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Get Started Free →Design or implement responsive audio feedback for a Three.js or web game. Use for action sounds, combat layers, music states, spatial audio, mix priorities, mute controls, accessibility, mobile audio unlock, and audio performance.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | -11% | 0% |
| case-08 | ✗→✓ | ▲ Improved | -25% | 0% |
| case-12 | ✗→✓ | ▲ Improved | -26% | 0% |
| case-13 | ✗→✓ | ▲ Improved | -46% | 0% |
| case-20 | ✓→✗ | ▼ Worse | 9% | 0% |
Use audio to confirm player intent and combat state, not to add constant noise.
Assign distinct cues for input accepted, windup, contact, block, miss, damage, interrupt, pickup, warning, death, and objective completion. Define priority so critical feedback remains audible during crowded encounters.
Unlock audio from a user gesture, respect mute/volume settings, release completed nodes, cap simultaneous voices, and provide subtitles or visual equivalents for meaningful cues. Change music by state with controlled transitions rather than restarts.
Test first interaction, rapid actions, pause, tab/background return, mobile, muted state, and reduced motion/accessibility. Check memory and console health after a representative session.
Other measured skills in the registry, with their headline benchmark lift.