Requirement 001 phase 6, S0: - Speech: the security class shows as "Sécurité" and is spoken as in maritime radio, "say-cure-ee-tay" three times. A hex run of 7 or more characters with a letter and a digit (commit, session, message ids) is spelled in the NATO alphabet; every other digit is spoken on its own in ICAO pronunciation (42305: four two tree zero fife). The spelling runs inside clip() before the length cut, so a phrase still fits SPEECH_LIMIT; the displayed text keeps its digits and hashes. - English: every orchestrator label, tooltip, message, error, script output, document and test string is English (Regeln -> Firewall, Hierarchie -> Hierarchy, Steuerung -> Controls, Ausführen -> Run, ...); the page declares lang="en" and formats dates as en-GB. Task filter ids are English. German stays only in the skill trigger phrases that quote the operator, and as identifiers: the view keys (view=) and the leitstand id. - tests/test_english.py scans every tracked text file for umlauts and German words, with an allowlist of the quoted trigger phrases. BREAKING CHANGE: the Stream search tokens art: and seit: are now kind: and since:; an old art: or seit: token counts as a plain word. Evidence: make test 657 OK, ruff and markdownlint clean (/tmp/s0-make-test-1.log); e2e 17 OK, none skipped (/tmp/s0-e2e-1.log); MEDUSA 86 files, 24 findings on reworded strings accepted after an independent skeptic (21 path:line, 0 rejected, no behaviour change in signing, approving, rules, denying, offices, events), rescan 0 open. 🎯 Fix: 93 % 💥 Break: 4 % 💸 Cost: 100 % ⏱️ Time: – 🛡️ Security: 100 % 🏆 Score: 89 🚦 Gate: ✅ 90/5, cost and time <= 100, security 100 % Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
152 lines
4.6 KiB
JavaScript
152 lines
4.6 KiB
JavaScript
function context() {
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if (!audio) {
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try {
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audio = new window.AudioContext();
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} catch {
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audio = null;
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}
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}
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if (audio && audio.state === "suspended") {
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audio.resume().catch(() => null);
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}
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return audio;
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}
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function glide(param, target, seconds) {
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const now = audio.currentTime;
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param.cancelScheduledValues(now);
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param.setValueAtTime(param.value, now);
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param.linearRampToValueAtTime(target, now + seconds);
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}
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function impulse(sound) {
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const length = sound.sampleRate * 4;
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const buffer = sound.createBuffer(2, length, sound.sampleRate);
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for (let channel = 0; channel < 2; channel += 1) {
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const data = buffer.getChannelData(channel);
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for (let index = 0; index < length; index += 1) {
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data[index] = (Math.random() * 2 - 1) * (1 - index / length) ** 3;
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}
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}
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return buffer;
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}
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function musicLevel() {
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return settings.music.on && !radio.playing ? settings.music.volume * 0.3 * (music.ducked ? DUCK : 1) : 0;
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}
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function note() {
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if (!music.gain) {
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return;
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}
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if (audio.state === "running") {
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const now = audio.currentTime;
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const scale = Math.random() < (music.tension ? 0.3 + 0.5 * music.tension : 0) ? TENSE : CALM;
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const frequency = BASE * 2 * scale[Math.floor(Math.random() * scale.length)] * (Math.random() < 0.3 ? 2 : 1);
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const level = audio.createGain();
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level.gain.setValueAtTime(0, now);
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level.gain.linearRampToValueAtTime(0.07, now + 2.5);
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level.gain.linearRampToValueAtTime(0, now + 8);
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level.connect(music.filter);
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for (const cents of [0, 5]) {
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const oscillator = audio.createOscillator();
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oscillator.type = "triangle";
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oscillator.frequency.value = frequency;
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oscillator.detune.value = cents;
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oscillator.connect(level);
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oscillator.start(now);
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oscillator.stop(now + 8.5);
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}
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}
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const slow = 4500 + Math.random() * 4000;
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const fast = 2400 + Math.random() * 2600;
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music.timer = window.setTimeout(note, slow + (fast - slow) * music.tension);
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}
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function startMusic() {
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const sound = context();
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if (!sound || music.gain) {
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return;
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}
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const gain = sound.createGain();
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gain.gain.value = 0;
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gain.connect(sound.destination);
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const reverb = sound.createConvolver();
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reverb.buffer = impulse(sound);
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reverb.connect(gain);
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const filter = sound.createBiquadFilter();
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filter.type = "lowpass";
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filter.frequency.value = 700;
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filter.Q.value = 0.4;
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filter.connect(reverb);
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const dry = sound.createGain();
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dry.gain.value = 0.3;
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filter.connect(dry).connect(gain);
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music.drone = [BASE, BASE * 1.5].map((frequency) => {
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const oscillator = sound.createOscillator();
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const level = sound.createGain();
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const lfo = sound.createOscillator();
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const depth = sound.createGain();
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oscillator.frequency.value = frequency;
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level.gain.value = 0.04;
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lfo.frequency.value = 0.05 + Math.random() * 0.05;
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depth.gain.value = 0.02;
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lfo.connect(depth).connect(level.gain);
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oscillator.connect(level).connect(filter);
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oscillator.start();
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lfo.start();
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return {oscillator, lfo};
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});
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Object.assign(music, {gain, filter});
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note();
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}
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function stopMusic() {
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if (!music.gain) {
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return;
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}
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const {gain, drone} = music;
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window.clearTimeout(music.timer);
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glide(gain.gain, 0, 2);
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music.gain = null;
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window.setTimeout(() => {
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for (const {oscillator, lfo} of drone) {
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oscillator.stop();
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lfo.stop();
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}
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gain.disconnect();
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}, 2500);
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}
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function tuneMusic(seconds) {
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music.tension = Math.min(waitingCount() / 4, 1);
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if (music.gain) {
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glide(music.filter.frequency, 700 + 900 * music.tension, 4);
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glide(music.drone[1].oscillator.detune, 8 * music.tension, 6);
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glide(music.gain.gain, musicLevel(), seconds);
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}
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}
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function syncMusic() {
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if (settings.music.on) {
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startMusic();
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} else {
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stopMusic();
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}
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tuneMusic(FADE / 1000);
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}
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function musicButton() {
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const button = document.getElementById("music-toggle");
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if (!button) {
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return;
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}
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button.setAttribute("aria-pressed", String(settings.music.on));
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relabel(button, "bi-music-note-beamed", settings.music.on ? "Music on" : "Music", settings.music.on ? "Music on: turn generative music off" : "Music: turn generative music on");
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}
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function toggleMusic() {
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context();
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saveSettings({...settings, music: {...settings.music, on: !settings.music.on}});
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}
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