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Define the complete audio event map — every game moment and its SFX trigger #127

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@chowjustin

A table in AudioManager.swift maps: throwStarted → throw.wav; throwResolved(hit:true) → hit.wav; throwResolved(hit:false) → miss.wav; healApplied → heal.wav; damageApplied (FixedHit) → fixedhit.wav; skillSelected → skill_select.wav; gameOver → win_fanfare.wav.

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