Added equalizers to ScreenNames to show mic-input. Should be useful with more than 2 mics...
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@@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<ScreenNames>
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<ScreenVersion>2</ScreenVersion>
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<ScreenVersion>3</ScreenVersion>
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<Background1>
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<!--<Type>: Background type: None, Color, Texture, Video-->
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<Type>Video</Type>
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@@ -738,5 +738,167 @@
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</Name>
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</Tiles>
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</NameSelection>
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<EqualizerPlayer1>
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<!--<Skin>: Texture name-->
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<Skin>Invisible</Skin>
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<!--<X>, <Y>, <Z>, <W>, <H>: Equalizer position, width and height-->
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<X>21</X>
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<Y>152</Y>
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<Z>-4,00</Z>
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<W>108</W>
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<H>60</H>
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<!--<NumBars>: Number of equalizer-elements.-->
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<NumBars>8</NumBars>
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<!--<Space>: Space between equalizer-elements.-->
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<Space>2,00</Space>
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<!--<Style>: Style of equalizer-elements-->
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<Style>Collumns</Style>
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<!--<Color>: Equalizer color from ColorScheme (high priority)-->
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<!--or <R>, <G>, <B>, <A> (lower priority)-->
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<Color>Player1Dim2</Color>
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<!--<MaxColor>: Equalizer color for maximal volume from ColorScheme (high priority)-->
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<!--or <MaxR>, <MaxG>, <MaxB>, <MaxA> (lower priority)-->
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<MaxColor>Player1Dim</MaxColor>
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<!--<DrawNegative>: Draw negative values: TR_CONFIG_OFF, TR_CONFIG_ON -->
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<DrawNegative>TR_CONFIG_OFF</DrawNegative>
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<!--<Reflection> If exists:-->
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<!-- <Space>: Reflection Space-->
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<!-- <Height>: Reflection Height-->
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</EqualizerPlayer1>
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<EqualizerPlayer2>
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<!--<Skin>: Texture name-->
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<Skin>Invisible</Skin>
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<!--<X>, <Y>, <Z>, <W>, <H>: Equalizer position, width and height-->
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<X>21</X>
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<Y>307</Y>
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<Z>-4,00</Z>
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<W>108</W>
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<H>60</H>
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<!--<NumBars>: Number of equalizer-elements.-->
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<NumBars>8</NumBars>
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<!--<Space>: Space between equalizer-elements.-->
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<Space>2,00</Space>
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<!--<Style>: Style of equalizer-elements-->
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<Style>Collumns</Style>
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<!--<Color>: Equalizer color from ColorScheme (high priority)-->
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<!--or <R>, <G>, <B>, <A> (lower priority)-->
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<Color>Player2Dim2</Color>
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<!--<MaxColor>: Equalizer color for maximal volume from ColorScheme (high priority)-->
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<!--or <MaxR>, <MaxG>, <MaxB>, <MaxA> (lower priority)-->
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<MaxColor>Player2Dim</MaxColor>
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<!--<DrawNegative>: Draw negative values: TR_CONFIG_OFF, TR_CONFIG_ON -->
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<DrawNegative>TR_CONFIG_OFF</DrawNegative>
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<!--<Reflection> If exists:-->
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<!-- <Space>: Reflection Space-->
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<!-- <Height>: Reflection Height-->
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</EqualizerPlayer2>
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<EqualizerPlayer3>
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<!--<Skin>: Texture name-->
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<Skin>Invisible</Skin>
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<!--<X>, <Y>, <Z>, <W>, <H>: Equalizer position, width and height-->
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<X>21</X>
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<Y>467</Y>
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<Z>-4,00</Z>
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<W>108</W>
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<H>60</H>
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<!--<NumBars>: Number of equalizer-elements.-->
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<NumBars>8</NumBars>
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<!--<Space>: Space between equalizer-elements.-->
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<Space>2,00</Space>
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<!--<Style>: Style of equalizer-elements-->
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<Style>Collumns</Style>
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<!--<Color>: Equalizer color from ColorScheme (high priority)-->
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<!--or <R>, <G>, <B>, <A> (lower priority)-->
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<Color>Player3Dim2</Color>
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<!--<MaxColor>: Equalizer color for maximal volume from ColorScheme (high priority)-->
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<!--or <MaxR>, <MaxG>, <MaxB>, <MaxA> (lower priority)-->
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<MaxColor>Player3Dim</MaxColor>
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<!--<DrawNegative>: Draw negative values: TR_CONFIG_OFF, TR_CONFIG_ON -->
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<DrawNegative>TR_CONFIG_OFF</DrawNegative>
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<!--<Reflection> If exists:-->
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<!-- <Space>: Reflection Space-->
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<!-- <Height>: Reflection Height-->
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</EqualizerPlayer3>
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<EqualizerPlayer4>
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<!--<Skin>: Texture name-->
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<Skin>Invisible</Skin>
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<!--<X>, <Y>, <Z>, <W>, <H>: Equalizer position, width and height-->
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<X>1213</X>
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<Y>152</Y>
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<Z>-4,00</Z>
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<W>108</W>
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<H>60</H>
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<!--<NumBars>: Number of equalizer-elements.-->
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<NumBars>8</NumBars>
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<!--<Space>: Space between equalizer-elements.-->
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<Space>2,00</Space>
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<!--<Style>: Style of equalizer-elements-->
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<Style>Collumns</Style>
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<!--<Color>: Equalizer color from ColorScheme (high priority)-->
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<!--or <R>, <G>, <B>, <A> (lower priority)-->
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<Color>Player4Dim2</Color>
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<!--<MaxColor>: Equalizer color for maximal volume from ColorScheme (high priority)-->
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<!--or <MaxR>, <MaxG>, <MaxB>, <MaxA> (lower priority)-->
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<MaxColor>Player4Dim</MaxColor>
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<!--<DrawNegative>: Draw negative values: TR_CONFIG_OFF, TR_CONFIG_ON -->
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<DrawNegative>TR_CONFIG_OFF</DrawNegative>
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<!--<Reflection> If exists:-->
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<!-- <Space>: Reflection Space-->
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<!-- <Height>: Reflection Height-->
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</EqualizerPlayer4>
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<EqualizerPlayer5>
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<!--<Skin>: Texture name-->
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<Skin>Invisible</Skin>
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<!--<X>, <Y>, <Z>, <W>, <H>: Equalizer position, width and height-->
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<X>1213</X>
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<Y>307</Y>
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<Z>-4,00</Z>
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<W>108</W>
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<H>60</H>
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<!--<NumBars>: Number of equalizer-elements.-->
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<NumBars>8</NumBars>
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<!--<Space>: Space between equalizer-elements.-->
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<Space>2,00</Space>
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<!--<Style>: Style of equalizer-elements-->
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<Style>Collumns</Style>
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<!--<Color>: Equalizer color from ColorScheme (high priority)-->
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<!--or <R>, <G>, <B>, <A> (lower priority)-->
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<Color>Player5Dim2</Color>
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<!--<MaxColor>: Equalizer color for maximal volume from ColorScheme (high priority)-->
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<!--or <MaxR>, <MaxG>, <MaxB>, <MaxA> (lower priority)-->
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<MaxColor>Player5Dim</MaxColor>
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<!--<DrawNegative>: Draw negative values: TR_CONFIG_OFF, TR_CONFIG_ON -->
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<DrawNegative>TR_CONFIG_OFF</DrawNegative>
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<!--<Reflection> If exists:-->
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<!-- <Space>: Reflection Space-->
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<!-- <Height>: Reflection Height-->
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</EqualizerPlayer5>
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<EqualizerPlayer6>
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<!--<Skin>: Texture name-->
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<Skin>Invisible</Skin>
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<!--<X>, <Y>, <Z>, <W>, <H>: Equalizer position, width and height-->
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<X>1213</X>
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<Y>467</Y>
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<Z>-4,00</Z>
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<W>108</W>
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<H>60</H>
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<!--<NumBars>: Number of equalizer-elements.-->
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<NumBars>8</NumBars>
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<!--<Space>: Space between equalizer-elements.-->
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<Space>2,00</Space>
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<!--<Style>: Style of equalizer-elements-->
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<Style>Collumns</Style>
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<!--<Color>: Equalizer color from ColorScheme (high priority)-->
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<!--or <R>, <G>, <B>, <A> (lower priority)-->
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<Color>Player6Dim2</Color>
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<!--<MaxColor>: Equalizer color for maximal volume from ColorScheme (high priority)-->
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<!--or <MaxR>, <MaxG>, <MaxB>, <MaxA> (lower priority)-->
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<MaxColor>Player6Dim</MaxColor>
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<!--<DrawNegative>: Draw negative values: TR_CONFIG_OFF, TR_CONFIG_ON -->
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<DrawNegative>TR_CONFIG_OFF</DrawNegative>
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<!--<Reflection> If exists:-->
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<!-- <Space>: Reflection Space-->
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<!-- <Height>: Reflection Height-->
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</EqualizerPlayer6>
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</ScreenNames>
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</root>
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</root>
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@@ -1,5 +1,10 @@
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SceenNames
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++++++++++
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Version 3:
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<EqualizerPlayer[1...6]> (One Equalizer for each player): Equalizer shows input from assigned mic for this player.
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++++++++++
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Version 2:
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+25
-43
@@ -127,6 +127,10 @@ namespace Vocaluxe.Menu
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{
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_Theme.Name = ElementName;
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_Bars = new float[_Theme.NumBars];
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for (int i = 0; i < _Bars.Length; i++)
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{
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_Bars[i] = 0f;
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}
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LoadTextures();
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}
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return _ThemeLoaded;
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@@ -170,18 +174,18 @@ namespace Vocaluxe.Menu
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writer.WriteElementString("B", Color.B.ToString("#0.00"));
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writer.WriteElementString("A", Color.A.ToString("#0.00"));
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}
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writer.WriteComment("<Color>: Equalizer color from ColorScheme (high priority)");
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writer.WriteComment("or <R>, <G>, <B>, <A> (lower priority)");
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writer.WriteComment("<MaxColor>: Equalizer color for maximal volume from ColorScheme (high priority)");
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writer.WriteComment("or <MaxR>, <MaxG>, <MaxB>, <MaxA> (lower priority)");
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if (_Theme.ColorName != String.Empty)
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{
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writer.WriteElementString("Color", _Theme.ColorName);
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writer.WriteElementString("MaxColor", _Theme.ColorName);
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}
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else
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{
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writer.WriteElementString("R", Color.R.ToString("#0.00"));
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writer.WriteElementString("G", Color.G.ToString("#0.00"));
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writer.WriteElementString("B", Color.B.ToString("#0.00"));
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writer.WriteElementString("A", Color.A.ToString("#0.00"));
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writer.WriteElementString("MaxR", Color.R.ToString("#0.00"));
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writer.WriteElementString("MaxG", Color.G.ToString("#0.00"));
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writer.WriteElementString("MaxB", Color.B.ToString("#0.00"));
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writer.WriteElementString("MaxA", Color.A.ToString("#0.00"));
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}
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writer.WriteComment("<Reflection> If exists:");
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@@ -207,11 +211,10 @@ namespace Vocaluxe.Menu
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return;
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for (int i = 0; i < _Bars.Length; i++)
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{
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if (weights.Length > i){
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_Bars[i] = weights[i];
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_Bars[i] = 1f - weights[i];
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if (_Theme.DrawNegative == EOffOn.TR_CONFIG_OFF && weights[i] < 0)
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_Bars[i] = 0f;
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_Bars[i] = (1f + weights[i]);
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}
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else
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_Bars[i] = 0f;
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@@ -234,7 +237,7 @@ namespace Vocaluxe.Menu
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if (_Bars == null)
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return;
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float dx = Rect.W / _Bars.Length + Space;
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float dx = (Rect.W ) / _Bars.Length;
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int max = _Bars.Length - 1;
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float maxB = _Bars[max];
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for (int i = 0; i < _Bars.Length - 1; i++)
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@@ -246,40 +249,19 @@ namespace Vocaluxe.Menu
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}
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}
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switch (_Theme.Style){
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case EEqualizerStyle.Collums:
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for (int i = 0; i < _Bars.Length; i++)
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{
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SRectF bar = new SRectF(Rect.X + dx * i, Rect.Y + Rect.H - _Bars[i] * Rect.H, dx - Space, _Bars[i] * Rect.H, Rect.Z);
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SColorF color = Color;
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if (i == max)
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{
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color = MaxColor;
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}
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for (int i = 0; i < _Bars.Length; i++)
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{
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SRectF bar = new SRectF(Rect.X + dx * i, Rect.Y + Rect.H - _Bars[i] * Rect.H, dx - Space, _Bars[i] * Rect.H, Rect.Z);
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SColorF color = Color;
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if (i == max)
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{
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color = MaxColor;
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}
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CDraw.DrawColor(color, bar);
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CDraw.DrawColor(color, bar);
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if (Reflection)
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CDraw.DrawColorReflection(color, bar, ReflectionSpace, ReflectionHeight);
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}
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break;
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case EEqualizerStyle.Bars:
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for (int i = 0; i < _Bars.Length; i++)
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{
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SRectF bar = new SRectF(Rect.X + dx * i, Rect.Y + Rect.H - _Bars[i] * Rect.H, dx - Space, _Bars[i] * Rect.H, Rect.Z);
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SColorF color = Color;
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if (i == max)
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{
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color = MaxColor;
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}
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CDraw.DrawColor(color, bar);
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if (Reflection)
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CDraw.DrawColorReflection(color, bar, ReflectionSpace, ReflectionHeight);
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}
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break;
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if (Reflection)
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CDraw.DrawColorReflection(color, bar, ReflectionSpace, ReflectionHeight);
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}
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}
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@@ -12,7 +12,7 @@ namespace Vocaluxe.Screens
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class CScreenNames : CMenu
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{
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// Version number for theme files. Increment it, if you've changed something on the theme files!
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const int ScreenVersion = 2;
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const int ScreenVersion = 3;
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private CStatic chooseAvatarStatic;
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private int OldMouseX;
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@@ -29,6 +29,7 @@ namespace Vocaluxe.Screens
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private readonly string[] StaticPlayer = new string[] { "StaticPlayer1", "StaticPlayer2", "StaticPlayer3", "StaticPlayer4", "StaticPlayer5", "StaticPlayer6" };
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private readonly string[] StaticPlayerAvatar = new string[] { "StaticPlayerAvatar1", "StaticPlayerAvatar2", "StaticPlayerAvatar3", "StaticPlayerAvatar4", "StaticPlayerAvatar5", "StaticPlayerAvatar6" };
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private readonly string[] TextPlayer = new string[] { "TextPlayer1", "TextPlayer2", "TextPlayer3", "TextPlayer4", "TextPlayer5", "TextPlayer6" };
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private readonly string[] EqualizerPlayer = new string[] { "EqualizerPlayer1", "EqualizerPlayer2", "EqualizerPlayer3", "EqualizerPlayer4", "EqualizerPlayer5", "EqualizerPlayer6" };
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private STexture[] OriginalPlayerAvatarTextures = new STexture[CSettings.MaxNumPlayer];
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private bool selectingMouseActive = false;
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@@ -84,6 +85,10 @@ namespace Vocaluxe.Screens
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texts.Add(NameSelection);
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_ThemeNameSelections = texts.ToArray();
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texts.Clear();
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texts.AddRange(EqualizerPlayer);
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_ThemeEqualizers = texts.ToArray();
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chooseAvatarStatic = new CStatic();
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chooseAvatarStatic.Visible = false;
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}
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@@ -503,13 +508,18 @@ namespace Vocaluxe.Screens
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public override bool UpdateGame()
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{
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for (int i = 1; i <= CGame.NumPlayer; i++)
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{
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CSound.AnalyzeBuffer((i-1));
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Equalizers[htEqualizer("EqualizerPlayer" + i)].Update(CSound.ToneWeigth((i-1)));
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}
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return true;
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}
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public override void OnShow()
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{
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base.OnShow();
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CSound.RecordStart();
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NameSelections[htNameSelections(NameSelection)].Init();
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@@ -531,6 +541,12 @@ namespace Vocaluxe.Screens
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SetInteractionToButton(Buttons[htButtons(ButtonStart)]);
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}
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public override void OnClose()
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{
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base.OnClose();
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CSound.RecordStop();
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}
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public override bool Draw()
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{
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base.Draw();
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@@ -539,7 +555,10 @@ namespace Vocaluxe.Screens
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{
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chooseAvatarStatic.Draw();
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}
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for (int i = 1; i <= CGame.NumPlayer; i++)
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{
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Equalizers[htEqualizer("EqualizerPlayer" + i)].Draw();
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}
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return true;
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}
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@@ -591,12 +610,14 @@ namespace Vocaluxe.Screens
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{
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Texts[htTexts("TextPlayer" + i)].Text = CLanguage.Translate("TR_SCREENNAMES_PLAYER") + " " + i.ToString();
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}
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Equalizers[htEqualizer("EqualizerPlayer" + i)].Visible = true;
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}
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else
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{
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Statics[htStatics("StaticPlayer" + i)].Visible = false;
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Statics[htStatics("StaticPlayerAvatar" + i)].Visible = false;
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Texts[htTexts("TextPlayer" + i)].Visible = false;
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Equalizers[htEqualizer("EqualizerPlayer" + i)].Visible = false;
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}
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}
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CConfig.SaveConfig();
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