aboutsummaryrefslogtreecommitdiff
path: root/engines/sci/sound/music.cpp
blob: a8a65d2aa4346c0bec2124c38b0d6478cbe7e495 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.

 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.

 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 */

#include "audio/audiostream.h"
#include "audio/decoders/raw.h"
#include "common/config-manager.h"

#include "sci/sci.h"
#include "sci/console.h"
#include "sci/resource.h"
#include "sci/engine/features.h"
#include "sci/engine/kernel.h"
#include "sci/engine/state.h"
#include "sci/sound/midiparser_sci.h"
#include "sci/sound/music.h"

//#define DISABLE_REMAPPING

namespace Sci {

SciMusic::SciMusic(SciVersion soundVersion, bool useDigitalSFX)
	: _soundVersion(soundVersion), _soundOn(true), _masterVolume(0), _globalReverb(0), _useDigitalSFX(useDigitalSFX) {

	// Reserve some space in the playlist, to avoid expensive insertion
	// operations
	_playList.reserve(10);

	for (int i = 0; i < 16; i++) {
		_usedChannel[i] = 0;
		_channelRemap[i] = -1;
	}

	_queuedCommands.reserve(1000);
}

SciMusic::~SciMusic() {
	if (_pMidiDrv) {
		_pMidiDrv->close();
		delete _pMidiDrv;
	}
}

void SciMusic::init() {
	// system init
	_pMixer = g_system->getMixer();
	// SCI sound init
	_dwTempo = 0;

	Common::Platform platform = g_sci->getPlatform();
	uint32 deviceFlags = MDT_PCSPK | MDT_PCJR | MDT_ADLIB | MDT_MIDI;

	// Default to MIDI in SCI2.1+ games, as many don't have AdLib support.
	// Also, default to MIDI for Windows versions of SCI1.1 games, as their
	// soundtrack is written for GM.
	if (getSciVersion() >= SCI_VERSION_2_1 || g_sci->_features->useAltWinGMSound())
		deviceFlags |= MDT_PREFER_GM;

	// Currently our CMS implementation only supports SCI1(.1)
	if (getSciVersion() >= SCI_VERSION_1_EGA_ONLY && getSciVersion() <= SCI_VERSION_1_1)
		deviceFlags |= MDT_CMS;

	if (g_sci->getPlatform() == Common::kPlatformFMTowns) {
		if (getSciVersion() > SCI_VERSION_1_EARLY)
			deviceFlags = MDT_TOWNS;
		else
			deviceFlags |= MDT_TOWNS;
	}

	uint32 dev = MidiDriver::detectDevice(deviceFlags);
	_musicType = MidiDriver::getMusicType(dev);

	if (g_sci->_features->useAltWinGMSound() && _musicType != MT_GM) {
		warning("A Windows CD version with an alternate MIDI soundtrack has been chosen, "
				"but no MIDI music device has been selected. Reverting to the DOS soundtrack");
		g_sci->_features->forceDOSTracks();
	}

	switch (_musicType) {
	case MT_ADLIB:
		// FIXME: There's no Amiga sound option, so we hook it up to AdLib
		if (g_sci->getPlatform() == Common::kPlatformAmiga || platform == Common::kPlatformMacintosh)
			_pMidiDrv = MidiPlayer_AmigaMac_create(_soundVersion);
		else
			_pMidiDrv = MidiPlayer_AdLib_create(_soundVersion);
		break;
	case MT_PCJR:
		_pMidiDrv = MidiPlayer_PCJr_create(_soundVersion);
		break;
	case MT_PCSPK:
		_pMidiDrv = MidiPlayer_PCSpeaker_create(_soundVersion);
		break;
	case MT_CMS:
		_pMidiDrv = MidiPlayer_CMS_create(_soundVersion);
		break;
	case MT_TOWNS:
		_pMidiDrv = MidiPlayer_FMTowns_create(_soundVersion);
		break;
	default:
		if (ConfMan.getBool("native_fb01"))
			_pMidiDrv = MidiPlayer_Fb01_create(_soundVersion);
		else
			_pMidiDrv = MidiPlayer_Midi_create(_soundVersion);
	}

	if (_pMidiDrv && !_pMidiDrv->open()) {
		_pMidiDrv->setTimerCallback(this, &miditimerCallback);
		_dwTempo = _pMidiDrv->getBaseTempo();
	} else {
		if (g_sci->getGameId() == GID_FUNSEEKER) {
			// HACK: The Fun Seeker's Guide demo doesn't have patch 3 and the version
			// of the Adlib driver (adl.drv) that it includes is unsupported. That demo
			// doesn't have any sound anyway, so this shouldn't be fatal.
		} else {
			error("Failed to initialize sound driver");
		}
	}

	// Find out what the first possible channel is (used, when doing channel
	// remapping).
	_driverFirstChannel = _pMidiDrv->getFirstChannel();
	_driverLastChannel = _pMidiDrv->getLastChannel();
	if (getSciVersion() <= SCI_VERSION_0_LATE)
		_globalReverb = _pMidiDrv->getReverb();	// Init global reverb for SCI0
}

void SciMusic::miditimerCallback(void *p) {
	SciMusic *sciMusic = (SciMusic *)p;

	Common::StackLock lock(sciMusic->_mutex);
	sciMusic->onTimer();
}

void SciMusic::onTimer() {
	const MusicList::iterator end = _playList.end();
	// sending out queued commands that were "sent" via main thread
	sendMidiCommandsFromQueue();

	for (MusicList::iterator i = _playList.begin(); i != end; ++i)
		(*i)->onTimer();
}

void SciMusic::putMidiCommandInQueue(byte status, byte firstOp, byte secondOp) {
	putMidiCommandInQueue(status | ((uint32)firstOp << 8) | ((uint32)secondOp << 16));
}

void SciMusic::putMidiCommandInQueue(uint32 midi) {
	_queuedCommands.push_back(midi);
}

// This sends the stored commands from queue to driver (is supposed to get
// called only during onTimer()). At least mt32 emulation doesn't like getting
// note-on commands from main thread (if we directly send, we would get a crash
// during piano scene in lsl5).
void SciMusic::sendMidiCommandsFromQueue() {
	uint curCommand = 0;
	uint commandCount = _queuedCommands.size();

	while (curCommand < commandCount) {
		_pMidiDrv->send(_queuedCommands[curCommand]);
		curCommand++;
	}
	_queuedCommands.clear();
}

void SciMusic::clearPlayList() {
	// we must NOT lock our mutex here. Playlist is modified inside soundKill() which will lock the mutex
	//  during deletion. If we lock it here, a deadlock may occur within soundStop() because that one
	//  calls the mixer, which will also lock the mixer mutex and if the mixer thread is active during
	//  that time, we will get a deadlock.
	while (!_playList.empty()) {
		soundStop(_playList[0]);
		soundKill(_playList[0]);
	}
}

void SciMusic::pauseAll(bool pause) {
	const MusicList::iterator end = _playList.end();
	for (MusicList::iterator i = _playList.begin(); i != end; ++i) {
		soundToggle(*i, pause);
	}
}

void SciMusic::stopAll() {
	const MusicList::iterator end = _playList.end();
	for (MusicList::iterator i = _playList.begin(); i != end; ++i) {
		soundStop(*i);
	}
}

void SciMusic::soundSetSoundOn(bool soundOnFlag) {
	Common::StackLock lock(_mutex);

	_soundOn = soundOnFlag;
	_pMidiDrv->playSwitch(soundOnFlag);
}

uint16 SciMusic::soundGetVoices() {
	Common::StackLock lock(_mutex);

	return _pMidiDrv->getPolyphony();
}

MusicEntry *SciMusic::getSlot(reg_t obj) {
	Common::StackLock lock(_mutex);

	const MusicList::iterator end = _playList.end();
	for (MusicList::iterator i = _playList.begin(); i != end; ++i) {
		if ((*i)->soundObj == obj)
			return *i;
	}

	return NULL;
}

// We return the currently active music slot for SCI0
MusicEntry *SciMusic::getActiveSci0MusicSlot() {
	const MusicList::iterator end = _playList.end();
	MusicEntry *highestPrioritySlot = NULL;
	for (MusicList::iterator i = _playList.begin(); i != end; ++i) {
		MusicEntry *playSlot = *i;
		if (playSlot->pMidiParser) {
			if (playSlot->status == kSoundPlaying)
				return playSlot;
			if (playSlot->status == kSoundPaused) {
				if ((!highestPrioritySlot) || (highestPrioritySlot->priority < playSlot->priority))
					highestPrioritySlot = playSlot;
			}
		}
	}
	return highestPrioritySlot;
}

void SciMusic::setGlobalReverb(int8 reverb) {
	Common::StackLock lock(_mutex);
	if (reverb != 127) {
		// Set global reverb normally
		_globalReverb = reverb;

		// Check the reverb of the active song...
		const MusicList::iterator end = _playList.end();
		for (MusicList::iterator i = _playList.begin(); i != end; ++i) {
			if ((*i)->status == kSoundPlaying) {
				if ((*i)->reverb == 127)			// Active song has no reverb
					_pMidiDrv->setReverb(reverb);	// Set the global reverb
				break;
			}
		}
	} else {
		// Set reverb of the active song
		const MusicList::iterator end = _playList.end();
		for (MusicList::iterator i = _playList.begin(); i != end; ++i) {
			if ((*i)->status == kSoundPlaying) {
				_pMidiDrv->setReverb((*i)->reverb);	// Set the song's reverb
				break;
			}
		}
	}
}

byte SciMusic::getCurrentReverb() {
	Common::StackLock lock(_mutex);
	return _pMidiDrv->getReverb();
}

static bool musicEntryCompare(const MusicEntry *l, const MusicEntry *r) {
	return (l->priority > r->priority);
}

void SciMusic::sortPlayList() {
	// Sort the play list in descending priority order
	Common::sort(_playList.begin(), _playList.end(), musicEntryCompare);
}

void SciMusic::soundInitSnd(MusicEntry *pSnd) {
	int channelFilterMask = 0;
	SoundResource::Track *track = pSnd->soundRes->getTrackByType(_pMidiDrv->getPlayId());

	// If MIDI device is selected but there is no digital track in sound
	// resource try to use Adlib's digital sample if possible. Also, if the
	// track couldn't be found, load the digital track, as some games depend on
	// this (e.g. the Longbow demo).
	if (!track || (_useDigitalSFX && track->digitalChannelNr == -1)) {
		SoundResource::Track *digital = pSnd->soundRes->getDigitalTrack();
		if (digital)
			track = digital;
	}

	if (track) {
		// Play digital sample
		if (track->digitalChannelNr != -1) {
			byte *channelData = track->channels[track->digitalChannelNr].data;
			delete pSnd->pStreamAud;
			byte flags = Audio::FLAG_UNSIGNED;
			// Amiga SCI1 games had signed sound data
			if (_soundVersion >= SCI_VERSION_1_EARLY && g_sci->getPlatform() == Common::kPlatformAmiga)
				flags = 0;
			int endPart = track->digitalSampleEnd > 0 ? (track->digitalSampleSize - track->digitalSampleEnd) : 0;
			pSnd->pStreamAud = Audio::makeRawStream(channelData + track->digitalSampleStart,
								track->digitalSampleSize - track->digitalSampleStart - endPart,
								track->digitalSampleRate, flags, DisposeAfterUse::NO);
			delete pSnd->pLoopStream;
			pSnd->pLoopStream = 0;
			pSnd->soundType = Audio::Mixer::kSFXSoundType;
			pSnd->hCurrentAud = Audio::SoundHandle();
		} else {
			// play MIDI track
			Common::StackLock lock(_mutex);
			pSnd->soundType = Audio::Mixer::kMusicSoundType;
			if (pSnd->pMidiParser == NULL) {
				pSnd->pMidiParser = new MidiParser_SCI(_soundVersion, this);
				pSnd->pMidiParser->setMidiDriver(_pMidiDrv);
				pSnd->pMidiParser->setTimerRate(_dwTempo);
				pSnd->pMidiParser->setMasterVolume(_masterVolume);
			}

			pSnd->pauseCounter = 0;

			// Find out what channels to filter for SCI0
			channelFilterMask = pSnd->soundRes->getChannelFilterMask(_pMidiDrv->getPlayId(), _pMidiDrv->hasRhythmChannel());

			pSnd->pMidiParser->mainThreadBegin();
			// loadMusic() below calls jumpToTick.
			// Disable sound looping and hold before jumpToTick is called,
			// otherwise the song may keep looping forever when it ends in
			// jumpToTick (e.g. LSL3, when going left from room 210).
			uint16 prevLoop = pSnd->loop;
			int16 prevHold = pSnd->hold;
			pSnd->loop = 0;
			pSnd->hold = -1;

			pSnd->pMidiParser->loadMusic(track, pSnd, channelFilterMask, _soundVersion);
			pSnd->reverb = pSnd->pMidiParser->getSongReverb();

			// Restore looping and hold
			pSnd->loop = prevLoop;
			pSnd->hold = prevHold;
			pSnd->pMidiParser->mainThreadEnd();
		}
	}
}

// This one checks, if requested channel is available -> in that case give
// caller that channel. Otherwise look for an unused one
int16 SciMusic::tryToOwnChannel(MusicEntry *caller, int16 bestChannel) {
#ifdef DISABLE_REMAPPING
	return bestChannel;
#endif

	// Don't even try this for SCI0
	if (_soundVersion <= SCI_VERSION_0_LATE)
		return bestChannel;
	if (!_usedChannel[bestChannel]) {
		// currently unused, so give it to caller directly
		_usedChannel[bestChannel] = caller;
		_channelRemap[bestChannel] = bestChannel;
		return bestChannel;
	}
	// otherwise look for unused channel
	for (int channelNr = _driverFirstChannel; channelNr < 15; channelNr++) {
		if (channelNr == 9) // never map to channel 9 (percussion)
			continue;
		if (!_usedChannel[channelNr]) {
			_usedChannel[channelNr] = caller;
			_channelRemap[bestChannel] = channelNr;
			return channelNr;
		}
	}
	// nothing found, don't map channel at all
	//  sierra did this as well, although i'm not sure if we act exactly the same way
	//  maybe they removed channels from previous playing music
	return -1;
}

void SciMusic::freeChannels(MusicEntry *caller) {
	// Remove used channels
	for (int i = 0; i < 15; i++) {
		if (_usedChannel[i] == caller) {
			if (_channelRemap[i] != -1) {
				// athrxx: The original handles this differently. It seems to be checking for (and effecting) necessary
				// remaps / resets etc. more or less all the time. There are several more tables to keep track of everything.
				// I don't know whether all of that is needed and to which SCI versions it applies, though.
				// At least it is necessary to release the allocated channels inside the driver. Otherwise these channels
				// won't be available any more (e.g. after half of the KQ5 FM-Towns intro there will be no more music
				// since the driver can't pick up any more channels). The channels also have to be reset to
				// default values, since the original does the same (although in a different manny) and the music will be wrong
				// otherwise (at least KQ5 FM-Towns).

				sendMidiCommand(0x4000e0 | _channelRemap[i]);	// Reset pitch wheel
				sendMidiCommand(0x0040b0 | _channelRemap[i]);	// Release pedal
				sendMidiCommand(0x004bb0 | _channelRemap[i]);	// Release assigned driver channels
			}
			_usedChannel[i] = 0;
			_channelRemap[i] = -1;
		}
	}
	// Also tell midiparser, that he lost ownership
	caller->pMidiParser->lostChannels();
}

void SciMusic::soundPlay(MusicEntry *pSnd) {
	_mutex.lock();

	uint playListCount = _playList.size();
	uint playListNo = playListCount;
	MusicEntry *alreadyPlaying = NULL;

	// searching if sound is already in _playList
	for (uint i = 0; i < playListCount; i++) {
		if (_playList[i] == pSnd)
			playListNo = i;
		if ((_playList[i]->status == kSoundPlaying) && (_playList[i]->pMidiParser))
			alreadyPlaying = _playList[i];
	}
	if (playListNo == playListCount) { // not found
		_playList.push_back(pSnd);
		sortPlayList();
	}

	_mutex.unlock();	// unlock to perform mixer-related calls

	if (pSnd->pMidiParser) {
		if ((_soundVersion <= SCI_VERSION_0_LATE) && (alreadyPlaying)) {
			// Music already playing in SCI0?
			if (pSnd->priority > alreadyPlaying->priority) {
				// And new priority higher? pause previous music and play new one immediately.
				// Example of such case: lsl3, when getting points (jingle is played then)
				soundPause(alreadyPlaying);
				alreadyPlaying->isQueued = true;
			} else {
				// And new priority equal or lower? queue up music and play it afterwards done by
				//  SoundCommandParser::updateSci0Cues()
				// Example of such case: iceman room 14
				pSnd->isQueued = true;
				pSnd->status = kSoundPaused;
				return;
			}
		}
	}

	if (pSnd->pStreamAud) {
		if (!_pMixer->isSoundHandleActive(pSnd->hCurrentAud)) {
			// Sierra SCI ignores volume set when playing samples via kDoSound
			//  At least freddy pharkas/CD has a script bug that sets volume to 0
			//  when playing the "score" sample
			if (pSnd->loop > 1) {
				pSnd->pLoopStream = new Audio::LoopingAudioStream(pSnd->pStreamAud,
																pSnd->loop, DisposeAfterUse::NO);
				_pMixer->playStream(pSnd->soundType, &pSnd->hCurrentAud,
										pSnd->pLoopStream, -1, _pMixer->kMaxChannelVolume, 0,
										DisposeAfterUse::NO);
			} else {
				// Rewind in case we play the same sample multiple times
				// (non-looped) like in pharkas right at the start
				pSnd->pStreamAud->rewind();
				_pMixer->playStream(pSnd->soundType, &pSnd->hCurrentAud,
										pSnd->pStreamAud, -1, _pMixer->kMaxChannelVolume, 0,
										DisposeAfterUse::NO);
			}
		}
	} else {
		if (pSnd->pMidiParser) {
			Common::StackLock lock(_mutex);
			pSnd->pMidiParser->mainThreadBegin();

			if (pSnd->status != kSoundPaused) {
				// Stop any in progress music fading, as that will reset the
				// volume of the sound channels that the faded song occupies..
				// Fixes bug #3266480 and partially fixes bug #3041738.
				for (uint i = 0; i < playListCount; i++) {
					// Is another MIDI song being faded down? If yes, stop it
					// immediately instead
					if (_playList[i]->fadeStep < 0 && _playList[i]->pMidiParser) {
						_playList[i]->status = kSoundStopped;
						if (_soundVersion <= SCI_VERSION_0_LATE)
							_playList[i]->isQueued = false;
						_playList[i]->pMidiParser->stop();
						freeChannels(_playList[i]);
						_playList[i]->fadeStep = 0;
					}
				}
			}

			pSnd->pMidiParser->tryToOwnChannels();
			if (pSnd->status != kSoundPaused)
				pSnd->pMidiParser->sendInitCommands();
			pSnd->pMidiParser->setVolume(pSnd->volume);

			// Disable sound looping and hold before jumpToTick is called,
			// otherwise the song may keep looping forever when it ends in jumpToTick.
			// This is needed when loading saved games, or when a game
			// stops the same sound twice (e.g. LSL3 Amiga, going left from
			// room 210 to talk with Kalalau). Fixes bugs #3083151 and #3106107.
			uint16 prevLoop = pSnd->loop;
			int16 prevHold = pSnd->hold;
			pSnd->loop = 0;
			pSnd->hold = -1;

			if (pSnd->status == kSoundStopped)
				pSnd->pMidiParser->jumpToTick(0);
			else
				// Fast forward to the last position and perform associated events when loading
				pSnd->pMidiParser->jumpToTick(pSnd->ticker, true, true, true);

			// Restore looping and hold
			pSnd->loop = prevLoop;
			pSnd->hold = prevHold;
			pSnd->pMidiParser->mainThreadEnd();
		}
	}

	pSnd->status = kSoundPlaying;
}

void SciMusic::soundStop(MusicEntry *pSnd) {
	SoundStatus previousStatus = pSnd->status;
	pSnd->status = kSoundStopped;
	if (_soundVersion <= SCI_VERSION_0_LATE)
		pSnd->isQueued = false;
	if (pSnd->pStreamAud)
		_pMixer->stopHandle(pSnd->hCurrentAud);

	if (pSnd->pMidiParser) {
		Common::StackLock lock(_mutex);
		pSnd->pMidiParser->mainThreadBegin();
		// We shouldn't call stop in case it's paused, otherwise we would send
		// allNotesOff() again
		if (previousStatus == kSoundPlaying)
			pSnd->pMidiParser->stop();
		freeChannels(pSnd);
		pSnd->pMidiParser->mainThreadEnd();
	}

	pSnd->fadeStep = 0; // end fading, if fading was in progress
}

void SciMusic::soundSetVolume(MusicEntry *pSnd, byte volume) {
	assert(volume <= MUSIC_VOLUME_MAX);
	if (pSnd->pStreamAud) {
		// we simply ignore volume changes for samples, because sierra sci also
		//  doesn't support volume for samples via kDoSound
	} else if (pSnd->pMidiParser) {
		Common::StackLock lock(_mutex);
		pSnd->pMidiParser->mainThreadBegin();
		pSnd->pMidiParser->setVolume(volume);
		pSnd->pMidiParser->mainThreadEnd();
	}
}

// this is used to set volume of the sample, used for fading only!
void SciMusic::soundSetSampleVolume(MusicEntry *pSnd, byte volume) {
	assert(volume <= MUSIC_VOLUME_MAX);
	assert(pSnd->pStreamAud);
	_pMixer->setChannelVolume(pSnd->hCurrentAud, volume * 2); // Mixer is 0-255, SCI is 0-127
}

void SciMusic::soundSetPriority(MusicEntry *pSnd, byte prio) {
	Common::StackLock lock(_mutex);

	pSnd->priority = prio;
	sortPlayList();
}

void SciMusic::soundKill(MusicEntry *pSnd) {
	pSnd->status = kSoundStopped;

	if (pSnd->pMidiParser) {
		Common::StackLock lock(_mutex);
		pSnd->pMidiParser->mainThreadBegin();
		pSnd->pMidiParser->unloadMusic();
		pSnd->pMidiParser->mainThreadEnd();
		delete pSnd->pMidiParser;
		pSnd->pMidiParser = NULL;
	}

	if (pSnd->pStreamAud) {
		_pMixer->stopHandle(pSnd->hCurrentAud);
		delete pSnd->pStreamAud;
		pSnd->pStreamAud = NULL;
		delete pSnd->pLoopStream;
		pSnd->pLoopStream = 0;
	}

	Common::StackLock lock(_mutex);
	uint sz = _playList.size(), i;
	// Remove sound from playlist
	for (i = 0; i < sz; i++) {
		if (_playList[i] == pSnd) {
			delete _playList[i]->soundRes;
			delete _playList[i];
			_playList.remove_at(i);
			break;
		}
	}
}

void SciMusic::soundPause(MusicEntry *pSnd) {
	// SCI seems not to be pausing samples played back by kDoSound at all
	//  It only stops looping samples (actually doesn't loop them again before they are unpaused)
	//  Examples: Space Quest 1 death by acid drops (pause is called even specifically for the sample, see bug #3038048)
	//             Eco Quest 1 during the intro when going to the abort-menu
	//             In both cases sierra sci keeps playing
	//            Leisure Suit Larry 1 doll scene - it seems that pausing here actually just stops
	//             further looping from happening
	//  This is a somewhat bigger change, I'm leaving in the old code in here just in case
	//  I'm currently pausing looped sounds directly, non-looped sounds won't get paused
	if ((pSnd->pStreamAud) && (!pSnd->pLoopStream))
		return;
	pSnd->pauseCounter++;
	if (pSnd->status != kSoundPlaying)
		return;
	pSnd->status = kSoundPaused;
	if (pSnd->pStreamAud) {
		_pMixer->pauseHandle(pSnd->hCurrentAud, true);
	} else {
		if (pSnd->pMidiParser) {
			Common::StackLock lock(_mutex);
			pSnd->pMidiParser->mainThreadBegin();
			pSnd->pMidiParser->pause();
			freeChannels(pSnd);
			pSnd->pMidiParser->mainThreadEnd();
		}
	}
}

void SciMusic::soundResume(MusicEntry *pSnd) {
	if (pSnd->pauseCounter > 0)
		pSnd->pauseCounter--;
	if (pSnd->pauseCounter != 0)
		return;
	if (pSnd->status != kSoundPaused)
		return;
	if (pSnd->pStreamAud) {
		_pMixer->pauseHandle(pSnd->hCurrentAud, false);
		pSnd->status = kSoundPlaying;
	} else {
		soundPlay(pSnd);
	}
}

void SciMusic::soundToggle(MusicEntry *pSnd, bool pause) {
	if (pause)
		soundPause(pSnd);
	else
		soundResume(pSnd);
}

uint16 SciMusic::soundGetMasterVolume() {
	return _masterVolume;
}

void SciMusic::soundSetMasterVolume(uint16 vol) {
	_masterVolume = vol;

	Common::StackLock lock(_mutex);

	const MusicList::iterator end = _playList.end();
	for (MusicList::iterator i = _playList.begin(); i != end; ++i) {
		if ((*i)->pMidiParser)
			(*i)->pMidiParser->setMasterVolume(vol);
	}
}

void SciMusic::sendMidiCommand(uint32 cmd) {
	Common::StackLock lock(_mutex);
	_pMidiDrv->send(cmd);
}

void SciMusic::sendMidiCommand(MusicEntry *pSnd, uint32 cmd) {
	Common::StackLock lock(_mutex);
	if (!pSnd->pMidiParser)
		error("tried to cmdSendMidi on non midi slot (%04x:%04x)", PRINT_REG(pSnd->soundObj));

	pSnd->pMidiParser->mainThreadBegin();
	pSnd->pMidiParser->sendFromScriptToDriver(cmd);
	pSnd->pMidiParser->mainThreadEnd();
}

void SciMusic::printPlayList(Console *con) {
	Common::StackLock lock(_mutex);

	const char *musicStatus[] = { "Stopped", "Initialized", "Paused", "Playing" };

	for (uint32 i = 0; i < _playList.size(); i++) {
		MusicEntry *song = _playList[i];
		con->DebugPrintf("%d: %04x:%04x (%s), resource id: %d, status: %s, %s type\n",
						i, PRINT_REG(song->soundObj),
						g_sci->getEngineState()->_segMan->getObjectName(song->soundObj),
						song->resourceId, musicStatus[song->status],
						song->pMidiParser ? "MIDI" : "digital audio");
	}
}

void SciMusic::printSongInfo(reg_t obj, Console *con) {
	Common::StackLock lock(_mutex);

	const char *musicStatus[] = { "Stopped", "Initialized", "Paused", "Playing" };

	const MusicList::iterator end = _playList.end();
	for (MusicList::iterator i = _playList.begin(); i != end; ++i) {
		MusicEntry *song = *i;
		if (song->soundObj == obj) {
			con->DebugPrintf("Resource id: %d, status: %s\n", song->resourceId, musicStatus[song->status]);
			con->DebugPrintf("dataInc: %d, hold: %d, loop: %d\n", song->dataInc, song->hold, song->loop);
			con->DebugPrintf("signal: %d, priority: %d\n", song->signal, song->priority);
			con->DebugPrintf("ticker: %d, volume: %d\n", song->ticker, song->volume);

			if (song->pMidiParser) {
				con->DebugPrintf("Type: MIDI\n");
				if (song->soundRes) {
					SoundResource::Track *track = song->soundRes->getTrackByType(_pMidiDrv->getPlayId());
					con->DebugPrintf("Channels: %d\n", track->channelCount);
				}
			} else if (song->pStreamAud || song->pLoopStream) {
				con->DebugPrintf("Type: digital audio (%s), sound active: %s\n",
					song->pStreamAud ? "non looping" : "looping",
					_pMixer->isSoundHandleActive(song->hCurrentAud) ? "yes" : "no");
				if (song->soundRes) {
					con->DebugPrintf("Sound resource information:\n");
					SoundResource::Track *track = song->soundRes->getTrackByType(_pMidiDrv->getPlayId());
					if (track && track->digitalChannelNr != -1) {
						con->DebugPrintf("Sample size: %d, sample rate: %d, channels: %d, digital channel number: %d\n",
							track->digitalSampleSize, track->digitalSampleRate, track->channelCount, track->digitalChannelNr);
					}
				}
			}

			return;
		}
	}

	con->DebugPrintf("Song object not found in playlist");
}

MusicEntry::MusicEntry() {
	soundObj = NULL_REG;

	soundRes = 0;
	resourceId = 0;

	isQueued = false;

	dataInc = 0;
	ticker = 0;
	signal = 0;
	priority = 0;
	loop = 0;
	volume = MUSIC_VOLUME_DEFAULT;
	hold = -1;
	reverb = -1;

	pauseCounter = 0;
	sampleLoopCounter = 0;

	fadeTo = 0;
	fadeStep = 0;
	fadeTicker = 0;
	fadeTickerStep = 0;
	fadeSetVolume = false;
	fadeCompleted = false;
	stopAfterFading = false;

	status = kSoundStopped;

	soundType = Audio::Mixer::kMusicSoundType;

	pStreamAud = 0;
	pLoopStream = 0;
	pMidiParser = 0;
}

MusicEntry::~MusicEntry() {
}

void MusicEntry::onTimer() {
	if (!signal) {
		if (!signalQueue.empty()) {
			// no signal set, but signal in queue, set that one
			signal = signalQueue[0];
			signalQueue.remove_at(0);
		}
	}

	if (status != kSoundPlaying)
		return;

	// Fade MIDI and digital sound effects
	if (fadeStep)
		doFade();

	// Only process MIDI streams in this thread, not digital sound effects
	if (pMidiParser) {
		pMidiParser->onTimer();
		ticker = (uint16)pMidiParser->getTick();
	}
}

void MusicEntry::doFade() {
	if (fadeTicker)
		fadeTicker--;
	else {
		fadeTicker = fadeTickerStep;
		volume += fadeStep;
		if (((fadeStep > 0) && (volume >= fadeTo)) || ((fadeStep < 0) && (volume <= fadeTo))) {
			volume = fadeTo;
			fadeStep = 0;
			fadeCompleted = true;
		}

		// Only process MIDI streams in this thread, not digital sound effects
		if (pMidiParser) {
			pMidiParser->setVolume(volume);
		}

		fadeSetVolume = true; // set flag so that SoundCommandParser::cmdUpdateCues will set the volume of the stream
	}
}

void MusicEntry::setSignal(int newSignal) {
	// For SCI0, we cache the signals to set, as some songs might
	// update their signal faster than kGetEvent is called (which is where
	// we manually invoke kDoSoundUpdateCues for SCI0 games). SCI01 and
	// newer handle signalling inside kDoSoundUpdateCues. Refer to bug #3042981
	if (g_sci->_features->detectDoSoundType() <= SCI_VERSION_0_LATE) {
		if (!signal) {
			signal = newSignal;
		} else {
			// signal already set and waiting for getting to scripts, queue new one
			signalQueue.push_back(newSignal);
		}
	} else {
		// Set the signal directly for newer games, otherwise the sound
		// object might be deleted already later on (refer to bug #3045913)
		signal = newSignal;
	}
}

} // End of namespace Sci