Quick answer: Offload audio generation to an AudioWorklet, keep heavy game logic off the audio path, and avoid synchronous main-thread work that blocks the render quantum from being filled.
Browser audio underruns when the thread feeding it is blocked. Running DSP in an AudioWorklet (its own thread) and trimming main-thread spikes keeps the buffer full and the output clean.
How to fix it
1. Use an AudioWorklet
Move custom sound generation into an AudioWorkletProcessor, which runs on a dedicated audio thread and is not stalled by main-thread garbage collection or layout.
2. Reduce main-thread spikes
Profile for long tasks (big loops, sync XHR, large allocations) during gameplay; even native-node graphs glitch if the main thread blocks long enough to miss callbacks.
3. Avoid per-frame node churn
Stop creating and destroying many AudioNodes every frame; reuse a pool of sources so the graph stays stable and the engine can keep the buffer fed.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.