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, mut
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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.