Fix packed raw menu sound effects
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@@ -99,11 +99,12 @@ SYSTEM4's computed resource id `G[0x699]=0x22`; `G[0]=1` and the script-produced
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single-scene diagnostic harness. This lands the boot/title/New Game entry half of B1–B3; proving a completed
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scene return plus boundary cleanup still belongs to B1 completion.
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**TITLE SFX investigation (2026-07-20).** Hover and activation callbacks are already executing their
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scripted `0xb5` starts. The load fails earlier because op `0xb4` uses universal packed SYS4INI/AAI ids,
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while Godot currently treats them as active-script manifest ids. TITLE's `0x2aea`/`SE020.WAV` hover and
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`0x3321`/`SE015.WAV` activation loads therefore resolve null; BGM is unaffected. The next bounded correction
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is a packed-raw SFX resolver plus TITLE/GAMESTART regression coverage, with no mixer redesign indicated.
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**TITLE SFX packed-raw correction (2026-07-20).** Hover and activation callbacks were already executing their
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scripted `0xb5` starts. The load failed earlier because op `0xb4` uses universal packed SYS4INI/AAI ids,
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while Godot treated them as active-script manifest ids. The new packed-raw resolver maps TITLE's
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`0x2aea`/`SE020.WAV` hover, `0x3321`/`SE015.WAV` activation, and GAMESTART's `0x2aeb`/`SE013.WAV` cancel
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through the existing channel players. A synchronized TITLE→GAMESTART→TITLE trace records every load/start
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with its filename, and manual validation confirms they are audible; BGM remains unaffected.
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## Stage B1 — Persistent session and scene coordinator
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