Until now every sound went straight to the speakers. There was no point where all of them came together, so nothing could turn the music down against the effects, and a compressor or a shared echo over everything had nowhere to sit. The bus technique of #346 was there already, only the end of the chain was missing. - Bus asset (Audio): Volume, Sound FX and Into. Into is empty for the master and never offers the bus itself nor a bus that already goes into it. The list is worked out when the menu opens, so a change made meanwhile counts. A loop that is in a project anyway sends the buses on it into the master. - The master is no asset. Its volume and sound FX are two new rows under Master in Project settings, one undo step each. A project written before has 1 and none, which is how it sounded. - Sound, instrument, pattern and song have a row Bus, empty for the master. Play sound, Play note, Play pattern and Play song have an input bus: From the asset, Master or a bus. Inside a song or a pattern only the bus of the song or pattern counts. - Set bus volume (bus, volume, time, easing) and Bus volume. An empty bus is the master. The volume set holds for the whole run, across scenes, over that of the asset. GameRun resets it at start and end. Set sound FX parameters without a voice now reaches the sound FX of the bus picked in its new bus input. - SoundLibrary: the master is the bus "mix", each bus "mix:<id>". Every bus, the playing masters of #346 included, ends there, and only the master is heard. setMix sets them up once a context exists, so an editor nobody listened to opens no audio device. The same mix again changes nothing, which lets the editor hand it over on every change of the project. - The tabs play as the game does: Sound, Sound FX, Instrument, Pattern and Song tab through the bus of their asset and the master. - Pause game does nothing to the buses (the user's answer 4b). A game that wants quiet in its pause menu sets a bus volume itself. - Streaming long music files is #349, split off as asked. Finding on the way: the Into menu first worked from a list made when the inspector row was built. After another bus was sent into the open one, e2e 34 saw it still offered. It is now asked on open. The SoundLibrary tests expected voices to end at the destination. They now end in the master, which adds its input, level and pan to every wiring and two gains to every list. Those expectations are updated, nothing else in them changed. Tests: - Unit buses (new): 15 green. Ten counter-checks, each red on its own: loop check, bus picked, reset at run start, bus of Set sound FX parameters, master volume in the settings, and in SoundLibrary default into the master, voices into the master, run volume over the mix, no context before a play, a playing on its bus. - Unit sound-library: 90 green (5 new). Node catalog: 416 green (9 new cases). - e2e 34 (melektaus-atx): ALL PASSED, 75 checks (3 new). The voice of the Sound tab was heard on mix:<bus>, that bus into the other, that one at 0.5 into the master. Master volume 0.6 via the dialog, undo back to 1. - Gate (melektaus-atx): CHECK EXIT 0, 262 files, 4072 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
156 lines
7.7 KiB
TypeScript
156 lines
7.7 KiB
TypeScript
import type { Application } from 'pixi.js';
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import { physicsStatus } from '../runtime/physics/engine';
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import type { SchedulerOptions } from '../core/music/Scheduler';
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import type { Sequence } from '../core/music/sequence';
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import type { FxEnvelope, FxStage } from '../core/soundfx/nodes';
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import { Music } from '../viewport/music';
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import {
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bothAtCenter,
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envelopeDriver,
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followCurve,
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releaseEnvelope,
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soundLibrary,
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stageNodes,
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} from '../viewport/SoundLibrary';
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import { curveHooks } from './debug/curveHooks';
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import { soundHooks } from './debug/soundHooks';
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import { patternHooks } from './debug/patternHooks';
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import { songHooks } from './debug/songHooks';
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import { documentHooks } from './debug/documentHooks';
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import { graphHooks } from './debug/graphHooks';
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import { centreOf, type HookContext } from './debug/hookHelpers';
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import { pixelArtHooks } from './debug/pixelArtHooks';
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import { renderHooks } from './debug/renderHooks';
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import { sceneHooks } from './debug/sceneHooks';
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import { uiHooks } from './debug/uiHooks';
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import { vectorArtHooks } from './debug/vectorArtHooks';
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import type { DocumentId, Editor, TabId } from './Editor';
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import { NodeBoard } from './plugins/NodeBoard';
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import type { EditorState } from './state';
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import { rectOf } from './textProbe';
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/**
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* Installs `window.__gm`, which the check scripts in tools/ use to find widgets by their
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* visible text and to read editor state. The hooks of each area live in `debug/`.
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*/
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export function installDebugHook(app: Application, state: EditorState, editor: Editor): void {
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const context: HookContext = { app, state, editor };
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const music = new Music(() => state.project);
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(window as unknown as { __gm: unknown }).__gm = {
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state,
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/** The Pixi application, for probes that need the renderer or the stage. */
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app,
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...uiHooks(context),
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...sceneHooks(context),
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...graphHooks(context),
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...documentHooks(context),
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...pixelArtHooks(context),
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...vectorArtHooks(context),
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...curveHooks(context),
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...patternHooks(context),
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...songHooks(context),
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...soundHooks(context),
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...renderHooks(context),
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/**
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* Voices started, stopped and in flight. CI runs the browser with `--mute-audio`, so nothing
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* is ever heard there: these counters are the only way a check can see that a graph played
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* anything at all, the way `renderStats` is for a repaint that did not happen.
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*/
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sound: {
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stats: () => soundLibrary.stats(),
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duration: (file: string) => soundLibrary.duration(file),
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/** Where the knobs of each voice of that file are now, oldest first, a pitch as its speed (#315). */
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levels: (file: string) => soundLibrary.levels(file),
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fxWorkletUrl: () => soundLibrary.fxWorkletUrl(),
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/** Seconds on the audio clock: the time a voice really runs on. */
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clock: () => soundLibrary.clock(),
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/** Decodes ahead of a check, so a play can be asserted without racing the network. */
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load: (file: string) => soundLibrary.load(file).then((buffer) => buffer?.duration ?? null),
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stopAll: () => soundLibrary.stopAll(),
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/** What Stop sound asks for: every voice of that file, its echoes cut or left to ring (#324). */
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stop: (file: string, letRing: boolean) => soundLibrary.stop(file, letRing),
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/** The patterns and songs a game plays, with the notes and clips last planned of each. */
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playbacks: () => soundLibrary.playbacks(),
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/** Every bus there is, the master and those of the project among them (#325), and how loud one is. */
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buses: () => soundLibrary.busLevels(),
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mixVolume: (name: string) => soundLibrary.mixVolume(name),
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/** Whether the audio clock is held by the pause of the toolbar or runs. */
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clockState: () => soundLibrary.clockState(),
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/** The second of the audio clock a voice started at, and the rate that clock runs at (#346). */
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startedAt: (voice: number) => soundLibrary.startedAt(voice),
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sampleRate: () => soundLibrary.liveContext().sampleRate,
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/**
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* The nodes a stage of a voice becomes, in any context – an offline one renders what it does.
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* `at` is when its voice starts, which a Flanger's sweep counts from (#341).
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*/
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stageNodes: (context: BaseAudioContext, stage: FxStage, at?: number) =>
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stageNodes(context, stage, undefined, at),
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/** What drives the two shares of a Mix "Both at center", in any context (unstarted). */
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bothAtCenter: (context: BaseAudioContext, mix: number, a: GainNode, b: GainNode) =>
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bothAtCenter(context, mix, a, b),
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/** The curve of an Envelope from `at` (unstarted), its release, and how it moves a number (#335). */
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envelopeDriver: (context: BaseAudioContext, envelope: FxEnvelope, at: number) =>
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envelopeDriver(context, envelope, at),
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releaseEnvelope: (level: AudioParam, envelope: FxEnvelope, startedAt: number, at: number) =>
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releaseEnvelope(level, envelope, startedAt, at),
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stageWith: (context: BaseAudioContext, stage: FxStage, driver: ConstantSourceNode) =>
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stageNodes(context, stage, (mod, param, ratio, map) =>
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followCurve(context, driver, mod, param, ratio, map),
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),
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},
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/**
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* The scheduler (#332), which nothing in the editor plays yet: a check hands it a sequence of
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* notes and reads back what was planned for which second of the audio clock.
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*/
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music: {
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play: (sequence: Sequence, options?: SchedulerOptions & { from?: number }) =>
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music.play(sequence, options),
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edit: (sequence: Sequence) => music.edit(sequence),
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stop: () => music.stop(),
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position: () => music.current?.position() ?? null,
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playing: () => music.current?.playing ?? false,
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planned: () => [...music.planned],
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latency: () => soundLibrary.latency(),
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},
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world: () => editor.worldSnapshot(),
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playInfo: () => editor.playInfo(),
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/** Which scene Play would start, and under which of the two rules (#183: set in the settings). */
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playFrom: () => editor.playFromInfo(),
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/** The two run buttons of the top bar: the picture each wears, and whether it takes a click. */
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runButtons: () => editor.runButtons(),
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/** Where to click one of the icon buttons: menu, undo, redo, play, pause. */
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toolbarAt: (name: keyof Editor['toolbarControls']) => centreOf(editor.toolbarControls[name]),
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/** Behaviors running without Play (`Run in editor`), and how long they have been at it. */
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editorRun: () => editor.editorRunInfo(),
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physics: () => physicsStatus(),
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tab: () => editor.tab,
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showTab: (tab: TabId) => editor.showTab(tab),
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/** The open documents in tab order and the one showing (#171); a document is `asset:<id>` or `list`. */
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documents: () => editor.openDocuments(),
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openDocument: (doc: DocumentId) => editor.openDocument(doc),
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closeDocument: (doc: DocumentId) => editor.closeDocument(doc),
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plugins: {
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/** Every file in `data/plugins/` and what became of it. */
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records: () => [...(editor.plugins?.records ?? [])],
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/** The plugins in the user management tab (#179): one row per file, with its switch. */
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pane: () => ({ ...editor.pluginsPane.debugInfo(), visible: editor.tab === 'management' }),
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/** Where to click the switch of one plugin; null when it has no row. */
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switchAt: (file: string) => {
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const box = editor.pluginsPane.switchOf(file);
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return box ? centreOf(box) : null;
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},
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/** A plugin tab's node board as drawn, with its canvas and Fit button; null without one. */
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board: (tabId: string) => {
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const pane = editor.pluginPane(tabId);
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if (!(pane instanceof NodeBoard)) return null;
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return {
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...pane.debugInfo(),
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visible: pane.visible,
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rect: rectOf(pane),
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fit: centreOf(pane.fitButton),
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};
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},
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},
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};
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}
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