Quick answer: Play a short looped silent media element to put the page in a playback audio session, or route audio through an HTMLAudioElement configured for playback, so the silent switch is bypassed.
Testers report no sound on iPhone but it works on Android and desktop. The culprit is the physical silent switch, which mutes ambient-category Web Audio on iOS. You can opt into a playback session so game sound keeps playing.
How to fix it
1. Promote to a playback session
Begin playback of a looping silent or near-silent audio element on the first user gesture. iOS upgrades the page's audio session category, after which Web Audio ignores the silent switch.
2. Unlock on a real gesture
Resume the AudioContext and start the unlock element from inside a touchend or click handler, since iOS only allows audio to start from a genuine user interaction.
3. Document the limitation
There is no API to read the switch state, so expose an in-game mute toggle as a fallback for players who genuinely want silence rather than fighting the OS.
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 HTML5 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.