you'll never need to play more than one file at a time and there are no short sounds, so you can get away with it. I've had some trouble making the playlist JS code working on all browsers, but thumbs up to the Sound Manager 2 API for dealing with all of the trouble for me. So far this is working great on all browsers, even in IE9 with HTML5 audio enabled! My only fear is: memory. Will the SM2 API be able to cope with memory issues when dealing with plenty of large MP3 files with HTML5? I've noticed that Chrome shoots memory usage by a lot when preloading audio files. What are your experiencie with HTML5 audio and browser performance? In simple test cases, it is obviously bettern than Flash, but I fear it won't be able to cope better as things get trickier. That also affects the rendering engine, btw. This bit of code I discovered long ago should make IE use it's most up to date engine, regardless of version. meta http-equiv="X-UA-Compatible" content="IE=edge" When I found it, it also suggested that "chrome=1" also be added to the content which, iirc, affects the Chrome Frame plugin and has a similar effect. On topic: I discovered this site while bumming around trying to figure out exactly what the current (read: right now) support for the audio tag is. Mainly because I want to add some sound effects to the browser game I'm working on. I'm not really worried