The discussion revolves around the complexities of generating variable duty cycle square waves using the Web Audio API. There's confusion among users about the relationship between duty cycle adjustments and sound output, with suggestions for why Gameboy hardware provided multiple duty cycle options. Users also propose alternative methods for achieving the square wave generation, such as using an AudioWorkletProcessor or creating out-of-phase square waves to manage duty cycle. Concerns are raised about potential aliasing issues with certain waveform manipulations, particularly in relation to original Gameboy sounds.