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- Removed the 63-character limit on sound names.
SVN r475 (trunk)
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parent
b361ba05d8
commit
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4 changed files with 23 additions and 30 deletions
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@ -1,4 +1,5 @@
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February 3, 2007
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- Removed the 63-character limit on sound names.
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- Reduced the rate at which drowning damage increases.
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- Added more player water sounds:
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*dive - Played when your head goes below water.
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@ -4808,11 +4808,11 @@ FArchive &operator<< (FArchive &arc, FSoundIndex &snd)
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{
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if (arc.IsStoring ())
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{
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arc.WriteName (snd.Index ? S_sfx[snd.Index].name : NULL);
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arc.WriteName (snd.Index ? S_sfx[snd.Index].name.GetChars() : NULL);
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}
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else
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{
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const char *name = arc.ReadName ();;
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const char *name = arc.ReadName ();
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snd.Index = name != NULL ? S_FindSound (name) : 0;
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}
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return arc;
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@ -83,7 +83,7 @@ struct FRandomSoundList
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struct FPlayerClassLookup
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{
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char Name[MAX_SNDNAME+1];
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FString Name;
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WORD ListIndex[3]; // indices into PlayerSounds (0xffff means empty)
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};
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@ -121,7 +121,7 @@ static struct AmbientSound
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int periodmax; // max # of tics for random ambients
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float volume; // relative volume of sound
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float attenuation;
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char sound[MAX_SNDNAME+1]; // Logical name of sound to play
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FString sound; // Logical name of sound to play
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} *Ambients[256];
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enum SICommands
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@ -196,7 +196,7 @@ static int S_AddPlayerClass (const char *name);
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static int S_AddPlayerGender (int classnum, int gender);
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static int S_FindPlayerClass (const char *name);
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static int S_LookupPlayerSound (int classidx, int gender, int refid);
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static void S_ParsePlayerSoundCommon (char pclass[MAX_SNDNAME+1], int &gender, int &refid);
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static void S_ParsePlayerSoundCommon (FString &pclass, int &gender, int &refid);
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static void S_AddSNDINFO (int lumpnum);
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static void S_AddBloodSFX (int lumpnum);
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static void S_AddStrifeVoice (int lumpnum);
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@ -248,7 +248,7 @@ static bool PlayerClassesIsSorted;
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static TArray<FPlayerClassLookup> PlayerClassLookups;
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static TArray<FPlayerSoundHashTable> PlayerSounds;
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static char DefPlayerClassName[MAX_SNDNAME+1];
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static FString DefPlayerClassName;
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static int DefPlayerClass;
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static BYTE CurrentPitchMask;
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@ -364,7 +364,7 @@ int S_FindSound (const char *logicalname)
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{
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i = S_sfx[MakeKey (logicalname) % S_sfx.Size ()].index;
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while ((i != 0) && strnicmp (S_sfx[i].name, logicalname, MAX_SNDNAME))
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while ((i != 0) && stricmp (S_sfx[i].name, logicalname))
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i = S_sfx[i].next;
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return i;
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@ -389,7 +389,7 @@ int S_FindSoundNoHash (const char *logicalname)
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for (i = 1; i < S_sfx.Size (); i++)
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{
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if (strnicmp (S_sfx[i].name, logicalname, MAX_SNDNAME) == 0)
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if (stricmp (S_sfx[i].name, logicalname) == 0)
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{
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return i;
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}
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@ -429,8 +429,7 @@ int S_AddSoundLump (const char *logicalname, int lump)
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sfxinfo_t newsfx;
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memset (&newsfx.lumpnum, 0, sizeof(newsfx)-sizeof(newsfx.name));
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// logicalname MUST be < MAX_SNDNAME chars long
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strcpy (newsfx.name, logicalname);
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newsfx.name = logicalname;
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newsfx.lumpnum = lump;
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newsfx.link = sfxinfo_t::NO_LINK;
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newsfx.PitchMask = CurrentPitchMask;
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@ -775,7 +774,7 @@ static void S_ClearSoundData()
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PlayerClassLookups.Clear();
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PlayerSounds.Clear();
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DefPlayerClass = 0;
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*DefPlayerClassName = 0;
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DefPlayerClassName = "";
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}
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//==========================================================================
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@ -904,8 +903,7 @@ static void S_AddSNDINFO (int lump)
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memset (ambient, 0, sizeof(AmbientSound));
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SC_MustGetString ();
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strncpy (ambient->sound, sc_String, MAX_SNDNAME);
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ambient->sound[MAX_SNDNAME] = 0;
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ambient->sound = sc_String;
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ambient->attenuation = 0;
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SC_MustGetString ();
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@ -1006,7 +1004,7 @@ static void S_AddSNDINFO (int lump)
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case SI_PlayerSound: {
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// $playersound <player class> <gender> <logical name> <lump name>
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char pclass[MAX_SNDNAME+1];
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FString pclass;
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int gender, refid;
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S_ParsePlayerSoundCommon (pclass, gender, refid);
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@ -1016,7 +1014,7 @@ static void S_AddSNDINFO (int lump)
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case SI_PlayerSoundDup: {
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// $playersounddup <player class> <gender> <logical name> <target sound name>
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char pclass[MAX_SNDNAME+1];
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FString pclass;
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int gender, refid, targid;
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S_ParsePlayerSoundCommon (pclass, gender, refid);
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@ -1031,7 +1029,7 @@ static void S_AddSNDINFO (int lump)
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case SI_PlayerCompat: {
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// $playercompat <player class> <gender> <logical name> <compat sound name>
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char pclass[MAX_SNDNAME+1];
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FString pclass;
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int gender, refid;
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int sfxfrom, aliasto;
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@ -1045,7 +1043,7 @@ static void S_AddSNDINFO (int lump)
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case SI_PlayerAlias: {
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// $playeralias <player class> <gender> <logical name> <logical name of existing sound>
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char pclass[MAX_SNDNAME+1];
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FString pclass;
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int gender, refid;
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int soundnum;
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@ -1186,10 +1184,7 @@ static void S_AddSNDINFO (int lump)
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}
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else
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{ // Got a logical sound mapping
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char name[MAX_SNDNAME+1];
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strncpy (name, sc_String, MAX_SNDNAME);
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name[MAX_SNDNAME] = 0;
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FString name (sc_String);
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SC_MustGetString ();
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S_AddSound (name, sc_String);
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}
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@ -1255,10 +1250,10 @@ static void S_AddStrifeVoice (int lumpnum)
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// (player class, gender, and ref id)
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//==========================================================================
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static void S_ParsePlayerSoundCommon (char pclass[MAX_SNDNAME+1], int &gender, int &refid)
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static void S_ParsePlayerSoundCommon (FString &pclass, int &gender, int &refid)
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{
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SC_MustGetString ();
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strcpy (pclass, sc_String);
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pclass = sc_String;
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SC_MustGetString ();
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gender = D_GenderToInt (sc_String);
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SC_MustGetString ();
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@ -1295,17 +1290,16 @@ static int S_AddPlayerClass (const char *name)
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if (cnum == -1)
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{
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FPlayerClassLookup lookup;
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size_t namelen = strlen (name) + 1;
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memcpy (lookup.Name, name, namelen);
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lookup.Name = name;
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lookup.ListIndex[2] = lookup.ListIndex[1] = lookup.ListIndex[0] = 0xffff;
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cnum = (int)PlayerClassLookups.Push (lookup);
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PlayerClassesIsSorted = false;
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// The default player class is the first one added
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if (DefPlayerClassName[0] == 0)
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if (DefPlayerClassName.IsEmpty())
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{
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memcpy (DefPlayerClassName, name, namelen);
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DefPlayerClassName = lookup.Name;
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DefPlayerClass = cnum;
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}
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}
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@ -24,8 +24,6 @@
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#include "m_fixed.h"
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#include "tarray.h"
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#define MAX_SNDNAME 63
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class AActor;
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//
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@ -33,7 +31,7 @@ class AActor;
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//
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struct sfxinfo_t
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{
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char name[MAX_SNDNAME+1]; // [RH] Sound name defined in SNDINFO
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FString name; // [RH] Sound name defined in SNDINFO
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short lumpnum; // lump number of sfx
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BYTE PitchMask;
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