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P1 - Tick cadence now reacts immediately to changing tilt. The due time is recomputed every update from the last-tick anchor plus the CURRENT interval, so dropping from 5deg to 0.4deg accelerates to the fast cadence at once instead of waiting out the stale slow interval. Anchor advances by whole intervals (no drift) and resyncs to now if a full interval behind (no burst). Added far->near and near->far transition tests. P1 - One-shot cues no longer lost to async loading. SonarSoundPool queues a Level asked for before its sample loads and plays it on load-complete (and cancels the queued Level on unlock/gate). VoiceSpeaker queues the latest phrase requested before TTS finishes init and speaks it on ready. The policy fires these once, so they can't rely on retries. P2 - Unlock stops the level.wav tail BEFORE playing the resumed tick (order was reversed, allowing a brief overlap). P2 - Audio-mode preference write moved from the screen's rememberCoroutineScope to container.applicationScope, so a quick navigation can't cancel it (matches the earlier persistence hardening). Cleanup: AudioAssistMode and LevelPipeline comments now describe ticking, not the retired radar pings/homing bands; AUDIO_DESIGN_LOG cadence principle reconciled with the 125 ms continuous-tick near rate. 78 tests passing; assembleDebug clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>