What do experienced interactive game programmers do? Do you check the user's web browser or mobile device and serve up different code to make it work? Or do you have a single solution for this? Or do you warn the user by supplying a list of web browsers and mobile devices the software is known to work with?
Additional Information: I found out that audio in some web browsers, like Safari on the Mac, it will load the audio file each time it is triggered, which causes a problem. I saw once solution using what is called Audio Sprites: https://phaser.io/examples/v2/audio/audio-sprite This way, you load one audio containing all your sounds needed, and then you pass a pointer to where in the audio file to start playing the sound and where to stop. That sounded like a solution, but this doesn't work on the Safari web browser, it produces no sound at all.
Then I looked into Web Audio API, and this is impressive: https://forestmist.org/share/web-audio-api-demo
While this worked on the Mac for Safari, Firefox and Google Chrome, and the iPhone, it doesn't work on Windows with Internet Explorer (or Safari on Windows either).
I've not tested Web Audio API on the android phone yet, because I don't have access to one at the moment. So I was wondering what experienced interactive programmers do to provide audio to work across most or all platforms? It seems a huge step-backwards to have to alert visitors to a website that they can only use the functions on it by using a short list of web browsers.
Here is a simple example, using audio that works on Google Chrome/Mac, but it doesn't work on Safari/Mac: https://rawgit.com/mehaase/js-typewriter/master/example3-typewriter/index.html