early
- Triggers that fire at the wrong moment, stack incorrectly, or don't account for edge cases in gameplay flow
- In multiplayer specifically, 1st/3rd person audio perspective bugs are really frequent, hearing your own footsteps from an exterior perspective, or enemy sounds playing at wrong volume relative to the listener