Quick answer: Create the AudioContext with latencyHint 'interactive', schedule one-shots at currentTime (not later), and avoid re-decoding on each tap by caching AudioBuffers.
Tapping a button and hearing the sound feels laggy. Mobile browsers favor large audio buffers, and a high latency hint plus on-tap decoding stacks up the delay.
How to fix it
1. Request interactive latency
Construct the context with new AudioContext({ latencyHint: 'interactive' }) so the browser uses a smaller buffer where supported.
2. Schedule at currentTime
Start one-shots with source.start(ctx.currentTime) rather than adding an offset, and never decode audio in the tap handler.
3. Cache decoded buffers
Decode each sound once into an AudioBuffer at load; decoding per tap adds unpredictable latency and jank.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.