Spatial audio
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parent
06548a0249
commit
209b25c29f
1
Cargo.lock
generated
1
Cargo.lock
generated
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@ -639,6 +639,7 @@ dependencies = [
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"bevy_ecs",
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"bevy_ecs",
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"bevy_gizmos_macros",
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"bevy_gizmos_macros",
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"bevy_math",
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"bevy_math",
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"bevy_pbr",
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"bevy_reflect",
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"bevy_reflect",
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"bevy_render",
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"bevy_render",
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"bevy_sprite",
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"bevy_sprite",
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@ -15,6 +15,7 @@ bevy = { version = "0.14.0", default-features = false, features = [
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"bevy_text", # for writing characters to the screen
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"bevy_text", # for writing characters to the screen
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"bevy_ui",
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"bevy_ui",
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"bevy_winit",
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"bevy_winit",
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"bevy_pbr",
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"multi_threaded", # go faster
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"multi_threaded", # go faster
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"png",
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"png",
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"x11", # run on non-wayland linuxes too
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"x11", # run on non-wayland linuxes too
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@ -54,13 +54,13 @@ pub fn process_input(
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// with this in mind, to convert mouse coordinates to world coordinates for comparing against our logical window center, we take the absolute of the difference in height
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// with this in mind, to convert mouse coordinates to world coordinates for comparing against our logical window center, we take the absolute of the difference in height
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gizmos.line(Vec3::ZERO, Vec3::X * 100., GREEN);
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// gizmos.line(Vec3::ZERO, Vec3::X * 100., GREEN);
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if let Ok(window) = window.get_single() {
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if let Ok(window) = window.get_single() {
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if let Some(target) = window.cursor_position() {
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if let Some(target) = window.cursor_position() {
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let size = window.size();
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let size = window.size();
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let center = size / 2.;
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let center = size / 2.;
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let modified_target = target.with_y(size.y - target.y) - center;
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let modified_target = target.with_y(size.y - target.y) - center;
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gizmos.line(Vec2::ZERO.extend(0.), modified_target.extend(0.), RED);
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// gizmos.line(Vec2::ZERO.extend(0.), modified_target.extend(0.), RED);
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input.angle = modified_target.to_angle();
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input.angle = modified_target.to_angle();
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}
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}
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}
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}
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12
src/main.rs
12
src/main.rs
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@ -75,6 +75,11 @@ fn main() -> AppExit {
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.init_state::<View>()
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.init_state::<View>()
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.init_state::<Game>();
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.init_state::<Game>();
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app.insert_resource(AmbientLight {
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color: Color::srgb(1., 1., 1.),
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brightness: 1.,
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});
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app.configure_sets(
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app.configure_sets(
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Update,
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Update,
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(
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(
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@ -116,13 +121,6 @@ fn main() -> AppExit {
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),
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),
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)
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)
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.insert_resource(ClearColor(Color::srgb(0.3, 0.1, 0.5)));
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.insert_resource(ClearColor(Color::srgb(0.3, 0.1, 0.5)));
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// NOTE: would need to add PBR feature I think?
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// Was intending to use this for day/night cycle type stuff a la V Rising?
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// app.insert_resource(AmbientLight {
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// color: Color::srgb(1., 1., 1.),
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// brightness: 1.,
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// });
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app.run()
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app.run()
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}
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}
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@ -29,7 +29,7 @@ pub fn startup(
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mut materials: ResMut<Assets<ColorMaterial>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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) {
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let mesh = meshes.add(Capsule2d::new(3.0, 25.0));
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let mesh = meshes.add(Capsule2d::new(3.0, 25.0));
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let material = materials.add(Color::hsl(360. * 1 as f32 / 3 as f32, 0.95, 0.7));
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let material = materials.add(Color::hsla(360. * 1 as f32 / 3 as f32, 0.95, 0.7, 0.5));
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let transform = Transform::from_xyz(0.0, 0.0, 500.);
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let transform = Transform::from_xyz(0.0, 0.0, 500.);
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let layout = assets.add(TextureAtlasLayout::from_grid(
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let layout = assets.add(TextureAtlasLayout::from_grid(
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UVec2::new(32, 64),
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UVec2::new(32, 64),
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@ -47,8 +47,8 @@ pub fn startup(
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},
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},
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YSortable,
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YSortable,
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Watched,
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Watched,
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Transform::default(),
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TransformBundle::default(),
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GlobalTransform::default(),
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SpatialListener::new(20.),
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Mover {
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Mover {
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velocity: Velocity(Vec2::ZERO),
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velocity: Velocity(Vec2::ZERO),
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heading: Heading(Vec2::ZERO),
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heading: Heading(Vec2::ZERO),
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@ -82,16 +82,22 @@ pub fn startup(
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text.transform.translation.z = 500.0;
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text.transform.translation.z = 500.0;
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text.transform.translation.y = 24.;
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text.transform.translation.y = 24.;
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player.spawn(text);
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player.spawn(text);
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player.spawn((SpatialBundle::default(), SpatialListener::new(10.)));
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player
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player.spawn((
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.spawn((
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Crosshair,
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Crosshair,
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MaterialMesh2dBundle {
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TransformBundle {
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mesh: mesh.into(),
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local: transform,
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transform,
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material,
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..default()
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..default()
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},
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},
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));
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))
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.with_children(|crosshair| {
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crosshair.spawn(MaterialMesh2dBundle {
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mesh: mesh.into(),
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transform: Transform::from_xyz(0., 20., 0.),
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material,
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..default()
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});
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});
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});
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});
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}
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}
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@ -105,7 +111,7 @@ pub fn control(
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heading.0 = input.movement;
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heading.0 = input.movement;
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}
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}
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if let Ok(mut transform) = crosshair.get_single_mut() {
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if let Ok(mut transform) = crosshair.get_single_mut() {
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transform.rotation = Quat::from_rotation_z(input.angle + (TAU / 4.));
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transform.rotation = Quat::from_rotation_z(input.angle - (TAU / 4.));
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}
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}
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}
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}
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@ -118,11 +124,14 @@ pub fn meow_on_r(
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if keys.just_pressed(KeyCode::KeyR) {
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if keys.just_pressed(KeyCode::KeyR) {
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if let Ok(player) = player.get_single() {
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if let Ok(player) = player.get_single() {
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let sound = commands
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let sound = commands
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.spawn(AudioSourceBundle {
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.spawn((
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SpatialBundle::default(),
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AudioBundle {
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source: assets.load::<AudioSource>("sfx/meow.wav"),
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source: assets.load::<AudioSource>("sfx/meow.wav"),
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settings: PlaybackSettings::DESPAWN.with_spatial(true),
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settings: PlaybackSettings::DESPAWN.with_spatial(true),
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..default()
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..default()
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})
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},
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))
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.id();
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.id();
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commands.entity(player).push_children(&[sound]);
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commands.entity(player).push_children(&[sound]);
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}
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}
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