Browser implementation reality check

Building voice apps with the OpenAI Realtime API looks like a weekend project until you hit mobile Safari. What starts as "just send audio over WebSocket" becomes debugging why your app works perfectly on Chrome but sounds like Karen is talking through a fish tank on her iPhone 11. WebSocket audio debugging will eat your soul and shit out your sanity, then come back for seconds.

WebSocket vs WebRTC System Architecture

WebSocket vs WebRTC: Pick your nightmare

WebSocket Implementation (Looks easy, isn't):

  • ✅ Simple to start - just send JSON over a connection
  • ✅ Server logs actually make sense when debugging
  • ❌ Audio format conversion is difficult
  • ❌ Mobile browsers kill connections frequently
  • ❌ iOS Safari audio permissions take forever

WebRTC Implementation (Complex as hell but works):

  • ✅ Browsers actually handle audio properly for once
  • ✅ Mobile doesn't kill connections as aggressively
  • ✅ Echo cancellation works without hacks
  • ❌ Setting up STUN/TURN servers is pain
  • ❌ Debugging WebRTC feels like archaeology

They finally added WebRTC support in August 2025 after developers spent years begging for it. Thank fucking god. Realtime API version 2025-08-28 is the first one that doesn't hate mobile browsers.

The audio format conversion nightmare

Audio PCM Format Diagram

The Realtime API wants PCM16 at 24kHz, but browsers shit out whatever format they feel like. Chrome Desktop usually gives you 48kHz float32, Safari does 44.1kHz because Apple hates standards, and mobile varies by device like it's playing roulette.

Took me 3 weeks to figure out why my app worked fine in development but made users sound like they were talking through a fish tank in production. Turns out it only happened on iPhone 11 running iOS 14.2.1 with AirPods connected. Specific as hell, impossible to reproduce locally.

// What OpenAI actually wants
const targetFormat = {
    sampleRate: 24000,  // Always 24kHz, no exceptions
    channels: 1,        // Mono only
    bitsPerSample: 16,  // PCM16 format
    encoding: 'pcm16'
};

// What you actually get from browsers (good luck!)
const realityCheck = {
    chrome: { sampleRate: 48000, format: 'float32' },    // At least consistent
    safari: { sampleRate: 44100, format: 'float32' },    // Different, naturally
    firefox: { sampleRate: 48000, format: 'float32' },   // Same as Chrome, miraculously
    mobile: { sampleRate: 'LOL who knows', format: 'depends on moon phase' }
};

Format conversion that actually works (after 50 Stack Overflow tabs and 2 mental breakdowns):

class AudioConverter {
    convertFloat32ToPCM16(float32Array, targetSampleRate = 24000) {
        // Resampling hell - 3 hours of my life I'll never get back
        const resampled = this.resample(float32Array, this.sourceSampleRate, targetSampleRate);
        
        // Float32 to int16 conversion - \"simple\" my ass
        const pcm16 = new Int16Array(resampled.length);
        for (let i = 0; i < resampled.length; i++) {
            // Don't clamp this and enjoy destroying your eardrums
            const clamped = Math.max(-1, Math.min(1, resampled[i]));
            pcm16[i] = Math.round(clamped * 32767);
        }
        
        return pcm16;
    }
    
    // Base64 encoding because WebSockets hate binary data
    encodeToBase64(pcm16Array) {
        const buffer = new ArrayBuffer(pcm16Array.length * 2);
        const view = new DataView(buffer);
        
        for (let i = 0; i < pcm16Array.length; i++) {
            view.setInt16(i * 2, pcm16Array[i], true); // little-endian or die
        }
        
        // Convert to base64 for WebSocket transmission
        return btoa(String.fromCharCode(...new Uint8Array(buffer)));
    }
}

Browser-specific pain points and workarounds

Chrome Desktop (Actually works, shocking!)

Chrome is the only browser that doesn't actively hate developers. It still has quirks that'll ruin your Tuesday.

// Chrome config that doesn't completely suck
const chromeConfig = {
    audio: {
        echoCancellation: true,
        noiseSuppression: true,
        autoGainControl: false, // Turn this off or sound goes to shit
        sampleRate: 48000
    }
};

// Chrome reconnection configuration
const reconnectConfig = {
    maxRetries: 10,
    baseDelay: 1000,
    maxDelay: 30000  // Usually reconnects quickly, sometimes takes longer
};

Safari Desktop/iOS audio handling

Safari audio permissions are more unpredictable than the weather in Seattle. Sometimes they work instantly, sometimes Safari sits there for 45 seconds pretending to think about it, sometimes the permission dialog never appears and you're left wondering if Safari is actually broken or just fucking with you personally.

// Safari permission dance that may or may not work
class SafariAudioHandler {
    async initializeAudio() {
        // Safari needs hand-holding for everything
        const AudioContext = window.AudioContext || window.webkitAudioContext;
        this.audioContext = new AudioContext({
            sampleRate: 44100 // Safari throws tantrums with other rates
        });
        
        // Safari: \"No audio until user clicks something\"
        if (this.audioContext.state === 'suspended') {
            await this.audioContext.resume();  // Please work this time
        }
        
        // iOS Safari requires longer permission timeout
        const isSafariMobile = /iPad|iPhone|iPod/.test(navigator.userAgent);
        const permissionTimeout = isSafariMobile ? 15000 : 5000;
        
        return this.requestMicrophoneAccess(permissionTimeout);
    }
}

Mobile Implementation challenges

React Native Integration (abandon hope):

React Native audio makes grown developers cry. iOS kills WebSocket connections the nanosecond a user switches apps, Android randomly switches audio routes mid-conversation because fuck consistency, and both platforms conspire to make your life miserable in increasingly creative ways.

// React Native nightmare fuel
import { RNSoundLevel } from 'react-native-sound-level';

class MobileRealtimeClient {
    async initializeMobile() {
        // Permissions dance - prepare for rejection
        const hasPermissions = await this.requestAudioPermissions();
        if (!hasPermissions) {
            throw new Error('User said no, app is now useless');
        }
        
        // Native audio processing - works 70% of the time
        this.audioProcessor = new NativeAudioProcessor({
            sampleRate: 24000,    // Will probably get 44100 anyway
            channels: 1,          // Pray for mono
            bitDepth: 16         // Fingers crossed
        });
        
        return this.connectWebSocket();  // Good luck
    }
    
    handleBackgroundState() {
        // Mobile OS: \"Background app? KILL THE AUDIO!\"
        AppState.addEventListener('change', (nextAppState) => {
            if (nextAppState === 'background') {
                this.pauseAudioProcessing();  // Audio dies anyway
            } else if (nextAppState === 'active') {
                this.resumeAudioProcessing(); // Maybe works
            }
        });
    }
}

Connection reliability (because everything will break)

Reconnection logic that assumes the worst:

Here's the thing about WebSocket connections - they will drop. Not if, when. Mobile browsers will kill them when users switch apps, WiFi will hiccup, and your connection will die at the worst possible moment.

class ReliableWebSocketClient {
    constructor(apiKey) {
        this.apiKey = apiKey;
        this.reconnectAttempts = 0;
        this.maxReconnects = 10;  // Usually gives up before this
        this.isIntentionallyClosed = false;
        this.connectionDeaths = 0;  // For debugging your sanity
    }
    
    connect() {
        this.ws = new WebSocket(
            `wss://api.openai.com/v1/realtime?model=gpt-realtime`,
            [],
            {
                headers: {
                    'Authorization': `Bearer ${this.apiKey}`,
                    'OpenAI-Beta': 'realtime=v1'
                }
            }
        );
        
        this.setupEventHandlers();
    }
    
    setupEventHandlers() {
        this.ws.onopen = () => {
            console.log('Connected to OpenAI (miracle!)');
            this.reconnectAttempts = 0;
            this.startHeartbeat();
        };
        
        this.ws.onclose = (event) => {
            this.connectionDeaths++;
            this.stopHeartbeat();
            console.log(`Connection died #${this.connectionDeaths}. Code: ${event.code}`);
            
            if (!this.isIntentionallyClosed && this.reconnectAttempts < this.maxReconnects) {
                const delay = Math.min(1000 * Math.pow(2, this.reconnectAttempts), 30000);
                console.log(`Reconnecting in ${delay}ms... (attempt ${this.reconnectAttempts + 1})`);
                
                setTimeout(() => {
                    this.reconnectAttempts++;
                    this.connect();  // Here we go again
                }, delay);
            } else {
                console.log('Giving up. Connection is cursed.');
            }
        };
        
        this.ws.onerror = (error) => {
            console.error('WebSocket error (surprise!):', error);
        };
    }
    
    startHeartbeat() {
        // Keep connection alive or browsers will kill it
        this.heartbeatInterval = setInterval(() => {
            if (this.ws.readyState === WebSocket.OPEN) {
                this.ws.send(JSON.stringify({ type: 'ping' }));
            }
        }, 30000); // 30 seconds - any longer and mobile kills it
    }
}

Hard truth: build your WebSocket client like you're preparing for nuclear war. Connections will drop at the worst possible moment, audio will break when users need it most, permissions will get revoked randomly, and mobile browsers will actively work against you. Plan for everything to fail spectacularly.

Essential references that saved my ass:

Browser compatibility troubleshooting (aka why developers drink)

Q

Why does my WebSocket connection die every few minutes on mobile?

A

Mobile browsers aggressively manage WebSocket connections. iOS Safari kills connections immediately when users switch apps.

Android Chrome gives you a few minutes before terminating background connections.Desktop apps that work reliably often fail on mobile. Common patterns:

  • User switches apps → Connection dies instantly (iOS)
  • Screen locks → Connection terminates within minutes (Android)
  • Network changes → Connection drops
  • User looks at another app → iOS terminates connectionPotential workaround:```javascript// Mobile connection babysitting (doesn't always work)const is

Mobile = /Android|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent);if (isMobile) { document.addEventListener('visibilitychange', () => { if (document.visibilityState === 'visible') { // App came back

  • connection probably dead if (ws.readyState !== WebSocket.OPEN) { reconnectWebSocket(); // Pray this works } } });}```
Q

Why does audio permission take 30+ seconds on iOS Safari?

A

i

OS Safari audio permissions are like dealing with a passive-aggressive roommate who pretends everything's fine while plotting your demise.

The WebAudio context is a pathological liar

  • it says "running" but doesn't actually work for another 10-30 seconds. I've lost entire weekends to this bullshit.javascript// iOS Safari permission dance (pure cargo cult programming)async function requestIOSAudio() { const AudioContext = window.AudioContext || window.webkitAudioContext; const audioContext = new AudioContext(); // Play silent audio to trick Safari into cooperating const oscillator = audioContext.createOscillator(); const gainNode = audioContext.createGain(); gainNode.gain.value = 0; // Silent or users will hate you oscillator.connect(gainNode); gainNode.connect(audioContext.destination); oscillator.start(); oscillator.stop(audioContext.currentTime + 0.1); // Wait and hope Safari stops being stubborn await new Promise(resolve => setTimeout(resolve, 1000)); // Spoiler: this still fails randomly return audioContext.state === 'running';}
Q

Why is my audio quality terrible on Android Chrome?

A

Android Chrome thinks it knows better than you about audio processing. It runs automatic gain control that makes everyone sound like they're drowning, and noise suppression that cuts off half their words. The Realtime API expects clean audio, but Chrome gives you processed garbage.Spent 2 weeks debugging why users said the AI couldn't understand them. Turns out Chrome's "helpful" audio processing was turning crystal clear speech into underwater garbage before I even saw it. Fuck you, Chrome.javascript// Turn off Chrome's "helpful" audio processingconst androidConstraints = { audio: { echoCancellation: false, // Sounds worse with this on noiseSuppression: false, // Cuts off speech autoGainControl: false, // Makes everything sound underwater googEchoCancellation: false, // Google-specific nonsense googAutoGainControl: false, // More underwater audio googNoiseSuppression: false, // Deletes important audio googHighpassFilter: false, // Kills low frequencies googTypingNoiseDetection: false // Because typing is now illegal }};

Q

How do I handle PCM16 audio format conversion reliably?

A

Audio format conversion is where good developers go to cry. The Realtime API demands PCM16 at 24kHz, but browsers give you Float32 at whatever sample rate they feel like. I've seen 44.1kHz, 48kHz, and once got 22kHz from a very confused Android tablet.The conversion math looks simple until you realize resampling audio properly is rocket science. Use a Web Worker or your main thread will freeze while users wait.javascriptclass RobustAudioConverter { constructor() { this.worker = new Worker('./audio-worker.js'); // Main thread is for UI, not math } async convertAudio(float32Data, sourceSampleRate) { return new Promise((resolve, reject) => { // Cross fingers and hope the worker doesn't crash this.worker.postMessage({ command: 'convert', data: float32Data, sourceSampleRate, targetSampleRate: 24000 // What OpenAI actually wants }); this.worker.onmessage = (e) => { if (e.data.error) { reject(new Error(e.data.error)); // Probably a math overflow } else { resolve(e.data.result); // Miracle! } }; }); }}

Q

Why does Chrome throttle my WebSocket in background tabs?

A

Chrome 88 decided that background tabs are the devil and must be throttled into the stone age. Your WebSocket stays connected but message processing becomes slower than dial-up internet. Discovered this fun fact when users started bitching about 30-second audio delays after switching tabs.Chrome's brilliant logic: "User switched tabs? They obviously don't need real-time audio anymore, let's slow this shit down."Damage control:javascriptlet isTabVisible = !document.hidden;document.addEventListener('visibilitychange', () => { isTabVisible = !document.hidden; if (!isTabVisible) { // Warn user their experience is about to suck showWarning('Voice chat may break when tab is in background (thanks Chrome)'); } else { hideWarning(); // Check if connection survived Chrome's throttling pingRealtimeAPI(); }});

Q

How do I implement WebRTC instead of WebSocket for better mobile support?

A

WebRTC is what you switch to after WebSocket breaks your soul.

It's more complex to set up but actually handles mobile properly. The browsers don't kill WebRTC connections as aggressively because they're designed for real-time media.OpenAI finally added WebRTC support in late 2024 after developers spent years begging for it.```javascriptclass WebRTCRealtimeClient { async initializeWebRTC() { // WebRTC setup is like assembling IKEA furniture

  • confusing but works eventually this.pc = new RTCPeerConnection({ iceServers: [{ urls: 'stun:stun.l.google.com:19302' }] // Google's free STUN }); // Get audio stream (hope permissions work) const stream = await navigator.mediaDevices.getUserMedia({ audio: { sampleRate: 24000, // OpenAI's preferred rate channelCount: 1 // Mono only } }); // Add our audio to the connection stream.get

Tracks().forEach(track => { this.pc.addTrack(track, stream); }); // Handle incoming AI audio this.pc.ontrack = (event) => { const remoteStream = event.streams[0]; this.playAudioStream(remoteStream); // Finally, audio that works }; return this.connectToOpenAI(); // Fingers crossed }}```

Web Communication and Audio Compatibility and Performance Comparison

Platform

WebSocket Support

Audio Permission Issues

Connection Stability

Recommended Solution

Chrome Desktop

✅ Works well

✅ Reliable

✅ Stable (throttles background tabs)

WebSocket with heartbeat

Safari Desktop

✅ Good

⚠️ Requires user interaction

✅ Stable

WebSocket with audio workarounds

Firefox Desktop

✅ Good (surprisingly solid)

✅ Reliable

✅ Stable

WebSocket standard implementation

Edge Desktop

✅ Excellent (Chrome clone)

✅ Reliable

✅ Very stable

WebSocket standard implementation

iOS Safari

⚠️ Limited

❌ Major issues (10-30s delays)

❌ Kills on app switch

WebRTC + aggressive reconnection

iOS Chrome

⚠️ Limited (same engine as Safari)

❌ Similar to Safari

❌ Kills on app switch

WebRTC + fallback to text

Android Chrome

✅ Good (best mobile option)

⚠️ Audio processing conflicts (thinks it knows better)

⚠️ Background killing (but less aggressive)

WebSocket with mobile handling

Android Firefox

✅ Good (surprisingly decent)

✅ Better than Chrome (rare win)

⚠️ Background killing (standard mobile hate)

WebSocket with mobile handling

React Native

⚠️ Via library (community-maintained mess)

⚠️ Platform-dependent (good luck)

⚠️ Custom implementation needed (DIY nightmare)

Native WebSocket + audio libraries + Stack Overflow

Production mobile patterns (that actually survive real users)

After surviving the browser compatibility gauntlet, mobile development hits you with its own special flavor of hell. Mobile apps don't just need to work - they need to survive users who switch apps mid-sentence, networks that die randomly, permissions that get revoked for mysterious reasons, and aggressive battery optimization that treats your audio app like malware.

React Native integration challenges (aka why I started drinking)

React Native audio is a nightmare wrapped in a disaster inside a catastrophe. Web APIs don't exist, community libraries are hit-or-miss maintained by people who've clearly never tried to actually use them in production, and you'll end up writing native code whether you want to or not.

React Native Architecture

Here's what works in practice:

// React Native disaster management
import { NativeModules, NativeEventEmitter } from 'react-native';

class ReactNativeRealtimeClient {
    constructor(apiKey) {
        this.apiKey = apiKey;
        this.audioModule = NativeModules.RealtimeAudioModule;  // You'll need to build this
        this.eventEmitter = new NativeEventEmitter(this.audioModule);
        this.connectionDeaths = 0;  // For your sanity tracking
    }
    
    async initialize() {
        // Permissions on mobile are like asking a toddler for candy
        const permissions = await this.audioModule.requestAudioPermissions();
        if (!permissions.granted) {
            throw new Error('User said no, pack it up');
        }
        
        // Native audio setup - this will break on iOS updates
        await this.audioModule.initializeAudio({
            sampleRate: 24000,    // What we want
            channels: 1,          // What we'll probably get
            bitDepth: 16         // Hope for the best
        });
        
        this.setupWebSocket();    // Prepare for connection death
        this.setupAudioHandlers(); // Cross fingers
    }
    
    setupWebSocket() {
        this.ws = new WebSocket(`wss://api.openai.com/v1/realtime?model=gpt-realtime`);
        
        this.ws.onmessage = (event) => {
            const data = JSON.parse(event.data);
            if (data.type === 'response.audio.delta') {
                this.audioModule.playAudioChunk(data.delta);  // Pray it works
            }
        };
        
        this.ws.onclose = () => {
            this.connectionDeaths++;  // Another one bites the dust
        };
    }
}

The harsh reality: You'll spend more time building the native audio module than writing the actual app. And then iOS 16.3.2 drops and breaks everything because Apple decided to "improve" WebRTC permissions.

PWA reality check (spoiler: it's still broken)

PWAs sound great in theory - native-like experience, offline support, all that jazz. For real-time audio? Still a nightmare, just with extra steps.

// PWA audio that maybe works 60% of the time
class PWARealtimeClient {
    constructor() {
        this.isStandalone = window.navigator.standalone;  // iOS only
        this.isActuallyUseful = false;  // Reality check
    }
    
    async initializePWA() {
        if (this.isStandalone) {
            // Standalone PWA - slightly less broken
            await this.tryStandaloneAudio();
        } else {
            // Browser PWA - same old WebSocket hell
            await this.tryBrowserAudio();
        }
    }
    
    async tryStandaloneAudio() {
        // Still needs permissions, still breaks randomly
        const stream = await navigator.mediaDevices.getUserMedia({
            audio: { autoGainControl: false }  // Turn off the stupid stuff
        });
        
        return this.setupAudioProcessing(stream);  // Good luck
    }
}

Reality check: PWAs are just websites wearing a cheap tuxedo. Audio permissions still suck, connections still die randomly, and iOS Safari still fucking hates you with the passion of a thousand suns.

Mobile Audio Permission Process

When everything fails (prepare a backup plan)

WebSocket connections will fail. Not if, when. After the 5th connection death, you need a Plan B or users will delete your app.

// Fallback to basic STT/TTS when Realtime API shits the bed
class FallbackRealtimeClient {
    constructor(apiKey) {
        this.apiKey = apiKey;
        this.gaveUp = false;
    }
    
    async enableFallbackMode() {
        console.log('Realtime API failed, falling back to stone age tech');
        
        // Use browser's built-in speech recognition (Chrome only, basically)
        this.speechToText = new SpeechRecognition();
        this.textToSpeech = new SpeechSynthesis();
        
        this.speechToText.onresult = async (event) => {
            const transcript = event.results[0][0].transcript;
            
            // Old school GPT API call
            const response = await fetch('https://api.openai.com/v1/chat/completions', {
                method: 'POST',
                headers: { 'Authorization': `Bearer ${this.apiKey}` },
                body: JSON.stringify({
                    model: 'gpt-4',
                    messages: [{ role: 'user', content: transcript }]
                })
            });
            
            const data = await response.json();
            const utterance = new SpeechSynthesisUtterance(data.choices[0].message.content);
            this.textToSpeech.speak(utterance);  // Robotic voice but it works
        };
    }
}

This fallback sucks compared to Realtime API but at least it works when everything else is broken.

Battery optimization (because users hate when apps kill their phone)

Real-time audio processing eats battery like it's going out of style. Audio recording, WebSocket connections, and format conversion all gang up to murder your user's battery. Learned this the hard way when my app got flooded with 1-star reviews saying "killed my phone in 30 minutes, app is trash."

The unfortunate reality: Battery API support is more broken than Internet Explorer 6. iOS doesn't have it because Apple says fuck you, Android Chrome pretends to support it but returns garbage data half the time, and you'll mostly be guessing based on angry user reviews.

// Battery optimization that probably won't work everywhere
class BatteryOptimizedClient {
    constructor() {
        this.batteryAPI = navigator.battery;  // Spoiler: probably undefined
        this.batteryIsDying = false;
    }
    
    async tryBatteryOptimization() {
        if (this.batteryAPI) {
            const battery = await this.batteryAPI;
            
            if (battery.level < 0.2) {  // Phone dying
                this.enablePotatoMode();
            }
        } else {
            // Most browsers - just assume battery sucks
            this.enablePotatoMode();
        }
    }
    
    enablePotatoMode() {
        // Reduce everything to save battery
        this.audioConstraints = {
            sampleRate: 16000,      // Potato quality
            echoCancellation: false, // Too expensive
            noiseSuppression: false  // Bye audio quality
        };
        
        this.heartbeatInterval = 60000;  // Less frequent pings
    }
}

Platform-specific hell

Every platform has its own audio quirks that will make you question your life choices:

  • iOS Safari: Permissions take forever, audio context lies about being ready, background kills everything
  • Android Chrome: Auto-gain control ruins audio quality, background throttling murders connections
  • Desktop Chrome: Actually works but throttles background tabs
  • Firefox: Surprisingly solid, rare W
  • Edge: Chrome clone, same behavior
// Platform detection and damage control
function getPlatformPain() {
    const ua = navigator.userAgent;
    
    if (/iPad|iPhone|iPod/.test(ua)) {
        return 'ios-safari-hell';
    } else if (/Android/.test(ua)) {
        return 'android-audio-conflicts';
    } else {
        return 'desktop-mostly-works';
    }
}

const platform = getPlatformPain();
// Good luck!

Bottom line: Start simple, test on actual devices (not just the simulator), build fallbacks for everything that can possibly fail, and keep a therapist on speed dial for when iOS updates break your shit again.

Essential reference links for mobile development:

Advanced troubleshooting (when basic stuff fails)

Q

How do I debug WebSocket connection issues across different browsers?

A

Each browser has its own special way of making debugging painful. Here's what actually works:

Chrome: DevTools → Network → WS filter. Actually shows useful WebSocket frame data.
Safari: Web Inspector → Network → WebSockets. Less useful than Chrome but better than nothing.
Firefox: DevTools → Network → WS. Surprisingly decent WebSocket debugging.
Mobile browsers: Limited debugging. Use console.log for basic troubleshooting.

Chrome DevTools Network Panel

// Debugging that saved my sanity
function debugWebSocket(ws) {
    ws.onopen = () => console.log('Connected (miracle!)');
    ws.onclose = (e) => console.log(`Died: code ${e.code}, reason: ${e.reason}`);
    ws.onerror = (e) => console.log('WebSocket error:', e);
    
    // Log everything because mobile browsers lie about errors
    ws.onmessage = (e) => console.log('Received:', e.data.substring(0, 100));
}
Q

Why does my React app lose audio when users switch tabs?

A

Browser background tab throttling kills WebSocket performance. React doesn't handle this automatically.

// React hook for tab visibility
function useTabVisibility() {
    const [isVisible, setIsVisible] = useState(!document.hidden);
    
    useEffect(() => {
        const handleVisibilityChange = () => setIsVisible(!document.hidden);
        document.addEventListener('visibilitychange', handleVisibilityChange);
        return () => document.removeEventListener('visibilitychange', handleVisibilityChange);
    }, []);
    
    return isVisible;
}

// In your component
const isTabVisible = useTabVisibility();

useEffect(() => {
    if (!isTabVisible) {
        // Warn user or pause audio
        showWarning('Audio may break in background tab');
    } else {
        // Reconnect if needed
        reconnectIfDead();
    }
}, [isTabVisible]);
Q

How do I handle multiple audio streams in a group conversation?

A

You don't. The Realtime API doesn't support multiple participants. It's 1:1 with the AI only. Sorry to crush your dreams.

For group conversations, you need:

  1. A media server (like Janus or mediasoup)
  2. Audio mixing on the server side
  3. Multiple Realtime API connections (expensive)
  4. A lot of patience and therapy

Reality check: Use Twilio, Agora, or another service that actually handles this. Don't build it yourself unless you enjoy pain.

Q

What's the best approach for handling network interruptions?

A

Networks die. A lot. Especially mobile networks. Here's the brutal reality:

// Network interruption handling that might work
function handleNetworkInterruptions() {
    window.addEventListener('online', () => {
        console.log('Network back, trying to reconnect');
        attemptReconnection();
    });
    
    window.addEventListener('offline', () => {
        console.log('Network died, prepare for the worst');
        showOfflineMessage();
    });
    
    // navigator.onLine lies sometimes, so also check connection health
    setInterval(checkConnectionHealth, 10000);
}

function checkConnectionHealth() {
    if (ws.readyState !== WebSocket.OPEN) {
        // Connection dead, attempt reconnect
        reconnectWebSocket();
    }
}

Pro tip: navigator.onLine is a pathological liar. It'll claim you're online while your WiFi is completely dead, then say you're offline when you're streaming 4K Netflix. Test actual connectivity by pinging your server, because this API is worthless.

Q

How do I optimize performance for low-end mobile devices?

A

Low-end phones will struggle with real-time audio processing. Old Android phones are especially painful.

// Device capability detection (mostly guessing)
function getDeviceCapabilities() {
    const cores = navigator.hardwareConcurrency || 1;
    const memory = performance.memory?.jsHeapSizeLimit || 0;
    
    // Potato phone detection
    if (cores <= 2 || memory < 1000000000) {
        return 'potato';
    } else if (cores <= 4) {
        return 'average';
    }
    return 'decent';
}

// Audio config for potato phones
function getPotatoAudioConfig() {
    return {
        sampleRate: 16000,        // Lower quality
        echoCancellation: false,  // Too expensive
        noiseSuppression: false,  // Kills performance
        autoGainControl: false    // Just no
    };
}

Hard truth: Performance APIs barely work on mobile. You'll mostly be guessing device capabilities based on user agent strings and praying your optimizations don't make things worse.

Q

How do I implement proper error recovery for production applications?

A

Error recovery is the difference between an app that works and one that gets deleted. Here's what actually matters:

  1. Permission errors: Show clear instructions, don't just fail silently
  2. Network errors: Retry with exponential backoff, max 5 attempts
  3. WebSocket errors: Reconnect immediately, then back off if it keeps failing
  4. Rate limits: Back off aggressively, show user a meaningful message
// Error handling that doesn't suck
function handleRealtimeError(error) {
    switch (error.code) {
        case 1006:  // WebSocket close
            reconnectWithBackoff();
            break;
        case 'NotAllowedError':  // Permission denied
            showPermissionHelp();
            break;
        default:
            console.log('Unknown error:', error);
            fallbackToTextMode();
    }
}

Reality: Most production errors are network issues or permission problems. Handle those well and you're 80% of the way there.

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