Не работает hitsound tf2
OK, so I found the document, and there are a few things you need to check. What @we are we are walmart (editing this post: they changed their name to @gene.png now) said about the frequency is correct. I’m going to copy and paste this line of text from my document:
So I know how to do this in my audio editing program, but I’m not sure how to do it on other ones, and you may not have the same audio editing program that I have. In mine, which is wavepad by NCH software, you need to export the file as an audio file, and then it will bring up a dialogue box which will allow you to change the frequency and «16 bit and stereo.» If, after trying this, it still doesn’t work, there are some things to double check just in case, such as making sure the file is called «hitsound.wav» (no capital letters, no spelling erros, .wav format, etc.) And if it STILL doesn’t work, the only other thing I can think that would be wrong is the directory. The directory I’ve always used that has worked for me is this:
ALSO another thing to note is that when you use a hitsound, it creates a file (I can’t remember the extension,) that is I think in the sound folder? The one just before the ui folder. You’ll need to delete that to refresh hitsounds and stuff.
TLDR; Make sure everything is correct, the audio file is .wav, and the audio file’s frequency is 44100hz and 16 bit and stereo.
OK, so I found the document, and there are a few things you need to check. What @we are we are walmart said about the frequency is correct. I’m going to copy and paste this line of text from my document:
So I know how to do this in my audio editing program, but I’m not sure how to do it on other ones, and you may not have the same audio editing program that I have. In mine, which is wavepad by NCH software, you need to export the file as an audio file, and then it will bring up a dialogue box which will allow you to change the frequency and «16 bit and stereo.» If, after trying this, it still doesn’t work, there are some things to double check just in case, such as making sure the file is called «hitsound.wav» (no capital letters, no spelling erros, .wav format, etc.) And if it STILL doesn’t work, the only other thing I can think that would be wrong is the directory. The directory I’ve always used that has worked for me is this:
ALSO another thing to note is that when you use a hitsound, it creates a file (I can’t remember the extension,) that is I think in the sound folder? The one just before the ui folder. You’ll need to delete that to refresh hitsounds and stuff.
TLDR; Make sure everything is correct, the audio file is .wav, and the audio file’s frequency is 44100hz and 16 bit and stereo.
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Не работает hitsound tf2
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Первое что мы сделаем это запустим Тф2.
Затем зайдём в дополнительные настройки и поставим killsound и hitsound на default.
Далее мы должны зайти в файлы ТээФки.
Путь(Если у вас на диске C:): C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
Создаём в папке tf другую папку «custom» но только если её у вас нету, в custom создаём папку my_custom_stuff, в этой папке создаём ещё одну папку sound, и наконец в папке sound создаём папку ui, а в эту ui надо будет вставлять аудиофайлы.
Ищем звук который вам понравился и скачиваем его в формате mp3.
Так как Валв выбрали именно этот формат для этой цели, mp3 надо будет конвертировать в waw.
Кстати файл должен быть коротким, примерно одну секунду, желательно поменьше, и чтоб он весил не более 300Кб.
И так аудиофайл сделан, переносим его в папку ui и переименовываем что-то в hitsound а что-то в killsound (Без больших букв и .waw в конце)
И так, вы сделали всё что надо, осталось лишь зайти в игру, перепроверить настройки (Забыл сказать что уровень pitch должен быть чуть ниже среднего чтоб звук вообще был слышен) и проверить работают ли звуки.
Если всё получилось то поздравляю!
Если же нет, то постарайтесь пересмотреть все вышеуказанные действия и всё ли вы сделали правильно. У меня тоже с первого раза не получилось, но я просто забыл в настройках поставить звук на правильном регистре.
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Не работает hitsound tf2
try placing it in the sound folder and not the ui(but don’t delete the ui folder)
maybe it should work then
EDIT: I just checked, my hitsound is in the ui folder, don’t know what the problem is on your part
Also check your Advanced Options ingame, you need the hitsounds to be ticked on
try placing it in the sound folder and not the ui(but don’t delete the ui folder)
maybe it should work then
EDIT: I just checked, my hitsound is in the ui folder, don’t know what the problem is on your part
Also check your Advanced Options ingame, you need the hitsounds to be ticked on
Hitsounds are on. I have broselhud and it has a sound folder with nothing in it, so I’m gonna try to put the ui folder in there. Nope, it didn’t work.
do you think maybe the bitrate is too high? When I open it in mediainfo it says that the bitrate is 1 536 Kbps
My hitsound is Stereo @ 1411kbps.
Pathing is:
Team Fortress 2 / tf / Custom / [hitsoundname] / Sound / UI / Hitsound(.wav)
Hope this helps.
i know people gonna get mad cuz this post is old, but this really helped me.
hope whoever answered this question sees this.
i know people gonna get mad cuz this post is old, but this really helped me.
hope whoever answered this question sees this.
look at the post above you XD!
id just like to add my little experience to this post because i found it on google.
my hitsound and killsound files weren’t working correctly either. i saw that audacity was mentioned and downloaded it quickly to see if i could change anything. turns out it made all the difference.
i couldn’t import my hitsound.wav into audacity, it couldn’t recognise it. i tried as it suggested and imported ‘raw data’, except now its just static.
i changed my hitsound.wav to hitsound.mp3 and open’d it with audacity and it successfully imported. using audacity i changed it from stereo to mono and then hit export and made sure to export it as Microsoft ‘.wav’ file (16-bit) hitsound.wav_and now, all of the sudden, my custom hit sound works.
i guess what i found out is if you can open the file with audacity, then it can be used as a hitsound, but if it cannot, then it needs to be re-exported into .wav
just adding this here for future people googling this issue.
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Не работает hitsound tf2
Oleg, прога для аудиофайлов, тебе надо с wav шаманить, вот там посмотришь это всё:»OK, so I found the document, and there are a few things you need to check. What @we are we are walmart (editing this post: they changed their name to @gene.png now) said about the frequency is correct. I’m going to copy and paste this line of text from my document:
Показать полностью.
So I know how to do this in my audio editing program, but I’m not sure how to do it on other ones, and you may not have the same audio editing program that I have. In mine, which is wavepad by NCH software, you need to export the file as an audio file, and then it will bring up a dialogue box which will allow you to change the frequency and «16 bit and stereo.» If, after trying this, it still doesn’t work, there are some things to double check just in case, such as making sure the file is called «hitsound.wav» (no capital letters, no spelling erros, .wav format, etc.) And if it STILL doesn’t work, the only other thing I can think that would be wrong is the directory. The directory I’ve always used that has worked for me is this:
ALSO another thing to note is that when you use a hitsound, it creates a file (I can’t remember the extension,) that is I think in the sound folder? The one just before the ui folder. You’ll need to delete that to refresh hitsounds and stuff.
TLDR; Make sure everything is correct, the audio file is .wav, and the audio file’s frequency is 44100hz and 16 bit and stereo.»
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Не работает hitsound tf2
In this guide, I explain to you how to have as many hitsounds and last hit sounds/killsounds as you want in Team Fortress 2, and how to change your hitsound on the go in-game using hitsound sets.
Before 2015, you were allowed to change your hitsound, but you couldn’t have more than one. But three updates changed that: the October 2nd 2015 one that made hitsounds scriptable, the February 29th 2016 one that added last hit sounds (killsounds) and, mostly, the March 1st 2016 one that made all hitsound-related materials whitelisted on sv_pure 1 servers. «But what does it mean?» Read this guide to know it all.
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- [1.0] Hitsound Scripting and Hitsound Set update: guide published with the main instructions to have several hitsounds. (October 2nd 2015).
- [1.1] Added the required actions to bypass the sv_pure restrictions. (October 4th 2015).
- [1.2] Invasion Update: pitch shifting is now back to normal, and hitsounds don’t clip each other anymore. (October 7th 2015).
- [1.3] Added a new «Ineedyourhelp» step to try to get help from you guys about a problem present between the custom hitsounds and the sv_pure 1 servers. (November 29th 2015).
- [1.4] Updated the demonstration video. (February 6th 2016).
- [1.5] Updated the guide to clarify the hitsound placements based on the sets to use and the sv_pure restrictions (tl;dr : if you want to hear only your custom hitsounds and nothing else, put your hitsounds in the «misc» folder, one of them in the «ui» folder named «hitsound.wav» and modify the script to match the hitsounds in the «misc» folder). (February 8th 2016).
- [1.6] Killsound update: added a new step regarding killsounds/last hitsounds, as well as a new guide to disable the killsound entirely. (March 1st 2016).
- [2.0] Whitelist update: complete guide revamp. All the references to the «misc» folder have been deleted, which results in a simplified guide and an allowance to dive in more details. Updated the different sections to talk about the replacement of the default hitsounds in the scripting part, an important part overlooked in the first version. Deleted the «Ineedyourhelp Step» concerning the sv_pure 1 restrictions, that are no longer here. Updated the Template Script to simplify it according to the new whitelist. Added a tutorial by montymintypie in the first section. Added 3 new Additional Steps concerning Killsounds, Hitsound Sets and Hitsound Rate Appearance. Added new pictures for clarity. Added a new demonstration video. (March 2nd 2016).
- [2.1] Added a step inbetween the third and the fourth step to fix the multiple custom hitsounds not working in the Mann vs. Machine mode. (September 18th 2016).
- [2.2] Added a new demonstration video for the Mann vs. Machine mode. (December 28th 2016).
- [2.3] Added a troubleshooting section with frequently asked questions in the comments and fixed a mistake on filename extensions in Step 2. (May 10th 2020).
- [2.4] Added a precision in the Troubleshooting section. (February 19th 2021).
First off, you need to know how to change your hitsound to make a custom one. I might add that part in the guide later, but for now, you have plenty of tutorials on the web telling you how to achieve that.
I particularly recommend this tutorial telling you how to make a hitsound in 60 seconds:
https://www.youtube.com/watch?v=5nJduEK0Oj4
Got your 60 seconds done? Awesome, you then know that you need:
- A list of sound files you want to make hitsounds of (they have to be in the .wav format).
- A TF2 folder named «custom» (used for modding: you can learn more about it online, or on tutorials explaining how to change your hitsound).
- A sound editing program (such as Audacity).
- A TF2 file extractor (such as GCFScape).
- A program to script (this is the new part: however, the Notepad is enough for this).
- A war-themed hat simulator.
Got all that? Great! Lets-a-go, then!
First off, let’s have all of our noice hitsounds. You first have to convert them to the .wav format, remember.
If you speak my mother tongue, you may have an idea on what those sounds are about. And having those hitsounds is nice in itself, but if we let them have names like this, it will be really hard afterwards to get them in the game, notably at the scripting part. It will also be really tedious if you want to change your hitsounds.
Another thing you need to know are hitsound sets. What I call «hitsound sets» are the packs of hitsounds you can select in game. There are 9 of them: «Default», «Electro», «Notes», «Percussion», «Retro», «Space», «Beepo», «Vortex» and «Squasher». Each of these sets have corresponding hitsound names in the files of the game, such as hitsound_beepo (if the set has a single hitsound) or hitsound_retro4 (if the set has several hitsounds). To successfully override the existing hitsounds of these sets, you will have to rename some of your hitsounds with the names of the existing hitsounds. I will come back to this in a later section of the guide.
What you need to know by now is that the «Default» hitsound set functions differently and is more liberal than the others concerning names. You will just need one file renamed «hitsound.wav» to make the hitsounds successfully work in-game without hearing the default ones.
To have several hitsounds instead of just one, highly recommend you rename them in a list style, for example with:
- «hitsound», «hitsound2», «hitsound3».
- «hitsound», «hit2», «hit3».
- «hitsound», «2», «3».
- etc. with still having one file named «hitsound.wav».
Whatever name you choose for the hitsounds, remember it: you will need it for the scripting part later. Do not worry about putting «more importants» hitsounds in the first spots, since all of them will be randomized in-game.
Now that it’s done, you can put them in your custom «ui» folder as you would do with a single hitsound. If you haven’t created it already, here is a little reminder of the path that this file should take:
- Steam => SteamApps => common => Team Fortress 2 => tf => custom => [your custom folder’s name] => sound => ui.
That was quite familiar for you. But now we are getting to the new «oldish» part: scripting.
TF2 uses scripts to manage its files, but like for the hitsounds, you don’t have access to them direcly. To see where they should be located in your custom folder, you need a program such as GCFScape to see where they are located in the default folder. When you have GCFScape, go to the «tf» folder and open the addon «tf2_misc_dir».
Once you’re in, follow the picture below to find the script that interest us. It is located in «root» => «scripts» and it is named «game_sounds_weapons.txt» .
Open this file with the Notepad. Next, copy the entire script in your clipboard.
Now, come back to your «custom» folder. Next to the «sound» folder you created earlier, create another folder called «scripts», if you hadn’t done it already. Create a new text file in that folder with the Notepad, open it and paste the entire clipboard of the «game_sounds_weapons.txt» script you copied earlier. Save the file as «game_sounds_weapons». If your hitsound set doesn’t work after this, try saving your file as «game_sounds_weapons.txt».
And now comes the fun part!
Open the custom «game_sounds_weapons.txt» script you created earlier (the one in your «custom» folder). This file is huge and seems complicated, but don’t worry! The manouver we have to do seems daunting when you’re not used to it, but you’ll get the hang of it quickly.
The part we have to modify is located right at the end of the document: it’s the last section, called «Weapon Hit (Ding a lings)».
This section of the script was present in the original script far long ago in TF2, but Valve removed it afterwards. Now, it’s back though, and we can modify it again!
You might recognize some words in the lines of script : «DefaultDing», «Beepo», «Vortex». Those are the hitsound sets I talked about earlier. You can also notice that the script lines playing one single hitsound only have a «wave» command with a single hitsound, whereas the script lines playing several hitsounds have a «rndwave» command (meaning «randomwave») with several «waves» and hitsounds attached to them. As you might guess, the «rndwave» command makes those hitsounds play randomly in-game.
We could simply replace the existing hitsounds with the ones we made earlier like we were doing before. That would mean that if we were picking the «Default» hitsound set in the in-game Hitsound Menu of the Advanced Options of TF2, we would only have been able to play one custom hitsound, the one named «hitsound.wav». Likewise, if we were picking the «Percussions» hitsound in-game, we would have been able to play up to five hitsounds, each named «hitsound_percussion1», 2, 3 and so on.
But that was the method we were using before. Now we have a far more powerful ability: we can add hitsounds infinitely by modifying the script! Here is how to do it.
Remember the hitsound names we created earlier? Here they are again.
As you can see, I have named them «hitsound», «hitsound2» and so on, but you can name them like you want, with only one hitsound being named «hitsound.wav». However, it’s the names you will have chosen in the first place that you will write in the script. Here are the steps:
- Do not worry about the «channel», «volume», «soundlevel» or «pitch» command. Only the «rndwave» one counts.
- Pick a hitsound set you want to put your hitsounds in (for example, Player.HitSoundDefaultDing», or «Player.HitSoundVortex»).
- If the set has multiple hitsounds (a «rndwave» command with multiple «wave» commands and hitsounds, skip this step. If the set has a single hitsound (a single «wave» command), replace it with a pasted «rndwave» one. Make sure to match the tabulations and the spaces of the commands! Look at the existing ones for reference.
- Leave the names of the existing hitsounds present in the hitsound set and match the names of your hitsound with those names if this isn’t already done.
- If you want to add a hitsound to your hitsound set, add another «wave» line and modify the name of the .wav file.
- If you want to delete a hitsound from your hitsound set, remove the «wave» line that includes it.
You should end up with a command looking like this (this is when my hitsounds were added)
If you use a hitsound set, your command should look like this:
This set has five default hitsounds, so I changed the names of 5 of my existing hitsounds to match them with the names of the default ones. My other hitsounds can have whatever names I want.
Now, if you want your custom hitsounds to also work in Mann vs. Machine (MvM), go to the Fourth Step. If you don’t care about MvM and just want to play the other modes, go to the Fifth Step. If you want a custom template for your scripts, keep reading.
«Player.NAMEOFTHEEXISTINGSET«
<
«channel» «CHAN_ITEM»
«volume» «1»
«soundlevel» «SNDLVL_NONE»
«pitch» «PITCH_NORM»
«rndwave»
<
«wave» «)ui/yourcustomhitsound1.wav»
«wave» «)ui/yourcustomhitsound2.wav»
«wave» «)ui/yourcustomhitsound3.wav»
«wave» «)ui/yourcustomhitsound4.wav»
«wave» «)ui/yourcustomhitsound5.wav»
«wave» «)ui/yourcustomhitsound6.wav»
«wave» «)ui/yourcustomhitsound7.wav»
«wave» «)ui/yourcustomhitsound8.wav»
«wave» «)ui/yourcustomhitsound9.wav»
«wave» «)ui/yourcustomhitsound10.wav»
«wave» «)ui/yourcustomhitsound11.wav»
«wave» «)ui/yourcustomhitsound12.wav»
«wave» «)ui/yourcustomhitsound13.wav»
«wave» «)ui/yourcustomhitsound14.wav»
«wave» «)ui/yourcustomhitsoundetc.wav»
>
>
One last step we need to do before starting the game is to get our custom hitsounds to work in the MvM mode. Indeed, the hitsound system is stored in a different script for MvM, called «mvm_level_sounds».
To put the hitsounds in MvM, we need to repeat the third step that we did for the «game_sounds_weapons» script, except that we translate everything over this «mvm_level_sounds» script. Thus, you need to:
- Open once more the «tf_misc_dir» VPK with GCFScape,
- Find the «mvm_level_sounds» script in the «scripts» folder,
- Go back to your custom «scripts» folder and paste the «mvm_level_sounds» script in there,
- Open your custom «game_sounds_weapons» script and copy the entire «Weapon Hit» and «Weapon Kill» sections,
- Open your custom «mvm_level_sounds» script and paste these sections in the appropriate spot, near the end of the script.
And that’s it! Just like that, your multiple custom hitsounds and killsounds will also work in MvM! Remember to repeat the copypaste from script to script process each time you change one of your hitsounds in the «game_sounds_weapons» script in order for those new hitsounds to work in MvM.
Now, save your files and launch TF2!
Now that you are in-game, you need to find the new section devoted to hitsounds in the game. It is located in «Adv. Options» on the main menu. Here is how it looks like.
The red arrow points out the hitsound sets: «Default», «Percussions», «Vortex», etc. You just have to pick the one you just made a hitsound set for in the script to enjoy your new multiple hitsounds in game!
You can also set the pitch of the hitsound according to the damage and the volume. oh wait, you could already do that before via the console. But now you get it in a menu, which is far more convenient!
And there you go! Join a game, and have fun with your silly hitsounds!
On the 29th February 2016 update, Valve added new hitsounds to the game called killsounds or last hit sounds. Those sounds play when you directly kill an enemy. Since they are made on the same model as hitsounds, you can also have multiple custom killsounds on sv_pure 1 servers.
If you want to have a single killsound, all you need to do is copy the killsound in your custom «ui» folder and rename it «killsound.wav» or «killsound_retro.wav», depending on the killsound set you want to put it on.
If you want to have several killsounds that will play randomly, go back to your «game_sounds_weapons» script and search for the section «Weapon Kill (Ding a lings)». Then, the steps are just the same as for the hitsounds, except for the names:
- Pick a killsound set you want to put your killsounds in (for example, Player.KillSoundDefaultDing», or «Player.KillSoundVortex»).
- Replace the single «wave» with a pasted «rndwave» you picked from the hitsound set list. Make sure to match the tabulations and the spaces of the commands! Look at the existing ones for reference.
- Leave the names of the existing killsound present in the hitsound set and match the names of one of your killsounds with this name if this isn’t already done.
- If you want to add a killsound to your killsound set, add another «wave» line and modify the name of the .wav file.
- If you want to delete a killsound from your hitsound set, remove the «wave» line that includes it.
At the end, the script should look like this:
Of course, you can put custom names instead of «killsound6.wav», but be sure to leave at least «killsound.wav» in the script and in your folder.
And there you go! Now you have custom killsounds!
Now that the hitsounds and killsounds are all whitelisted on sv_pure 1 servers, it is now possible to use hitsound sets with custom hitsounds and to change between them on the go. In this section, I explain to you how to customize and switch between your hitsound sets. Please note that while I will talk about hitsounds in this question, all these informations can be applied to killsounds as well.
To customize your hitsound set, you need to know two important informations: How many hitsounds are in the set and how many custom hitsounds do you want to put in them?
Here is a friendly list that will allow you to answer to that question:
- DEFAULT: 1 hitsound (using DefaultDing).
- BEEPO: 1 hitsound.
- VORTEX: 5 hitsounds.
- ELECTRO: 3 hitsounds.
- NOTES: 10 hitsounds.
- PERCUSSION: 5 hitsounds.
- RETRO: 5 hitsounds.
- SPACE: 1 hitsound.
- SQUASHER: 1 hitsound.
- ALL KILLSOUND SETS: 1 killsound.
- The SYNTH hitsound set is unused.
Considering this information, we now have 3 cases to consider.
I’ll use an example to better explain these cases. Let’s say I have four hitsounds waiting to be used in-game.
Now let’s review the cases.
It’s not the case here, but if by chance you have 5 hitsounds and want to use the Percussion hitsound set, you won’t have to script anything: indeed, by naming your 5 hitsounds «hitsound_percussion1.wav», «hitsound_percussion2.wav» and so on, you will be doing exactly the same manouver you were doing before 2015 and «hitsound.wav», only with more hitsounds. Thus, copy your hitsounds, rename them accordingly and you’re done.
We saw that case before:
If, in my example, I wanted to use the Electro hitsound set, this hitsound set only has 3 default hitsounds, and I have 4 of them. If I went in-game without scripting, one of my hitsounds wouldn’t play at all.
I will thus have to script and to enter an additional wave to take in account the 4th hitsound. I can name this hitsound whatever I want, but I have to match a certain number of existing hitsounds to the names of the hitsounds in the set.
Just like this:
This one is trickier. If I wanted to use the Retro hitsound in my example, this hitsound set has 5 default hitsound, and I only have 4 of them. If I went in-game without scripting, I would hear alongside my custom hitsounds one of the default hitsounds.
One thing I could do to solve this problem is to simply copy one of my existing hitsounds and rename it «hitsound_retro5.wav» to match the number of default hitsounds. Just like this:
This could be a way to do it, but you quickly see the problem. If I went in-game in this configuration, one of my hitsound, in this case the 1st one, would play more often than the others. You can play with this solution to make some hitsounds rarer than others, just like you would do with simple copypasting when building your hitsound set.
However, if you want all of your hitsounds to have the same rate of appearance, this can’t be a solution. The correct way would thus be to simply copy all of the hitsounds twice to go over the cap number of default hitsounds and then to script to add all of the additional hitsounds.
The end result would look like this, once again with the names matching and having the possibility of being custom passed the default hitsound cap point.
Now, you can count two of each hitsound: that will mean that they will play with an equal rate of randomization in your game.
And there you go! Now you can edit your hitsound sets the way you want!
With all the hitsound set cases addressed in the previous section, you can now use all the 9 hitsound sets that are available to you with different hitsounds and killsounds, and you can switch between those sets using the «Adv. Options» of the TF2 menu. The possibilities are in great numbers: having hitsounds of one set and killsounds of the other, having only killsounds but no hitsounds or the reverse, having one or several hitsounds or killsounds.
You can also apply one of the cases we met in the previous section to change the appearance rate of your hitsounds. In your folder, you can copy some of your hitsounds to make them come back more than others.
In this example, the hitsounds 1 and 2 will come back way more than the hitsounds 3, 4 and 5. You can also use this to make a finite number of a single hitsound and only one instance of another hitsound, making this other hitsound a sudden surprise (for example, 41 instances of one hitsound and 1 instance of another hitsound).
Though, remember: don’t forget to match the names if applicable and to change the script accordingly!
(note again that, in the example depicted in the picture, I used a «hitsound_vortex» complete list: but since the Vortex hitsound set only has 5 default hitsounds, you can name the 5 first hitsounds of your list «hitsound_vortex1.wav», «hitsound_vortex2.wav», and then, arrived at the 5th, you can name the remaining like you want while always changing their names in the script, whether you choose «hitsound_vortex6.wav», «hit6.wav» or even «hit1.wav».)
Disregard the comments in these videos, I made them before writing or updating this guide. I might redo them soon.
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