The prototype’s bottle and sound did not always agree. The visible bottle could seem to have room left while the audio suggested it was full, or the round ended. In a listening game, that mismatch makes it hard to know which cue to trust.

Height is not volume
A narrow neck needs less water per centimetre of height than a wide body. The game therefore calculates internal volume instead of using height percentage as fill percentage.
Hardline follows the same rule: assign a height first, then calculate how much water reaches it. The same relative line height can require different proportions in different bottles.
Listen to this bottle through
Preview lets you hear this bottle from empty to full while watching the level. The match then hides those visual cues, testing how much of the sound you remember.
A sound reference helps you decide when to stop. We placed the preview directly beneath the bottle so you can listen before starting, rather than guess from its shape alone.
Release, pause, then add a little
A single uninterrupted pour makes the last moment easy to miss. Releasing pauses the water, and pressing again adds a little more. Decide where to stop, then reveal the result.