Place compositions in scenes and play them from behaviors (#417)
A composition can now sit in a scene like a container and play there. Its items become real objects while they run, so behaviors, colliders and events work on them as on any other object. - A composition is placeable with its own symbol, transform and render layer. The scene view shows its picture at frame 0. A click on that picture selects the placement, not a single item. - CompositionSystem spawns each item as an object under the placement when it begins, with the id <placement>~<item>. On start and the other events run. The object is destroyed when the item ends. - The top track lies in front no matter which item started first. World.arrange() orders the entity list and the scene objects. - Clips and driven videos follow the same rules as compositionAt(). Loop, restart, stop and the game pause work. - New nodes: Play composition (with restart), Stop composition and the event On composition finished. They were planned for step 4 but come now, because without autoplay nothing could play otherwise. - The editor run ignores Play composition and says so in the log. It writes into the saved project, and the items would stay behind. - contentId() moved to instance.ts. The animation system uses it for nested ids too. - Compositions get no "Sort with parent" for now. Tests: the gate passed with 301 files and 4643 tests, 18 more than step 1. 13 of them are in tests/core/composition-play.test.ts. The first gate run failed in event-order.test.ts, which counts the event nodes and now finds 19. Five counter-checks each turned exactly their test red. Two order tests stayed green without the fix at first and were rebuilt. e2e 68 is new and passed with 5 own checks. Its counter-check without arrange() failed as expected. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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import { MAKE_OBJECT } from './lib/scaffold.mjs';
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/**
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* A composition placed in the scene (#417). In the editor the placement shows the composition's
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* first frame, and a click on that picture picks the placement. Played, a behavior below it starts
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* it: each item becomes an object below the placement while it lasts, the first track in front, a
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* clip moves the item it overlaps, and `On composition finished` hears the end, by which time no
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* item is left. Nothing of the run stays in the scene.
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*
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* Everything it adds carries a `cp68` id and goes again at the end.
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*/
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const PLACE = 'cp68-place';
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const DONE = 'cut 68 done';
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const node = (id, type, x, y, params = {}) => ({ id: `cp68-${id}`, type, x, y, params });
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const link = (id, from, fromPort, to, toPort) => ({
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id: `cp68-${id}`,
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from: { node: `cp68-${from}`, port: fromPort },
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to: { node: `cp68-${to}`, port: toPort },
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});
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export async function composition(t) {
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const { check, sleep, json, evaluate, mutate, play, stop, showTab } = t;
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await showTab('scene');
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const graph = {
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nodes: [
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node('start', 'OnStart', 0, 0),
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node('owner', 'Owner', 0, 150),
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node('play', 'PlayComposition', 300, 0),
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node('finished', 'OnCompositionFinished', 0, 300, { composition: 'cp68-cut' }),
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node('log', 'Log', 300, 300, { message: DONE }),
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],
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edges: [
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link('e1', 'start', 'exec', 'play', 'exec'),
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link('e2', 'owner', 'object', 'play', 'object'),
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link('e3', 'finished', 'exec', 'log', 'exec'),
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],
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};
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// Red from the start, a larger blue behind it from the next frame – built after red, it still goes
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// behind – and green after them, moved by a clip; ten frames a second, so the cut lasts 1.2 s. Placed where the camera looks, in front of what is there.
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await mutate(`
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const p = __gm.state.project;
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const scene = __gm.state.activeScene;
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const cam = scene.objects.find((o) => o.id === 'o3').position;
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${MAKE_OBJECT}
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const sprite = p.assets.find((a) => a.type === 'sprite');
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const look = (o, size, color) => { o.overrides = { width: size, height: size, color, texture: '' }; return o; };
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const red = look(make('cp68-red', sprite.id, '', 0, 'Red 68'), 200, 0xff0000);
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const blue = look(make('cp68-blue', sprite.id, '', 0, 'Blue 68'), 300, 0x0000ff);
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const green = look(make('cp68-green', sprite.id, '', 0, 'Green 68'), 200, 0x00ff00);
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for (const o of [red, blue, green]) delete o.groupId;
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p.assets.push(
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{
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id: 'cp68-cut',
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type: 'composition',
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name: 'Cut 68',
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props: { fps: 10, loop: false },
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objects: [red, blue, green],
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groups: [],
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tracks: [{ id: 'cp68-front', name: 'Front' }, { id: 'cp68-back', name: 'Back' }],
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items: [
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{ id: 'cp68-red', track: 'cp68-front', start: 0, length: 6, offset: 0 },
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{ id: 'cp68-blue', track: 'cp68-back', start: 1, length: 5, offset: 0 },
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{ id: 'cp68-green', track: 'cp68-front', start: 6, length: 6, offset: 0 },
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],
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clips: [{ id: 'cp68-clip', track: 'cp68-front', animation: 'cp68-move', start: 6 }],
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},
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{
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id: 'cp68-move',
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type: 'animation',
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name: 'Slide 68',
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props: { fps: 10, playback: 'once' },
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root: sprite.id,
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tracks: [{ id: 'cp68-row', target: '', property: 'x', keys: [{ frame: 0, value: 0 }, { frame: 5, value: 100 }] }],
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},
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{ id: 'cp68-director', type: 'behavior', name: 'Director 68', props: { enabled: true, runInEditor: false }, variables: [], graph: ${JSON.stringify(graph)} },
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);
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const place = make('${PLACE}', 'cp68-cut', '', 0, 'Cut 68');
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Object.assign(place.position, { x: cam.x, y: cam.y, z: 2000 });
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scene.objects.push(place, make('cp68-logic', 'cp68-director', '${PLACE}', 0, 'Director 68'));
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__gm.lookAt(cam.x, cam.y);
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`);
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const id = (item) => `${PLACE}~cp68-${item}`;
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// 68a. In the editor the placement shows its first frame – red alone – and a click on the picture
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// picks the placement, since what it shows is edited in the composition.
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const order = await json('__gm.drawOrder()');
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// Off the centre, where the placement's own symbol sits.
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const rect = await json(`__gm.objectRect(${JSON.stringify(id('red'))})`);
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const stack = rect
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? await json(`__gm.sceneStack(${rect.x + rect.w * 0.35}, ${rect.y + rect.h * 0.35})`)
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: null;
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check(
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'a placed composition shows its first frame, and a click on it picks the placement',
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order.includes(id('red')) &&
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!order.includes(id('blue')) &&
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!order.includes(id('green')) &&
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JSON.stringify(stack) === JSON.stringify([PLACE]),
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JSON.stringify({ order: order.filter((o) => o.startsWith('cp68')), stack }),
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);
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// 68b. Played: the items come and go below the placement, sampled every frame of the editor.
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await play();
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const seen = await evaluate(`new Promise((resolve) => {
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const frames = [];
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const sample = () => {
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const world = __gm.world();
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if (!world) return resolve(JSON.stringify(frames));
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const items = world.entities.filter((e) => e.objectId.startsWith('${PLACE}~'));
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const green = items.find((e) => e.objectId === '${id('green')}');
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frames.push({
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ids: items.map((e) => e.objectId.slice('${PLACE}~cp68-'.length)),
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parents: [...new Set(items.map((e) => e.parent))],
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greenX: green ? green.x : null,
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done: world.log.includes('${DONE}'),
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});
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if (frames.length > 400 || frames.at(-1).done) return resolve(JSON.stringify(frames));
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requestAnimationFrame(sample);
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};
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sample();
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})`);
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const frames = JSON.parse(seen);
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const both = frames.find((f) => f.ids.length === 2);
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const greenXs = frames.map((f) => f.greenX).filter((x) => x !== null);
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check(
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'Play composition builds the items below the placement, the first track in front, one after the other',
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both !== undefined &&
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JSON.stringify(both.ids) === JSON.stringify(['blue', 'red']) &&
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both.parents.length === 1 &&
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both.parents[0] === PLACE &&
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!frames.some((f) => f.ids.join('+') === 'red+blue') &&
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frames.some((f) => JSON.stringify(f.ids) === JSON.stringify(['green'])) &&
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!frames.some((f) => f.ids.includes('green') && f.ids.includes('red')),
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JSON.stringify(frames.filter((_, i) => i % 5 === 0).map((f) => f.ids.join('+'))),
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);
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check(
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'a clip moves the item it overlaps, from its value on',
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greenXs.length >= 3 &&
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greenXs[0] < 40 &&
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greenXs.at(-1) > greenXs[0] &&
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greenXs.every((x, i) => i === 0 || x >= greenXs[i - 1]),
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JSON.stringify(greenXs),
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);
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const last = frames.at(-1);
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check(
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'On composition finished hears the end, by which time no item is left',
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last?.done === true && last.ids.length === 0,
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JSON.stringify(last),
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);
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await sleep(300);
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await stop();
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// 68c. The run's objects stay in the run: the scene holds the placement and its behavior only.
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const stored = await json(
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`__gm.state.activeScene.objects.filter((o) => o.id.startsWith('cp68')).map((o) => o.id).sort()`,
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);
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check(
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'nothing of a played composition stays in the scene',
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JSON.stringify(stored) === JSON.stringify(['cp68-logic', PLACE].sort()),
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JSON.stringify(stored),
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);
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await mutate(`
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const p = __gm.state.project;
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p.assets = p.assets.filter((a) => !a.id.startsWith('cp68-'));
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const scene = __gm.state.activeScene;
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scene.objects = scene.objects.filter((o) => !o.id.startsWith('cp68-'));`);
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}
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@@ -70,6 +70,7 @@ import { pattern } from './64-pattern.mjs';
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import { song } from './65-song.mjs';
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import { video } from './66-video.mjs';
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import { recording } from './67-recording.mjs';
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import { composition } from './68-composition.mjs';
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export const STEPS = [
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hierarchy,
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@@ -139,4 +140,5 @@ export const STEPS = [
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song,
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video,
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recording,
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composition,
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];
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