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A gap in the previous commits, and the same silent-failure shape as the two they fixed. There are TWO negotiations, not one: the per-pad render capabilities that ride a gamepad arrival (bits 8/9), which those commits set, and the SESSION-level CLIENT_CAP_PAD_AUDIO in the Hello, which they did not. Without the latter the host never sets HOST_CAP_PAD_AUDIO and emits no 0xD1 at all — so the per-pad bits would have had nothing to gate, and the renderer would have sat on a permanently empty plane with every other piece looking correct. Threaded as an explicit `padAudioOk` on nativeConnect rather than advertised unconditionally: the cap makes a Windows host provision pad endpoints at startup, and a user who has pad audio switched off should not pay for that. Found by tracing what an on-glass run against a real host would actually need, not by a test — there is no test that could have caught it, since both halves are individually well-formed.