Not much, I haven't found many effective hints for Jukebox-audio optimization. I'll give the little ones I know of. Sometimes GIF (animations, webm's) cause a sort of stutter-gltich with other browser activity, so, try using Jukebox while there are not any animated graphics playing on your VTT. Theoretically playing 2-or-more audio tracks at the same time, seems like that would use a lot of resources, so the hint would be "Play one track at a time" to optimize. In reality, frankly, the Roll20 Jukebox has been able to easily play 2-3 sounds at the same time for many years, as we've often had a music + sound effect + ambient going simultaneously, going back years on here, and when it works: it works. Outside of those 2 small remarks, and obvious advice like "Update your browser, use Chrome or Firefox, don't use a potato for wifi", there's nothing else I know of that users can do to improve this performance. I think, "it is what it is, you get what you get" with this feature. To research it in greater detail, you could try to "capture a console log" next time it's happening in your browser, and report that Console Log to the Roll20 Help Center, and they could analyze to see if there's some sort of server glitch, code glitch. Jukebox has had revisions in recent years, Roll20 has attempted to satisfy a lot of the Community Forum Suggestions around the Jukebox. There are still some Suggestions threads you could add your Comments and +1, but nothing really on-point for your question. Workarounds: You could try to pipe music/sound through your Mic channel into Roll20's voice feature, or use a side app like Discord and get into sending music thru discord. API Scripts: if you get Roll20 Pro and start to use Community Created API Scripts, there is Roll20AM that's Audio Manager. This improves your functionality by giving you !chatroom-commands that you can save as Macros (buttons), for things like START, STOP. With this you can then add something like !Play-This-Sound-Effect to your Hit Roll macros (the sound of a sword clashing, when the Fighter rolls an attack in game).