mirror of
https://github.com/Tonejs/Tone.js
synced 2024-12-29 13:03:06 +00:00
f17249691d
now in the form Tone.Something instead of using `import { Something } from "tone"`. It makes the example runner on the docs page work much faster
218 lines
5.7 KiB
TypeScript
218 lines
5.7 KiB
TypeScript
import { Interval, Seconds, Time } from "../core/type/Units";
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import { FeedbackEffect, FeedbackEffectOptions } from "./FeedbackEffect";
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import { optionsFromArguments } from "../core/util/Defaults";
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import { LFO } from "../source/oscillator/LFO";
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import { Delay } from "../core/context/Delay";
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import { CrossFade } from "../component/channel/CrossFade";
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import { Signal } from "../signal/Signal";
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import { readOnly } from "../core/util/Interface";
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import { Param } from "../core/context/Param";
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import { intervalToFrequencyRatio } from "../core/type/Conversions";
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export interface PitchShiftOptions extends FeedbackEffectOptions {
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pitch: Interval;
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windowSize: Seconds;
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delayTime: Time;
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}
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/**
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* PitchShift does near-realtime pitch shifting to the incoming signal.
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* The effect is achieved by speeding up or slowing down the delayTime
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* of a DelayNode using a sawtooth wave.
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* Algorithm found in [this pdf](http://dsp-book.narod.ru/soundproc.pdf).
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* Additional reference by [Miller Pucket](http://msp.ucsd.edu/techniques/v0.11/book-html/node115.html).
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* @category Effect
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*/
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export class PitchShift extends FeedbackEffect<PitchShiftOptions> {
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readonly name: string = "PitchShift";
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/**
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* The pitch signal
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*/
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private _frequency: Signal<"frequency">;
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/**
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* Uses two DelayNodes to cover up the jump in the sawtooth wave.
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*/
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private _delayA: Delay;
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/**
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* The first LFO.
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*/
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private _lfoA: LFO;
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/**
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* The second DelayNode
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*/
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private _delayB: Delay;
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/**
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* The second LFO.
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*/
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private _lfoB: LFO;
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/**
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* Cross fade quickly between the two delay lines to cover up the jump in the sawtooth wave
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*/
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private _crossFade: CrossFade;
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/**
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* LFO which alternates between the two delay lines to cover up the disparity in the
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* sawtooth wave.
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*/
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private _crossFadeLFO: LFO;
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/**
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* The delay node
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*/
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private _feedbackDelay: Delay;
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/**
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* The amount of delay on the input signal
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*/
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readonly delayTime: Param<"time">;
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/**
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* Hold the current pitch
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*/
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private _pitch: Interval;
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/**
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* Hold the current windowSize
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*/
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private _windowSize;
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/**
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* @param pitch The interval to transpose the incoming signal by.
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*/
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constructor(pitch?: Interval);
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constructor(options?: Partial<PitchShiftOptions>);
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constructor() {
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super(optionsFromArguments(PitchShift.getDefaults(), arguments, ["pitch"]));
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const options = optionsFromArguments(PitchShift.getDefaults(), arguments, ["pitch"]);
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this._frequency = new Signal({ context: this.context });
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this._delayA = new Delay({
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maxDelay: 1,
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context: this.context
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});
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this._lfoA = new LFO({
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context: this.context,
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min: 0,
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max: 0.1,
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type: "sawtooth"
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}).connect(this._delayA.delayTime);
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this._delayB = new Delay({
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maxDelay: 1,
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context: this.context
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});
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this._lfoB = new LFO({
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context: this.context,
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min: 0,
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max: 0.1,
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type: "sawtooth",
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phase: 180
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}).connect(this._delayB.delayTime);
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this._crossFade = new CrossFade({ context: this.context });
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this._crossFadeLFO = new LFO({
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context: this.context,
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min: 0,
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max: 1,
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type: "triangle",
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phase: 90
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}).connect(this._crossFade.fade);
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this._feedbackDelay = new Delay({
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delayTime: options.delayTime,
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context: this.context,
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});
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this.delayTime = this._feedbackDelay.delayTime;
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readOnly(this, "delayTime");
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this._pitch = options.pitch;
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this._windowSize = options.windowSize;
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// connect the two delay lines up
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this._delayA.connect(this._crossFade.a);
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this._delayB.connect(this._crossFade.b);
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// connect the frequency
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this._frequency.fan(this._lfoA.frequency, this._lfoB.frequency, this._crossFadeLFO.frequency);
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// route the input
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this.effectSend.fan(this._delayA, this._delayB);
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this._crossFade.chain(this._feedbackDelay, this.effectReturn);
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// start the LFOs at the same time
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const now = this.now();
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this._lfoA.start(now);
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this._lfoB.start(now);
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this._crossFadeLFO.start(now);
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// set the initial value
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this.windowSize = this._windowSize;
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}
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static getDefaults(): PitchShiftOptions {
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return Object.assign(FeedbackEffect.getDefaults(), {
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pitch: 0,
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windowSize: 0.1,
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delayTime: 0,
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feedback: 0
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});
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}
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/**
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* Repitch the incoming signal by some interval (measured in semi-tones).
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* @example
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* const pitchShift = new Tone.PitchShift().toDestination();
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* const osc = new Tone.Oscillator().connect(pitchShift).start().toDestination();
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* pitchShift.pitch = -12; // down one octave
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* pitchShift.pitch = 7; // up a fifth
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*/
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get pitch() {
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return this._pitch;
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}
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set pitch(interval) {
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this._pitch = interval;
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let factor = 0;
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if (interval < 0) {
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this._lfoA.min = 0;
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this._lfoA.max = this._windowSize;
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this._lfoB.min = 0;
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this._lfoB.max = this._windowSize;
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factor = intervalToFrequencyRatio(interval - 1) + 1;
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} else {
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this._lfoA.min = this._windowSize;
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this._lfoA.max = 0;
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this._lfoB.min = this._windowSize;
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this._lfoB.max = 0;
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factor = intervalToFrequencyRatio(interval) - 1;
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}
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this._frequency.value = factor * (1.2 / this._windowSize);
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}
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/**
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* The window size corresponds roughly to the sample length in a looping sampler.
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* Smaller values are desirable for a less noticeable delay time of the pitch shifted
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* signal, but larger values will result in smoother pitch shifting for larger intervals.
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* A nominal range of 0.03 to 0.1 is recommended.
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*/
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get windowSize() {
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return this._windowSize;
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}
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set windowSize(size) {
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this._windowSize = this.toSeconds(size);
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this.pitch = this._pitch;
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}
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dispose(): this {
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super.dispose();
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this._frequency.dispose();
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this._delayA.dispose();
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this._delayB.dispose();
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this._lfoA.dispose();
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this._lfoB.dispose();
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this._crossFade.dispose();
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this._crossFadeLFO.dispose();
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this._feedbackDelay.dispose();
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return this;
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}
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}
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