Quick answer: Crossfade using the AudioParam ramp methods (linearRampToValueAtTime or setTargetAtTime) scheduled on the audio clock, so the gain glides continuously instead of stepping.
Direct assignment to gain.value jumps instantly and clicks. The AudioParam ramp methods interpolate the value over time on the audio thread, giving a smooth, click-free crossfade.
How to fix it
1. Ramp instead of assign
Replace gain.value = x with gain.linearRampToValueAtTime(x, audioCtx.currentTime + dur) after calling setValueAtTime to anchor the start of the ramp.
2. Anchor both ends
Call setValueAtTime(currentGain, now) before the ramp so the curve starts from the true current value; otherwise the ramp can jump before gliding.
3. Use equal-power curves
For a constant-loudness crossfade, ramp the outgoing and incoming gains on complementary equal-power curves so the mix does not dip or peak in the middle.
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.