76ea1d0d7905c73cf59a342398f1dfd96886606e
Oliver on the first shell build: *"I don't hear any of the games sounds.. daniel the umpire is synthesized which is horrible and no music is playing on start"* — two independent causes. - **Opaque fetch.** Capacitor serves the bundle through a custom WKURLSchemeHandler, and `fetch` reports those responses as `status: 0, ok: false` with the whole body present and decoding perfectly. All three loads in `audio.js` guarded with `if (!r.ok) throw`, so inside the app every recorded sound failed at the door: the umpire fell through to the synthesized `say()`, no bed started, no sample played. The synthesized sfx kept working, which made it read as a mixing bug rather than a loader one. Fixed once, in the shared `bytes()` helper every audio fetch now routes through — a status of 0 is the ABSENCE of an HTTP status, so trust it only when there is one and a real 404 still falls back. Any future `!r.ok` on a bundle-relative fetch is this same bug. - **The ring switch.** WKWebView's WebAudio runs in the SoloAmbient session, which the hardware silent switch mutes outright — a silent game on a phone that lives on silent, with nothing on screen to explain it. AppDelegate now sets AVAudioSession `.playback`, the games category. Confirmed in the shell: the bed reaches PLAYING, the context is `running` with no gesture at all (autoplay really is allowed in WKWebView, as LATER predicted), and `say()` never fires. On the web, a genuinely missing file still falls back — checked both. And the swipe flips: **right goes back**, the way iOS's own pop gesture goes (*"that's the iOS way"*). Left now does nothing. Noted in PROJECT.md that on a platform gesture the platform's convention beats the literal wording of the brief, and that is worth saying up front. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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