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genericBuzzer (src/helpers/ui/buzzer.h/.cpp) gets a third platform branch, #elif defined(SIM_PLATFORM), alongside the existing NRF52 (direct PWM) and NonBlockingRtttl paths -- purely additive, no changes to either real-hardware branch. It reuses the NRF52 branch's already hardware-free RTTTL parser (_parseHeader/_parseNext/_noteFreq, now shared via a widened guard) but tracks (current frequency, note-end-time) instead of touching real PWM/timer registers, advancing on plain millis() polling from loop() -- same non-blocking shape UITask already drives every tick. Wired into the sim build the same way every real board sets its buzzer pin (-D PIN_BUZZER=<n> in build_flags/DEFINES; here it's a dummy sentinel since there's no real pin, just something to activate the existing #ifdef PIN_BUZZER guards in UITask.h/.cpp/SoundNotifier.h unchanged), plus two new small UITask accessors (isBuzzerPlaying/buzzerFreqHz/buzzerVolume) and three EMSCRIPTEN_KEEPALIVE exports so a host page can poll the buzzer's state. Browser side: one Web Audio oscillator+gain per companion instance (index.html single-instance; mesh.html per A/B, not R which is headless), created lazily on the first real user gesture (AudioContext autoplay policy), polled every 20ms and mapped to the oscillator frequency/gain -- so every notification sound, ringtone, alarm, and volume-blip that already worked on real hardware now actually produces audio in the browser, unchanged at the call-site level. Verified end-to-end with real RTTTL playback traces (not just "no errors"): the startup jingle's exact note frequencies (C6/E6/G6) and a real DM-received notification triggering the receiving instance's Web Audio gain node from 0 to its mapped volume and back, matching the actual "MsgRcv3" melody's notes. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>