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															@@ -66,43 +66,22 @@ public class SoundManager { 
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															     private static Sound getSound(SoundType soundType) 
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															     private static Sound getSound(SoundType soundType) 
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															     { 
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															     { 
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															-        switch(soundType) 
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															-        { 
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															-            case ANVIL: 
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															-                return Sound.BLOCK_ANVIL_PLACE; 
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															-            case ITEM_BREAK: 
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															-                return Sound.ENTITY_ITEM_BREAK; 
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															-            case POP: 
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															-                return Sound.ENTITY_ITEM_PICKUP; 
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															-            case CHIMAERA_WING: 
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															-                return Sound.ENTITY_BAT_TAKEOFF; 
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															-            case LEVEL_UP: 
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															-                return Sound.ENTITY_PLAYER_LEVELUP; 
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															-            case FIZZ: 
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															-                return Sound.BLOCK_FIRE_EXTINGUISH; 
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															-            case TOOL_READY: 
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															-                return Sound.ITEM_ARMOR_EQUIP_GOLD; 
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															-            case ROLL_ACTIVATED: 
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															-                return Sound.ENTITY_LLAMA_SWAG; 
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															-            case SKILL_UNLOCKED: 
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															-                return Sound.UI_TOAST_CHALLENGE_COMPLETE; 
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															-            case ABILITY_ACTIVATED_BERSERK: 
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															-                return Sound.BLOCK_CONDUIT_AMBIENT; 
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															-            case ABILITY_ACTIVATED_GENERIC: 
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															-                return Sound.ITEM_TRIDENT_RIPTIDE_3; 
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															-            case DEFLECT_ARROWS: 
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															-                return Sound.ENTITY_ENDER_EYE_DEATH; 
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															-            case TIRED: 
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															-                return Sound.BLOCK_CONDUIT_AMBIENT; 
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															-            case BLEED: 
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															-                return Sound.ENTITY_ENDER_EYE_DEATH; 
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															-            case GLASS: 
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															-                return Sound.BLOCK_GLASS_BREAK; 
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															-            case ITEM_CONSUMED: 
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															-                return Sound.ITEM_BOTTLE_EMPTY; 
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															-            default: 
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															-                return null; 
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															-        } 
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															+        return switch (soundType) { 
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															+            case ANVIL -> Sound.BLOCK_ANVIL_PLACE; 
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															+            case ITEM_BREAK -> Sound.ENTITY_ITEM_BREAK; 
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															+            case POP -> Sound.ENTITY_ITEM_PICKUP; 
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															+            case CHIMAERA_WING -> Sound.ENTITY_BAT_TAKEOFF; 
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															+            case LEVEL_UP -> Sound.ENTITY_PLAYER_LEVELUP; 
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															+            case FIZZ -> Sound.BLOCK_FIRE_EXTINGUISH; 
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															+            case TOOL_READY -> Sound.ITEM_ARMOR_EQUIP_GOLD; 
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															+            case ROLL_ACTIVATED -> Sound.ENTITY_LLAMA_SWAG; 
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															+            case SKILL_UNLOCKED -> Sound.UI_TOAST_CHALLENGE_COMPLETE; 
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															+            case ABILITY_ACTIVATED_BERSERK, TIRED -> Sound.BLOCK_CONDUIT_AMBIENT; 
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															+            case ABILITY_ACTIVATED_GENERIC -> Sound.ITEM_TRIDENT_RIPTIDE_3; 
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															+            case DEFLECT_ARROWS, BLEED -> Sound.ENTITY_ENDER_EYE_DEATH; 
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															+            case GLASS -> Sound.BLOCK_GLASS_BREAK; 
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															+            case ITEM_CONSUMED -> Sound.ITEM_BOTTLE_EMPTY; 
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															+        }; 
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															     } 
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															     } 
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															     public static float getFizzPitch() { 
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															     public static float getFizzPitch() { 
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