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Three-way consensus (Jay/Codex/Claude): one sound, split timing not identity. The bullseye sound now means 'centered right now' and fires the instant you're aligned - even a fast pass over center - so the zone that needs the most help locating always announces itself. It no longer waits on the velocity+dwell lock, which was the delay near center. - SurfaceTickPolicy: outside the center zone, proximity ticks (unchanged anchor scheduler). Inside, emit ALIGNED every frame -> caller loops level.wav. Entry is immediate (no dwell, no velocity gate). Alignment uses SPATIAL hysteresis (enter <=0.2, rearm only after leaving >=0.35) - not a time debounce, so a legitimate quick re-crossing still announces. Ticks resume immediately on exit. - Alignment error = hypot(stable pitch, stable roll) - the SAME axes that drive the bubble, so the sound can't lag the visual (Codex's implementation note). - Player: level.wav loops while aligned (ensureLevelLooping, idempotent), stopped before every restart and on exit; pending-load queue retained. - The held-level confirmation (persistent lime, label, haptic) stays on the velocity-aware LockDetector; the locating sound is fully decoupled from it. Tests: immediate cue on fast crossing, one start / ticks-suppressed while inside, stop+resume-ticks on exit, spatial-hysteresis rearm, tick reactivity. 81 tests passing; assembleDebug clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>