<!-- NEW3 — TEST 3 · THE RIVER'S JOURNEY · part 232 -->
eType = value;
		return this;

	}

	/**
	 * Sets the expected mime type of the loaded file.
	 *
	 * @param {string} value - The mime type.
	 * @return {FileLoader} A reference to this file loader.
	 */
	setMimeType( value ) {

		this.mimeType = value;
		return this;

	}

	/**
	 * Aborts ongoing fetch requests.
	 *
	 * @return {FileLoader} A reference to this instance.
	 */
	abort() {

		this._abortController.abort();
		this._abortController = new AbortController();

		return this;

	}

}

/**
 * Class for loading animation clips in the JSON format. The files are internally
 * loaded via {@link FileLoader}.
 *
 * ```js
 * const loader = new THREE.AnimationLoader();
 * const animations = await loader.loadAsync( 'animations/animation.js' );
 * ```
 *
 * @augments Loader
 */
class AnimationLoader extends Loader {

	/**
	 * Constructs a new animation loader.
	 *
	 * @param {LoadingManager} [manager] - The loading manager.
	 */
	constructor( manager ) {

		super( manager );

	}

	/**
	 * Starts loading from the given URL and pass the loaded animations as an array
	 * holding instances of {@link AnimationClip} to the `onLoad()` callback.
	 *
	 * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
	 * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
	 * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
	 * @param {onErrorCallback} onError - Executed when errors occur.
	 */
	load( url, onLoad, onProgress, onError ) {

		const scope = this;

		const loader = new FileLoader( this.manager );
		loader.setPath( this.path );
		loader.setRequestHeader( this.requestHeader );
		loader.setWithCredentials( this.withCredentials );
		loader.load( url, function ( text ) {

			try {

				onLoad( scope.parse( JSON.parse( text ) ) );

			} catch ( e ) {

				if ( onError ) {

					onError( e );

				} else {

					error( e );

				}

				scope.manager.itemError( url );

			}

		}, onProgress, onError );

	}

	/**
	 * Parses the given JSON object and returns an array of animation clips.
	 *
	 * @param {Object} json - The serialized animation clips.
	 * @return {Array<AnimationClip>} The parsed animation clips.
	 */
	parse( json ) {

		const animations = [];

		for ( let i = 0; i < json.length; i ++ ) {

			const clip = AnimationClip.parse( json[ i ] );

			animations.push( clip );

		}

		return animations;

	}

}

/**
 * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
 * Textures are internally loaded via {@link FileLoader}.
 *
 * Derived classes have to implement the `parse()` method which holds the parsing
 * for the respective format.
 *
 * @abstract
 * @augments Loader
 */
class CompressedTextureLoader extends Loader {

	/**
	 * Constructs a new compressed texture loader.
	 *
	 * @param {LoadingManager} [manager] - The loading manager.
	 */
	constructor( manager ) {

		super( manager );

	}

	/**
	 * Starts loading from the given URL and passes the loaded compressed texture
	 * to the `onLoad()` callback. The method also returns a new texture object which can
	 * directly be used for material creation. If you do it this way, the texture
	 * may pop up in your scene once the respective loading process is finished.
	 *
	 * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
	 * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
	 * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
	 * @param {onErrorCallback} onError - Executed when errors occur.
	 * @return {CompressedTexture} The compressed texture.
	 */
	load( url, onLoad, onProgress, onError ) {

		const scope = this;

		const images = [];

		const texture = new CompressedTexture();

		const loader = new FileLoader( this.manager );
		loader.setPath( this.path );
		loader.setResponseType( 'arraybuffer' );
		loader.setRequestHeader( this.requestHeader );
		loader.setWithCredentials( scope.withCredentials );

		let loaded = 0;

		function loadTexture( i ) {

			loader.load( url[ i ], function ( buffer ) {

				const texDatas = scope.parse( buffer, true );

				images[ i ] = {
					width: texDatas.width,
					height: texDatas.height,
					format: texDatas.format,
					mipmaps: texDatas.mipmaps
				};

				loaded += 1;

				if ( loaded === 6 ) {

					if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;

					texture.image = images;
					texture.format = texDatas.format;
					texture.needsUpdate = true;

					if ( onLoad ) onLoad( texture );

				}

			}, onProgress, onError );

		}

		if ( Array.isArray( url ) ) {

			for ( let i = 0, il = url.length; i < il; ++ i ) {

				loadTexture( i );

			}

		} else {

			// compressed cubemap texture stored in a single DDS file

			loader.load( url, function ( buffer ) {

				const texDatas = scope