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1032 lines
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<h1 class="page-title">Source: sound/SoundManager.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Sound Manager constructor.
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* The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio if the browser supports it.
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* Note: On Firefox 25+ on Linux if you have media.gstreamer disabled in about:config then it cannot play back mp3 or m4a files.
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*
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* @class Phaser.SoundManager
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* @classdesc Phaser Sound Manager.
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* @constructor
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* @param {Phaser.Game} game reference to the current game instance.
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*/
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Phaser.SoundManager = function (game) {
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = game;
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/**
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* @property {Phaser.Signal} onSoundDecode - The event dispatched when a sound decodes (typically only for mp3 files)
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*/
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this.onSoundDecode = new Phaser.Signal();
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/**
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* @property {boolean} _muted - Internal mute tracking var.
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* @private
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* @default
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*/
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this._muted = false;
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/**
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* @property {Description} _unlockSource - Internal unlock tracking var.
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* @private
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* @default
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*/
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this._unlockSource = null;
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/**
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* @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume).
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* @private
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* @default
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*/
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this._volume = 1;
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/**
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* @property {array} _sounds - An array containing all the sounds
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* @private
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* @default The empty array.
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*/
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this._sounds = [];
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/**
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* @property {AudioContext} context - The AudioContext being used for playback.
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* @default
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*/
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this.context = null;
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/**
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* @property {boolean} usingWebAudio - true if this sound is being played with Web Audio.
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* @readonly
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*/
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this.usingWebAudio = true;
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/**
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* @property {boolean} usingAudioTag - true if the sound is being played via the Audio tag.
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* @readonly
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*/
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this.usingAudioTag = false;
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/**
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* @property {boolean} noAudio - Has audio been disabled via the PhaserGlobal object? Useful if you need to use a 3rd party audio library instead.
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* @default
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*/
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this.noAudio = false;
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/**
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* @property {boolean} connectToMaster - Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node.
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* @default
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*/
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this.connectToMaster = true;
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/**
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* @property {boolean} touchLocked - true if the audio system is currently locked awaiting a touch event.
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* @default
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*/
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this.touchLocked = false;
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/**
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* @property {number} channels - The number of audio channels to use in playback.
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* @default
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*/
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this.channels = 32;
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};
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Phaser.SoundManager.prototype = {
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/**
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* Initialises the sound manager.
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* @method Phaser.SoundManager#boot
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* @protected
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*/
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boot: function () {
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if (this.game.device.iOS && this.game.device.webAudio === false)
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{
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this.channels = 1;
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}
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if (this.game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock))
|
|
{
|
|
this.game.input.touch.callbackContext = this;
|
|
this.game.input.touch.touchStartCallback = this.unlock;
|
|
this.game.input.mouse.callbackContext = this;
|
|
this.game.input.mouse.mouseDownCallback = this.unlock;
|
|
this.touchLocked = true;
|
|
}
|
|
else
|
|
{
|
|
// What about iOS5?
|
|
this.touchLocked = false;
|
|
}
|
|
|
|
if (window['PhaserGlobal'])
|
|
{
|
|
// Check to see if all audio playback is disabled (i.e. handled by a 3rd party class)
|
|
if (window['PhaserGlobal'].disableAudio === true)
|
|
{
|
|
this.usingWebAudio = false;
|
|
this.noAudio = true;
|
|
return;
|
|
}
|
|
|
|
// Check if the Web Audio API is disabled (for testing Audio Tag playback during development)
|
|
if (window['PhaserGlobal'].disableWebAudio === true)
|
|
{
|
|
this.usingWebAudio = false;
|
|
this.usingAudioTag = true;
|
|
this.noAudio = false;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!!window['AudioContext'])
|
|
{
|
|
this.context = new window['AudioContext']();
|
|
}
|
|
else if (!!window['webkitAudioContext'])
|
|
{
|
|
this.context = new window['webkitAudioContext']();
|
|
}
|
|
else if (!!window['Audio'])
|
|
{
|
|
this.usingWebAudio = false;
|
|
this.usingAudioTag = true;
|
|
}
|
|
else
|
|
{
|
|
this.usingWebAudio = false;
|
|
this.noAudio = true;
|
|
}
|
|
|
|
if (this.context !== null)
|
|
{
|
|
if (typeof this.context.createGain === 'undefined')
|
|
{
|
|
this.masterGain = this.context.createGainNode();
|
|
}
|
|
else
|
|
{
|
|
this.masterGain = this.context.createGain();
|
|
}
|
|
|
|
this.masterGain.gain.value = 1;
|
|
this.masterGain.connect(this.context.destination);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Enables the audio, usually after the first touch.
|
|
* @method Phaser.SoundManager#unlock
|
|
*/
|
|
unlock: function () {
|
|
|
|
if (this.touchLocked === false)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Global override (mostly for Audio Tag testing)
|
|
if (this.game.device.webAudio === false || (window['PhaserGlobal'] && window['PhaserGlobal'].disableWebAudio === true))
|
|
{
|
|
// Create an Audio tag?
|
|
this.touchLocked = false;
|
|
this._unlockSource = null;
|
|
this.game.input.touch.callbackContext = null;
|
|
this.game.input.touch.touchStartCallback = null;
|
|
this.game.input.mouse.callbackContext = null;
|
|
this.game.input.mouse.mouseDownCallback = null;
|
|
}
|
|
else
|
|
{
|
|
// Create empty buffer and play it
|
|
var buffer = this.context.createBuffer(1, 1, 22050);
|
|
this._unlockSource = this.context.createBufferSource();
|
|
this._unlockSource.buffer = buffer;
|
|
this._unlockSource.connect(this.context.destination);
|
|
this._unlockSource.noteOn(0);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Stops all the sounds in the game.
|
|
* @method Phaser.SoundManager#stopAll
|
|
*/
|
|
stopAll: function () {
|
|
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i])
|
|
{
|
|
this._sounds[i].stop();
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Pauses all the sounds in the game.
|
|
* @method Phaser.SoundManager#pauseAll
|
|
*/
|
|
pauseAll: function () {
|
|
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i])
|
|
{
|
|
this._sounds[i].pause();
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* resumes every sound in the game.
|
|
* @method Phaser.SoundManager#resumeAll
|
|
*/
|
|
resumeAll: function () {
|
|
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i])
|
|
{
|
|
this._sounds[i].resume();
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Decode a sound by its assets key.
|
|
* @method Phaser.SoundManager#decode
|
|
* @param {string} key - Assets key of the sound to be decoded.
|
|
* @param {Phaser.Sound} [sound] - Its buffer will be set to decoded data.
|
|
*/
|
|
decode: function (key, sound) {
|
|
|
|
sound = sound || null;
|
|
|
|
var soundData = this.game.cache.getSoundData(key);
|
|
|
|
if (soundData)
|
|
{
|
|
if (this.game.cache.isSoundDecoded(key) === false)
|
|
{
|
|
this.game.cache.updateSound(key, 'isDecoding', true);
|
|
|
|
var that = this;
|
|
|
|
this.context.decodeAudioData(soundData, function (buffer) {
|
|
that.game.cache.decodedSound(key, buffer);
|
|
if (sound)
|
|
{
|
|
that.onSoundDecode.dispatch(key, sound);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates every sound in the game.
|
|
* @method Phaser.SoundManager#update
|
|
*/
|
|
update: function () {
|
|
|
|
if (this.touchLocked)
|
|
{
|
|
if (this.game.device.webAudio && this._unlockSource !== null)
|
|
{
|
|
if ((this._unlockSource.playbackState === this._unlockSource.PLAYING_STATE || this._unlockSource.playbackState === this._unlockSource.FINISHED_STATE))
|
|
{
|
|
this.touchLocked = false;
|
|
this._unlockSource = null;
|
|
this.game.input.touch.callbackContext = null;
|
|
this.game.input.touch.touchStartCallback = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
this._sounds[i].update();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds a new Sound into the SoundManager.
|
|
* @method Phaser.SoundManager#add
|
|
* @param {string} key - Asset key for the sound.
|
|
* @param {number} [volume=1] - Default value for the volume.
|
|
* @param {boolean} [loop=false] - Whether or not the sound will loop.
|
|
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
|
|
* @return {Phaser.Sound} The new sound instance.
|
|
*/
|
|
add: function (key, volume, loop, connect) {
|
|
|
|
if (typeof volume === 'undefined') { volume = 1; }
|
|
if (typeof loop === 'undefined') { loop = false; }
|
|
if (typeof connect === 'undefined') { connect = this.connectToMaster; }
|
|
|
|
var sound = new Phaser.Sound(this.game, key, volume, loop, connect);
|
|
|
|
this._sounds.push(sound);
|
|
|
|
return sound;
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds a new Sound into the SoundManager and starts it playing.
|
|
* @method Phaser.SoundManager#play
|
|
* @param {string} key - Asset key for the sound.
|
|
* @param {number} [volume=1] - Default value for the volume.
|
|
* @param {boolean} [loop=false] - Whether or not the sound will loop.
|
|
* @return {Phaser.Sound} The new sound instance.
|
|
*/
|
|
play: function (key, volume, loop) {
|
|
|
|
var sound = this.add(key, volume, loop);
|
|
|
|
sound.play();
|
|
|
|
return sound;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.SoundManager.prototype.constructor = Phaser.SoundManager;
|
|
|
|
/**
|
|
* @name Phaser.SoundManager#mute
|
|
* @property {boolean} mute - Gets or sets the muted state of the SoundManager. This effects all sounds in the game.
|
|
*/
|
|
Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
|
|
|
|
get: function () {
|
|
|
|
return this._muted;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
value = value || null;
|
|
|
|
if (value)
|
|
{
|
|
if (this._muted)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this._muted = true;
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this._muteVolume = this.masterGain.gain.value;
|
|
this.masterGain.gain.value = 0;
|
|
}
|
|
|
|
// Loop through sounds
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i].usingAudioTag)
|
|
{
|
|
this._sounds[i].mute = true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this._muted === false)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this._muted = false;
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this.masterGain.gain.value = this._muteVolume;
|
|
}
|
|
|
|
// Loop through sounds
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i].usingAudioTag)
|
|
{
|
|
this._sounds[i].mute = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.SoundManager#volume
|
|
* @property {number} volume - Gets or sets the global volume of the SoundManager, a value between 0 and 1.
|
|
*/
|
|
Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
|
|
|
|
get: function () {
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
return this.masterGain.gain.value;
|
|
}
|
|
else
|
|
{
|
|
return this._volume;
|
|
}
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
value = this.game.math.clamp(value, 1, 0);
|
|
|
|
this._volume = value;
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this.masterGain.gain.value = value;
|
|
}
|
|
|
|
// Loop through the sound cache and change the volume of all html audio tags
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i].usingAudioTag)
|
|
{
|
|
this._sounds[i].volume = this._sounds[i].volume * value;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Mon Feb 24 2014 12:11:34 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
|
</div>
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<br clear="both">
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<script src="scripts/toc.js"></script>
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<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
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