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@@ -20,9 +20,6 @@
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#if defined HAVE_OPENAL && HAVE_OPENAL
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#define AUDIO_NUMBUFFERS (4)
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//#define AUDIO_SERVICE_UPDATE_PERIOD (20)
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bool OpenALStream::Start()
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{
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ALDeviceList *pDeviceList = NULL;
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@@ -30,9 +27,6 @@ bool OpenALStream::Start()
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ALCdevice *pDevice = NULL;
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bool bReturn = false;
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g_uiSource = 0;
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g_uiBuffers = NULL;
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soundSyncEvent.Init();
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pDeviceList = new ALDeviceList();
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@@ -53,13 +47,15 @@ bool OpenALStream::Start()
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alcCloseDevice(pDevice);
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PanicAlert("OpenAL: can't create context for device %s", pDevice);
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}
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} else {
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}
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else
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{
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PanicAlert("OpenAL: can't open device %s", pDevice);
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}
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delete pDeviceList;
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} else {
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}
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else
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{
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PanicAlert("OpenAL: can't find sound devices");
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}
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@@ -68,57 +64,52 @@ bool OpenALStream::Start()
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void OpenALStream::Stop()
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{
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ALCcontext *pContext;
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ALCdevice *pDevice;
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threadData = 1;
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// kick the thread if it's waiting
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soundSyncEvent.Set();
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soundCriticalSection.Enter();
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// AyuanX: Spec says OpenAL1.1 is thread safe already
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// soundCriticalSection.Enter();
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delete thread;
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thread = NULL;
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alSourceStop(g_uiSource);
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alSourcei(g_uiSource, AL_BUFFER, 0);
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alSourceStop(uiSource);
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alSourcei(uiSource, AL_BUFFER, 0);
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// Clean up buffers and sources
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alDeleteSources(1, &g_uiSource);
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alDeleteBuffers(AUDIO_NUMBUFFERS, g_uiBuffers);
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alDeleteSources(1, &uiSource);
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alDeleteBuffers(OAL_NUM_BUFFERS, uiBuffers);
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pContext = alcGetCurrentContext();
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pDevice = alcGetContextsDevice(pContext);
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ALCcontext *pContext = alcGetCurrentContext();
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ALCdevice *pDevice = alcGetContextsDevice(pContext);
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alcMakeContextCurrent(NULL);
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alcDestroyContext(pContext);
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alcCloseDevice(pDevice);
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soundCriticalSection.Leave();
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// soundCriticalSection.Leave();
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soundSyncEvent.Shutdown();
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}
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void OpenALStream::Update()
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{
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//if (m_mixer->GetDataSize()) //here need debug
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{
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soundSyncEvent.Set();
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}
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}
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void OpenALStream::Clear(bool mute)
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{
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m_muted = mute;
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soundCriticalSection.Enter();
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// soundCriticalSection.Enter();
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if(m_muted)
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{
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alSourceStop(g_uiSource);
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alSourceStop(uiSource);
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}
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else
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{
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alSourcePlay(g_uiSource);
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alSourcePlay(uiSource);
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}
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soundCriticalSection.Leave();
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// soundCriticalSection.Leave();
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}
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THREAD_RETURN OpenALStream::ThreadFunc(void* args)
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@@ -129,64 +120,64 @@ THREAD_RETURN OpenALStream::ThreadFunc(void* args)
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void OpenALStream::SoundLoop()
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{
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ALuint uiBuffers[AUDIO_NUMBUFFERS] = {0};
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ALuint uiSource = 0;
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ALenum err;
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u32 ulFrequency = m_mixer->GetSampleRate();
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memset(uiBuffers, 0, OAL_NUM_BUFFERS * sizeof(ALuint));
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uiSource = 0;
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// Generate some AL Buffers for streaming
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alGenBuffers(AUDIO_NUMBUFFERS, (ALuint *)uiBuffers);
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alGenBuffers(OAL_NUM_BUFFERS, (ALuint *)uiBuffers);
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// Generate a Source to playback the Buffers
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alGenSources(1, &uiSource);
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memset(realtimeBuffer, 0, OAL_BUFFER_SIZE * sizeof(short));
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//*
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for (int iLoop = 0; iLoop < AUDIO_NUMBUFFERS; iLoop++)
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{
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// pay load fake data
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alBufferData(uiBuffers[iLoop], AL_FORMAT_STEREO16, realtimeBuffer, 1024, ulFrequency);
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alSourceQueueBuffers(uiSource, 1, &uiBuffers[iLoop]);
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}
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//*/
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g_uiSource = uiSource;
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g_uiBuffers = (ALuint *)uiBuffers;
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memset(realtimeBuffer, 0, OAL_BUFFER_SIZE);
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for (int i = 0; i < OAL_NUM_BUFFERS; i++)
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alBufferData(uiBuffers[i], AL_FORMAT_STEREO16, realtimeBuffer, OAL_BUFFER_SIZE, ulFrequency);
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alSourceQueueBuffers(uiSource, OAL_NUM_BUFFERS, uiBuffers);
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alSourcePlay(uiSource);
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err = alGetError();
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// TODO: Error handling
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ALint iBuffersFilled = 0;
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ALint iBuffersProcessed = 0;
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ALuint uiBufferTemp[OAL_NUM_BUFFERS] = {0};
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while (!threadData)
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{
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int numBytesToRender = 32768; //ya, this is a hack, we need real data count
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/*int numBytesRender =*/ m_mixer->Mix(realtimeBuffer, numBytesToRender >> 2);
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//if (numBytesRender) //here need debug
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// soundCriticalSection.Enter();
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if (iBuffersProcessed == iBuffersFilled)
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{
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soundCriticalSection.Enter();
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ALint iBuffersProcessed = 0;
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alGetSourcei(uiSource, AL_BUFFERS_PROCESSED, &iBuffersProcessed);
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iBuffersFilled = 0;
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}
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int numSamples = m_mixer->GetNumSamples();
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numSamples &= ~0x400;
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if (iBuffersProcessed)
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if (iBuffersProcessed && numSamples)
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{
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numSamples = (numSamples > OAL_BUFFER_SIZE / 4) ? OAL_BUFFER_SIZE / 4 : numSamples;
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// Remove the Buffer from the Queue. (uiBuffer contains the Buffer ID for the unqueued Buffer)
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ALuint uiTempBuffer = 0;
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alSourceUnqueueBuffers(uiSource, 1, &uiTempBuffer);
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/*
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soundCriticalSection.Enter();
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int numBytesToRender = 32768; //ya, this is a hack, we need real data count
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m_mixer->Mix(realtimeBuffer, numBytesToRender >> 2);
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soundCriticalSection.Leave();
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if (iBuffersFilled == 0)
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alSourceUnqueueBuffers(uiSource, iBuffersProcessed, uiBufferTemp);
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unsigned long ulBytesWritten = 0;
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*/
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//if (numBytesRender)
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m_mixer->Mix(realtimeBuffer, numSamples);
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alBufferData(uiBufferTemp[iBuffersFilled], AL_FORMAT_STEREO16, realtimeBuffer, numSamples * 4, ulFrequency);
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alSourceQueueBuffers(uiSource, 1, &uiBufferTemp[iBuffersFilled]);
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iBuffersFilled++;
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if (iBuffersFilled == OAL_NUM_BUFFERS)
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alSourcePlay(uiSource);
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}
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else
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{
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alBufferData(uiTempBuffer, AL_FORMAT_STEREO16, realtimeBuffer, numBytesToRender, ulFrequency);
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ALint state = 0;
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alGetSourcei(uiSource, AL_SOURCE_STATE, &state);
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if (state != AL_PLAYING)
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alSourcePlay(uiSource);
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}
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alSourceQueueBuffers(uiSource, 1, &uiTempBuffer);
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}
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soundCriticalSection.Leave();
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}
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// soundCriticalSection.Leave();
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soundSyncEvent.Wait();
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}
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}
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