232 lines
7.9 KiB
Text
232 lines
7.9 KiB
Text
## Configuration file for CAVA.
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# Remove the ; to change parameters.
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[general]
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# Smoothing mode. Can be 'normal', 'scientific' or 'waves'. DEPRECATED as of 0.6.0
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; mode = normal
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# Accepts only non-negative values.
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; framerate = 60
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# 'autosens' will attempt to decrease sensitivity if the bars peak. 1 = on, 0 = off
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# new as of 0.6.0 autosens of low values (dynamic range)
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# 'overshoot' allows bars to overshoot (in % of terminal height) without initiating autosens. DEPRECATED as of 0.6.0
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; autosens = 1
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; overshoot = 20
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# Manual sensitivity in %. If autosens is enabled, this will only be the initial value.
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# 200 means double height. Accepts only non-negative values.
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; sensitivity = 100
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# The number of bars (0-512). 0 sets it to auto (fill up console).
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# Bars' width and space between bars in number of characters.
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; bars = 0
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; bar_width = 2
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; bar_spacing = 1
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# bar_height is only used for output in "noritake" format
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; bar_height = 32
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# For SDL width and space between bars is in pixels, defaults are:
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; bar_width = 20
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; bar_spacing = 5
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# sdl_glsl have these default values, they are only used to calulate max number of bars.
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; bar_width = 1
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; bar_spacing = 0
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# Lower and higher cutoff frequencies for lowest and highest bars
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# the bandwidth of the visualizer.
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# Note: there is a minimum total bandwidth of 43Mhz x number of bars.
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# Cava will automatically increase the higher cutoff if a too low band is specified.
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; lower_cutoff_freq = 50
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; higher_cutoff_freq = 10000
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# Seconds with no input before cava goes to sleep mode. Cava will not perform FFT or drawing and
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# only check for input once per second. Cava will wake up once input is detected. 0 = disable.
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; sleep_timer = 0
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[input]
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# Audio capturing method. Possible methods are: 'pulse', 'alsa', 'fifo', 'sndio' or 'shmem'
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# Defaults to 'pulse', 'pipewire', 'alsa' or 'fifo', in that order, dependent on what support cava was built with.
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# On windows this is automatic and no input settings are needed.
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#
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# All input methods uses the same config variable 'source'
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# to define where it should get the audio.
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#
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# For pulseaudio and pipewire 'source' will be the source. Default: 'auto', which uses the monitor source of the default sink
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# (all pulseaudio sinks(outputs) have 'monitor' sources(inputs) associated with them).
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#
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# For piepwire 'source' will be the object name or object.serial of the device to capture from.
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# Both input and output devices are supported.
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#
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# For alsa 'source' will be the capture device.
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# For fifo 'source' will be the path to fifo-file.
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# For shmem 'source' will be /squeezelite-AA:BB:CC:DD:EE:FF where 'AA:BB:CC:DD:EE:FF' will be squeezelite's MAC address
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; method = pulse
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; source = auto
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method = pipewire
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source = auto
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; method = alsa
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; source = hw:Loopback,1
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; method = fifo
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; source = /tmp/mpd.fifo
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; sample_rate = 44100
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; sample_bits = 16
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; method = shmem
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; source = /squeezelite-AA:BB:CC:DD:EE:FF
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; method = portaudio
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; source = auto
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[output]
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# Output method. Can be 'ncurses', 'noncurses', 'raw', 'noritake', 'sdl'
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# or 'sdl_glsl'.
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# 'noncurses' uses a custom framebuffer technique and prints only changes
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# from frame to frame in the terminal. 'ncurses' is default if supported.
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#
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# 'raw' is an 8 or 16 bit (configurable via the 'bit_format' option) data
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# stream of the bar heights that can be used to send to other applications.
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# 'raw' defaults to 200 bars, which can be adjusted in the 'bars' option above.
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#
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# 'noritake' outputs a bitmap in the format expected by a Noritake VFD display
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# in graphic mode. It only support the 3000 series graphical VFDs for now.
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#
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# 'sdl' uses the Simple DirectMedia Layer to render in a graphical context.
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# 'sdl_glsl' uses SDL to create an OpenGL context. Write your own shaders or
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# use one of the predefined ones.
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; method = ncurses
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# Orientation of the visualization. Can be 'bottom', 'top', 'left' or 'right'.
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# Default is 'bottom'. Other orientations are only supported on sdl and ncruses
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# output. Note: many fonts have weird glyphs for 'top' and 'right' characters,
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# which can make ncurses not look right.
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; orientation = bottom
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# Visual channels. Can be 'stereo' or 'mono'.
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# 'stereo' mirrors both channels with low frequencies in center.
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# 'mono' outputs left to right lowest to highest frequencies.
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# 'mono_option' set mono to either take input from 'left', 'right' or 'average'.
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# set 'reverse' to 1 to display frequencies the other way around.
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; channels = stereo
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; mono_option = average
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; reverse = 0
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# Raw output target. A fifo will be created if target does not exist.
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; raw_target = /dev/stdout
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# Raw data format. Can be 'binary' or 'ascii'.
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; data_format = binary
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# Binary bit format, can be '8bit' (0-255) or '16bit' (0-65530).
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; bit_format = 16bit
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# Ascii max value. In 'ascii' mode range will run from 0 to value specified here
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; ascii_max_range = 1000
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# Ascii delimiters. In ascii format each bar and frame is separated by a delimiters.
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# Use decimal value in ascii table (i.e. 59 = ';' and 10 = '\n' (line feed)).
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; bar_delimiter = 59
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; frame_delimiter = 10
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# sdl window size and position. -1,-1 is centered.
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; sdl_width = 1000
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; sdl_height = 500
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; sdl_x = -1
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; sdl_y= -1
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# set label on bars on the x-axis. Can be 'frequency' or 'none'. Default: 'none'
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# 'frequency' displays the lower cut off frequency of the bar above.
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# Only supported on ncurses and noncurses output.
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; xaxis = none
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# enable alacritty synchronized updates. 1 = on, 0 = off
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# removes flickering in alacritty terminal emulator.
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# defaults to off since the behaviour in other terminal emulators is unknown
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; alacritty_sync = 0
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# Shaders for sdl_glsl, located in $HOME/.config/cava/shaders
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; vertex_shader = pass_through.vert
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; fragment_shader = bar_spectrum.frag
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; for glsl output mode, keep rendering even if no audio
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; continuous_rendering = 0
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[color]
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# Colors can be one of seven predefined: black, blue, cyan, green, magenta, red, white, yellow.
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# Or defined by hex code '#xxxxxx' (hex code must be within ''). User defined colors requires
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# a terminal that can change color definitions such as Gnome-terminal or rxvt.
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# default is to keep current terminal color
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; background = default
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; foreground = default
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# SDL and sdl_glsl only support hex code colors, these are the default:
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; background = '#111111'
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; foreground = '#33ffff'
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# Gradient mode, only hex defined colors are supported,
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# background must also be defined in hex or remain commented out. 1 = on, 0 = off.
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# You can define as many as 8 different colors. They range from bottom to top of screen
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; gradient = 0
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; gradient_count = 8
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; gradient_color_1 = '#59cc33'
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; gradient_color_2 = '#80cc33'
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; gradient_color_3 = '#a6cc33'
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; gradient_color_4 = '#cccc33'
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; gradient_color_5 = '#cca633'
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; gradient_color_6 = '#cc8033'
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; gradient_color_7 = '#cc5933'
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; gradient_color_8 = '#cc3333'
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[smoothing]
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# Percentage value for integral smoothing. Takes values from 0 - 100.
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# Higher values means smoother, but less precise. 0 to disable.
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# DEPRECATED as of 0.8.0, use noise_reduction instead
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; integral = 77
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# Disables or enables the so-called "Monstercat smoothing" with or without "waves". Set to 0 to disable.
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; monstercat = 0
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; waves = 0
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# Set gravity percentage for "drop off". Higher values means bars will drop faster.
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# Accepts only non-negative values. 50 means half gravity, 200 means double. Set to 0 to disable "drop off".
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# DEPRECATED as of 0.8.0, use noise_reduction instead
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; gravity = 100
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# In bar height, bars that would have been lower that this will not be drawn.
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# DEPRECATED as of 0.8.0
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; ignore = 0
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# Noise reduction, int 0 - 100. default 77
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# the raw visualization is very noisy, this factor adjusts the integral and gravity filters to keep the signal smooth
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# 100 will be very slow and smooth, 0 will be fast but noisy.
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; noise_reduction = 77
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[eq]
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# This one is tricky. You can have as much keys as you want.
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# Remember to uncomment more than one key! More keys = more precision.
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# Look at readme.md on github for further explanations and examples.
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; 1 = 1 # bass
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; 2 = 1
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; 3 = 1 # midtone
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; 4 = 1
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; 5 = 1 # treble
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