/* 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 "common/config-manager.h"
#include "audio/audiostream.h"
#include "audio/mixer.h"
#include "sci/resource.h"
#include "sci/sound/audio.h"
#include "sci/sound/music.h"
#include "sci/sound/soundcmd.h"

#include "sci/engine/features.h"
#include "sci/engine/guest_additions.h"
#include "sci/engine/kernel.h"
#include "sci/engine/object.h"
#include "sci/engine/selector.h"

namespace Sci {

SoundCommandParser::SoundCommandParser(ResourceManager *resMan, SegManager *segMan, Kernel *kernel, AudioPlayer *audio, SciVersion soundVersion) :
	_resMan(resMan), _segMan(segMan), _kernel(kernel), _audio(audio), _soundVersion(soundVersion) {

	// Check if the user wants synthesized or digital sound effects in SCI1.1
	// games based on the prefer_digitalsfx config setting

	// In SCI2 and later games, this check should always be true - there was
	// always only one version of each sound effect or digital music track
	// (e.g. the menu music in GK1 - there is a sound effect with the same
	// resource number, but it's totally unrelated to the menu music).
	// The GK1 demo (very late SCI1.1) does the same thing
	// TODO: Check the QFG4 demo
	_useDigitalSFX = (_soundVersion >= SCI_VERSION_2 || g_sci->getGameId() == GID_GK1DEMO || ConfMan.getBool("prefer_digitalsfx"));

	_music = new SciMusic(_soundVersion, _useDigitalSFX);
	_music->init();
}

SoundCommandParser::~SoundCommandParser() {
	delete _music;
}

reg_t SoundCommandParser::kDoSoundInit(EngineState *s, int argc, reg_t *argv) {
	debugC(kDebugLevelSound, "kDoSound(init): %04x:%04x", PRINT_REG(argv[0]));
	processInitSound(argv[0]);
	return s->r_acc;
}

int SoundCommandParser::getSoundResourceId(reg_t obj) {
	int resourceId = obj.getSegment() ? (int)readSelectorValue(_segMan, obj, SELECTOR(number)) : -1;
	// Modify the resourceId for the Windows versions that have an alternate MIDI soundtrack, like SSCI did.
	if (g_sci && g_sci->_features->useAltWinGMSound()) {
		// Check if the alternate MIDI song actually exists...
		// There are cases where it just doesn't exist (e.g. SQ4, room 530 -
		// bug #3392767). In these cases, use the DOS tracks instead.
		if (resourceId && _resMan->testResource(ResourceId(kResourceTypeSound, resourceId + 1000)))
			resourceId += 1000;
	}
	if (g_sci->isCD() && g_sci->getGameId() == GID_SQ4 && resourceId < 1000) {
		// For Space Quest 4 a few additional samples and also higher quality samples were played.
		// We must not connect this to General MIDI support, because that will get disabled
		// in case the user hasn't also chosen a General MIDI output device.
		// We use those samples for DOS platform as well. We do basically the same for Space Quest 3,
		// which also contains a few samples that were not played under the original interpreter.
		// Maybe some fan wishes to opt-out of this. In this case a game specific option should be added.
		// For more information see enhancement/bug #10228
		// TODO: Check, if there are also enhanced samples for any of the other General MIDI games.
		if (_resMan->testResource(ResourceId(kResourceTypeAudio, resourceId + 1000)))
			resourceId += 1000;
	}

	return resourceId;
}

void SoundCommandParser::initSoundResource(MusicEntry *newSound) {
	if (newSound->resourceId && _resMan->testResource(ResourceId(kResourceTypeSound, newSound->resourceId)))
		newSound->soundRes = new SoundResource(newSound->resourceId, _resMan, _soundVersion);
	else
		newSound->soundRes = 0;

	// In SCI1.1 games, sound effects are started from here. If we can find
	// a relevant audio resource, play it, otherwise switch to synthesized
	// effects. If the resource exists, play it using map 65535 (sound
	// effects map)
	if (getSciVersion() >= SCI_VERSION_1_1 && _resMan->testResource(ResourceId(kResourceTypeAudio, newSound->resourceId))) {
		// Found a relevant audio resource, create an audio stream if there is
		// no associated sound resource, or if both resources exist and the
		// user wants the digital version.
		if (_useDigitalSFX || !newSound->soundRes) {
			int sampleLen;
#ifdef ENABLE_SCI32
			if (_soundVersion >= SCI_VERSION_2) {
				newSound->isSample = g_sci->getResMan()->testResource(ResourceId(kResourceTypeAudio, newSound->resourceId)) != nullptr;
			} else {
#endif
				newSound->pStreamAud = _audio->getAudioStream(newSound->resourceId, 65535, &sampleLen);
				newSound->soundType = Audio::Mixer::kSFXSoundType;
				newSound->isSample = newSound->pStreamAud != nullptr;
#ifdef ENABLE_SCI32
			}
#endif
		}
	}

	if (!newSound->isSample && newSound->soundRes)
		_music->soundInitSnd(newSound);
}

void SoundCommandParser::processInitSound(reg_t obj) {
	int resourceId = getSoundResourceId(obj);

	// Check if a track with the same sound object is already playing
	MusicEntry *oldSound = _music->getSlot(obj);
	if (oldSound)
		processDisposeSound(obj);

	MusicEntry *newSound = new MusicEntry();
	newSound->resourceId = resourceId;
	newSound->soundObj = obj;
	newSound->loop = readSelectorValue(_segMan, obj, SELECTOR(loop));
	newSound->overridePriority = false;
	if (_soundVersion <= SCI_VERSION_0_LATE)
		newSound->priority = readSelectorValue(_segMan, obj, SELECTOR(priority));
	else
		newSound->priority = readSelectorValue(_segMan, obj, SELECTOR(priority)) & 0xFF;
	if (_soundVersion >= SCI_VERSION_1_EARLY)
		newSound->volume = CLIP<int>(readSelectorValue(_segMan, obj, SELECTOR(vol)), 0, MUSIC_VOLUME_MAX);
	newSound->reverb = -1;	// initialize to SCI invalid, it'll be set correctly in soundInitSnd() below

	debugC(kDebugLevelSound, "kDoSound(init): %04x:%04x number %d, loop %d, prio %d, vol %d", PRINT_REG(obj),
			resourceId,	newSound->loop, newSound->priority, newSound->volume);

	initSoundResource(newSound);

	_music->pushBackSlot(newSound);

	if (newSound->soundRes || newSound->isSample) {
		// Notify the engine
		if (_soundVersion <= SCI_VERSION_0_LATE)
			writeSelectorValue(_segMan, obj, SELECTOR(state), kSoundInitialized);
		else
			writeSelector(_segMan, obj, SELECTOR(nodePtr), obj);
	}
}

reg_t SoundCommandParser::kDoSoundPlay(EngineState *s, int argc, reg_t *argv) {
	debugC(kDebugLevelSound, "kDoSound(play): %04x:%04x", PRINT_REG(argv[0]));
	bool playBed = false;
	if (argc >= 2 && !argv[1].isNull())
		playBed = true;
	processPlaySound(argv[0], playBed);
	return s->r_acc;
}

void SoundCommandParser::processPlaySound(reg_t obj, bool playBed) {
	MusicEntry *musicSlot = _music->getSlot(obj);
	if (!musicSlot) {
		warning("kDoSound(play): Slot not found (%04x:%04x), initializing it manually", PRINT_REG(obj));
		// The sound hasn't been initialized for some reason, so initialize it
		// here. Happens in KQ6, room 460, when giving the creature (child) to
		// the bookworm. Fixes bugs #3413301 and #3421098.
		processInitSound(obj);
		musicSlot = _music->getSlot(obj);
		if (!musicSlot)
			error("Failed to initialize uninitialized sound slot");
	}

	int resourceId = getSoundResourceId(obj);

	if (musicSlot->resourceId != resourceId) { // another sound loaded into struct
		processDisposeSound(obj);
		processInitSound(obj);
		// Find slot again :)
		musicSlot = _music->getSlot(obj);
	}

	writeSelector(_segMan, obj, SELECTOR(handle), obj);

	if (_soundVersion >= SCI_VERSION_1_EARLY) {
		writeSelector(_segMan, obj, SELECTOR(nodePtr), obj);
		writeSelectorValue(_segMan, obj, SELECTOR(min), 0);
		writeSelectorValue(_segMan, obj, SELECTOR(sec), 0);
		writeSelectorValue(_segMan, obj, SELECTOR(frame), 0);
		writeSelectorValue(_segMan, obj, SELECTOR(signal), 0);
	} else {
		writeSelectorValue(_segMan, obj, SELECTOR(state), kSoundPlaying);
	}

	musicSlot->loop = readSelectorValue(_segMan, obj, SELECTOR(loop));

	// Get song priority from either obj or soundRes
	byte resourcePriority = 0xFF;
	if (musicSlot->soundRes)
		resourcePriority = musicSlot->soundRes->getSoundPriority();
	if (!musicSlot->overridePriority && resourcePriority != 0xFF) {
		musicSlot->priority = resourcePriority;
	} else {
		musicSlot->priority = readSelectorValue(_segMan, obj, SELECTOR(priority));
	}

	// Reset hold when starting a new song. kDoSoundSetHold is always called after
	// kDoSoundPlay to set it properly, if needed. Fixes bug #3413589.
	musicSlot->hold = -1;
	musicSlot->playBed = playBed;
	if (_soundVersion >= SCI_VERSION_1_EARLY)
		musicSlot->volume = readSelectorValue(_segMan, obj, SELECTOR(vol));

	debugC(kDebugLevelSound, "kDoSound(play): %04x:%04x number %d, loop %d, prio %d, vol %d, bed %d", PRINT_REG(obj),
			resourceId, musicSlot->loop, musicSlot->priority, musicSlot->volume, playBed ? 1 : 0);

	_music->soundPlay(musicSlot);

	// Reset any left-over signals
	musicSlot->signal = 0;
	musicSlot->fadeStep = 0;
}

reg_t SoundCommandParser::kDoSoundDispose(EngineState *s, int argc, reg_t *argv) {
	debugC(kDebugLevelSound, "kDoSound(dispose): %04x:%04x", PRINT_REG(argv[0]));
	processDisposeSound(argv[0]);
	return s->r_acc;
}

void SoundCommandParser::processDisposeSound(reg_t obj) {
	MusicEntry *musicSlot = _music->getSlot(obj);
	if (!musicSlot) {
		warning("kDoSound(dispose): Slot not found (%04x:%04x)", PRINT_REG(obj));
		return;
	}

	processStopSound(obj, false);

	_music->soundKill(musicSlot);
	writeSelectorValue(_segMan, obj, SELECTOR(handle), 0);
	if (_soundVersion >= SCI_VERSION_1_EARLY)
		writeSelector(_segMan, obj, SELECTOR(nodePtr), NULL_REG);
	else
		writeSelectorValue(_segMan, obj, SELECTOR(state), kSoundStopped);
}

reg_t SoundCommandParser::kDoSoundStop(EngineState *s, int argc, reg_t *argv) {
	debugC(kDebugLevelSound, "kDoSound(stop): %04x:%04x", PRINT_REG(argv[0]));
	processStopSound(argv[0], false);
	return s->r_acc;
}

void SoundCommandParser::processStopSound(reg_t obj, bool sampleFinishedPlaying) {
	MusicEntry *musicSlot = _music->getSlot(obj);
	if (!musicSlot) {
		warning("kDoSound(stop): Slot not found (%04x:%04x)", PRINT_REG(obj));
		return;
	}

	if (_soundVersion <= SCI_VERSION_0_LATE) {
		writeSelectorValue(_segMan, obj, SELECTOR(state), kSoundStopped);
	} else {
		writeSelectorValue(_segMan, obj, SELECTOR(handle), 0);
	}

	// Set signal selector in sound SCI0 games only, when the sample has
	// finished playing. If we don't set it at all, we get a problem when using
	// vaporizer on the 2 guys. If we set it all the time, we get no music in
	// sq3new and kq1.
	// FIXME: This *may* be wrong, it's impossible to find out in Sierra DOS
	//        SCI, because SCI0 under DOS didn't have sfx drivers included.
	// We need to set signal in sound SCI1+ games all the time.
	if ((_soundVersion > SCI_VERSION_0_LATE) || sampleFinishedPlaying)
		writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET);

	musicSlot->dataInc = 0;
	musicSlot->signal = SIGNAL_OFFSET;
	_music->soundStop(musicSlot);
}

reg_t SoundCommandParser::kDoSoundPause(EngineState *s, int argc, reg_t *argv) {
	if (argc == 1)
		debugC(kDebugLevelSound, "kDoSound(pause): %04x:%04x", PRINT_REG(argv[0]));
	else
		debugC(kDebugLevelSound, "kDoSound(pause): %04x:%04x, %04x:%04x", PRINT_REG(argv[0]), PRINT_REG(argv[1]));

	if (_soundVersion <= SCI_VERSION_0_LATE) {
		// SCI0 games give us 0/1 for either resuming or pausing the current music
		//  this one doesn't count, so pausing 2 times and resuming once means here that we are supposed to resume
		uint16 value = argv[0].toUint16();
		MusicEntry *musicSlot = _music->getActiveSci0MusicSlot();
		switch (value) {
		case 1:
			if ((musicSlot) && (musicSlot->status == kSoundPlaying)) {
				_music->soundPause(musicSlot);
				writeSelectorValue(_segMan, musicSlot->soundObj, SELECTOR(state), kSoundPaused);
			}
			return make_reg(0, 0);
		case 0:
			if ((musicSlot) && (musicSlot->status == kSoundPaused)) {
				_music->soundResume(musicSlot);
				writeSelectorValue(_segMan, musicSlot->soundObj, SELECTOR(state), kSoundPlaying);
				return make_reg(0, 1);
			}
			return make_reg(0, 0);
		default:
			error("kDoSound(pause): parameter 0 is invalid for sound-sci0");
		}
	}

	reg_t obj = argv[0];
	const bool shouldPause = argc > 1 ? argv[1].toUint16() : false;
	if (
		(_soundVersion < SCI_VERSION_2 && !obj.getSegment()) ||
		(_soundVersion >= SCI_VERSION_2 && obj.isNull())
	) {
		_music->pauseAll(shouldPause);
#ifdef ENABLE_SCI32
		if (_soundVersion >= SCI_VERSION_2_1_EARLY) {
			if (shouldPause) {
				g_sci->_audio32->pause(kAllChannels);
			} else {
				g_sci->_audio32->resume(kAllChannels);
			}
		}
#endif
	} else {
		MusicEntry *musicSlot = _music->getSlot(obj);
		if (!musicSlot) {
			// This happens quite frequently
			debugC(kDebugLevelSound, "kDoSound(pause): Slot not found (%04x:%04x)", PRINT_REG(obj));
			return s->r_acc;
		}

#ifdef ENABLE_SCI32
		// SSCI also expected a global "kernel call" flag to be true in order to
		// perform this action, but the architecture of the ScummVM
		// implementation is so different that it doesn't matter here
		if (_soundVersion >= SCI_VERSION_2_1_EARLY && musicSlot->isSample) {
			if (shouldPause) {
				g_sci->_audio32->pause(ResourceId(kResourceTypeAudio, musicSlot->resourceId), musicSlot->soundObj);
			} else {
				g_sci->_audio32->resume(ResourceId(kResourceTypeAudio, musicSlot->resourceId), musicSlot->soundObj);
			}
		} else
#endif
			_music->soundToggle(musicSlot, shouldPause);
	}
	return s->r_acc;
}

// SCI0 only command
//  It's called right after restoring a game - it's responsible to kick off playing music again
//  we don't need this at all, so we don't do anything here
reg_t SoundCommandParser::kDoSoundResumeAfterRestore(EngineState *s, int argc, reg_t *argv) {
	return s->r_acc;
}

reg_t SoundCommandParser::kDoSoundMute(EngineState *s, int argc, reg_t *argv) {
	uint16 previousState = _music->soundGetSoundOn();
	if (argc > 0) {
		debugC(kDebugLevelSound, "kDoSound(mute): %d", argv[0].toUint16());
		_music->soundSetSoundOn(argv[0].toUint16());
	}

	return make_reg(0, previousState);
}

reg_t SoundCommandParser::kDoSoundMasterVolume(EngineState *s, int argc, reg_t *argv) {
	s->r_acc = make_reg(0, _music->soundGetMasterVolume());

	if (argc > 0) {
		debugC(kDebugLevelSound, "kDoSound(masterVolume): %d", argv[0].toSint16());
		int vol = CLIP<int16>(argv[0].toSint16(), 0, MUSIC_MASTERVOLUME_MAX);

		if (!g_sci->_guestAdditions->kDoSoundMasterVolumeHook(vol)) {
			setMasterVolume(vol);
		}
	}
	return s->r_acc;
}

reg_t SoundCommandParser::kDoSoundFade(EngineState *s, int argc, reg_t *argv) {
	reg_t obj = argv[0];

	// The object can be null in several SCI0 games (e.g. Camelot, KQ1, KQ4, MUMG).
	// Check bugs #3035149, #3036942 and #3578335.
	// In this case, we just ignore the call.
	if (obj.isNull() && argc == 1)
		return s->r_acc;

	MusicEntry *musicSlot = _music->getSlot(obj);
	if (!musicSlot) {
		debugC(kDebugLevelSound, "kDoSound(fade): Slot not found (%04x:%04x)", PRINT_REG(obj));
		return s->r_acc;
	}

	int volume = musicSlot->volume;

#ifdef ENABLE_SCI32
	if (_soundVersion >= SCI_VERSION_2_1_EARLY && musicSlot->isSample) {
		g_sci->_audio32->fadeChannel(ResourceId(kResourceTypeAudio, musicSlot->resourceId), musicSlot->soundObj, argv[1].toSint16(), argv[2].toSint16(), argv[3].toSint16(), argc > 4 ? (bool)argv[4].toSint16() : false);
		return s->r_acc;
	}
#endif

	// If sound is not playing currently, set signal directly
	if (musicSlot->status != kSoundPlaying) {
		debugC(kDebugLevelSound, "kDoSound(fade): %04x:%04x fading requested, but sound is currently not playing", PRINT_REG(obj));
		writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET);
		return s->r_acc;
	}

	switch (argc) {
	case 1: // SCI0
		// SCI0 fades out all the time and when fadeout is done it will also
		// stop the music from playing
		musicSlot->fadeTo = 0;
		musicSlot->fadeStep = -5;
		musicSlot->fadeTickerStep = 10 * 16667 / _music->soundGetTempo();
		musicSlot->fadeTicker = 0;
		break;

	case 4: // SCI01+
	case 5: // SCI1+ (SCI1 late sound scheme), with fade and continue
		musicSlot->fadeTo = CLIP<uint16>(argv[1].toUint16(), 0, MUSIC_VOLUME_MAX);
		// Check if the song is already at the requested volume. If it is, don't
		// perform any fading. Happens for example during the intro of Longbow.
		if (musicSlot->fadeTo == musicSlot->volume)
			return s->r_acc;

		// Sometimes we get objects in that position, so fix the value (refer to workarounds.cpp)
		if (!argv[1].getSegment())
			musicSlot->fadeStep = volume > musicSlot->fadeTo ? -argv[3].toUint16() : argv[3].toUint16();
		else
			musicSlot->fadeStep = volume > musicSlot->fadeTo ? -5 : 5;
		musicSlot->fadeTickerStep = argv[2].toUint16() * 16667 / _music->soundGetTempo();
		musicSlot->fadeTicker = 0;

		// argv[4] is a boolean. Scripts sometimes pass strange values,
		// but SSCI only checks for zero/non-zero. (Verified in KQ6).
		// KQ6 room 460 even passes an object, but treating this as 'true'
		// seems fine in that case.
		if (argc == 5)
			musicSlot->stopAfterFading = !argv[4].isNull();
		else
			musicSlot->stopAfterFading = false;
		break;

	default:
		error("kDoSound(fade): unsupported argc %d", argc);
	}

	debugC(kDebugLevelSound, "kDoSound(fade): %04x:%04x to %d, step %d, ticker %d", PRINT_REG(obj), musicSlot->fadeTo, musicSlot->fadeStep, musicSlot->fadeTickerStep);
	return s->r_acc;
}

reg_t SoundCommandParser::kDoSoundGetPolyphony(EngineState *s, int argc, reg_t *argv) {
	return make_reg(0, _music->soundGetVoices());	// Get the number of voices
}

reg_t SoundCommandParser::kDoSoundUpdate(EngineState *s, int argc, reg_t *argv) {
	reg_t obj = argv[0];

	debugC(kDebugLevelSound, "kDoSound(update): %04x:%04x", PRINT_REG(argv[0]));

	MusicEntry *musicSlot = _music->getSlot(obj);
	if (!musicSlot) {
		warning("kDoSound(update): Slot not found (%04x:%04x)", PRINT_REG(obj));
		return s->r_acc;
	}

	musicSlot->loop = readSelectorValue(_segMan, obj, SELECTOR(loop));
	int16 objVol = CLIP<int>(readSelectorValue(_segMan, obj, SELECTOR(vol)), 0, 255);
	if (objVol != musicSlot->volume)
		_music->soundSetVolume(musicSlot, objVol);
	int16 objPrio = readSelectorValue(_segMan, obj, SELECTOR(priority));
	if (objPrio != musicSlot->priority)
		_music->soundSetPriority(musicSlot, objPrio);
	return s->r_acc;
}

reg_t SoundCommandParser::kDoSoundUpdateCues(EngineState *s, int argc, reg_t *argv) {
	processUpdateCues(argv[0]);
	return s->r_acc;
}

void SoundCommandParser::processUpdateCues(reg_t obj) {
	MusicEntry *musicSlot = _music->getSlot(obj);
	if (!musicSlot) {
		warning("kDoSound(updateCues): Slot not found (%04x:%04x)", PRINT_REG(obj));
		return;
	}

	if (musicSlot->isSample) {
#ifdef ENABLE_SCI32
		if (_soundVersion >= SCI_VERSION_2) {
			const ResourceId audioId = ResourceId(kResourceTypeAudio, musicSlot->resourceId);

			if (getSciVersion() == SCI_VERSION_3) {
				// In SSCI the volume is first set to -1 and then reset later if
				// a sample is playing in the audio player, but since our audio
				// code returns -1 for not-found samples, the extra check is not
				// needed and we can just always set it to the return value of
				// the getVolume call
				const int16 volume = g_sci->_audio32->getVolume(audioId, musicSlot->soundObj);
				writeSelectorValue(_segMan, musicSlot->soundObj, SELECTOR(vol), volume);
			}

			const int16 position = g_sci->_audio32->getPosition(audioId, musicSlot->soundObj);
			if (position == -1) {
				processStopSound(musicSlot->soundObj, true);
			}

			return;
		}
#endif
		// Update digital sound effect slots
		uint currentLoopCounter = 0;

		if (musicSlot->pLoopStream)
			currentLoopCounter = musicSlot->pLoopStream->getCompleteIterations();

		if (currentLoopCounter != musicSlot->sampleLoopCounter) {
			// during last time we looped at least one time, update loop accordingly
			musicSlot->loop -= currentLoopCounter - musicSlot->sampleLoopCounter;
			musicSlot->sampleLoopCounter = currentLoopCounter;
		}
		if (musicSlot->status == kSoundPlaying) {
			if (!_music->soundIsActive(musicSlot)) {
				processStopSound(obj, true);
			} else {
				_music->updateAudioStreamTicker(musicSlot);
			}
		} else if (musicSlot->status == kSoundPaused) {
			_music->updateAudioStreamTicker(musicSlot);
		}
		// We get a flag from MusicEntry::doFade() here to set volume for the stream
		if (musicSlot->fadeSetVolume) {
			_music->soundSetSampleVolume(musicSlot, musicSlot->volume);
			musicSlot->fadeSetVolume = false;
		}
	} else if (musicSlot->pMidiParser) {
		// Update MIDI slots
		if (musicSlot->signal == 0) {
			if (musicSlot->dataInc != readSelectorValue(_segMan, obj, SELECTOR(dataInc))) {
				if (SELECTOR(dataInc) > -1)
					writeSelectorValue(_segMan, obj, SELECTOR(dataInc), musicSlot->dataInc);
				writeSelectorValue(_segMan, obj, SELECTOR(signal), musicSlot->dataInc + 127);
			}
		} else {
			// Sync the signal of the sound object
			writeSelectorValue(_segMan, obj, SELECTOR(signal), musicSlot->signal);
			// We need to do this especially because state selector needs to get updated
			if (musicSlot->signal == SIGNAL_OFFSET)
				processStopSound(obj, false);
		}
	} else {
		// The sound slot has no data for the currently selected sound card.
		// An example can be found during the mud wrestling scene in LSL5, room
		// 730: sound 744 (a splat sound heard when Lana Luscious jumps in the
		// mud) only contains MIDI channel data. If a non-MIDI sound card is
		// selected (like Adlib), then the scene freezes. We also need to stop
		// the sound at this point, otherwise KQ6 Mac breaks because the rest
		// of the object needs to be reset to avoid a continuous stream of
		// sound cues.
		processStopSound(obj, true);	// this also sets the signal selector
	}

	if (musicSlot->fadeCompleted) {
		musicSlot->fadeCompleted = false;
		// We need signal for sci0 at least in iceman as well (room 14,
		// fireworks).
		// It is also needed in other games, e.g. LSL6 when talking to the
		// receptionist (bug #3192166).
		// TODO: More thorougly check the different SCI version:
		// * SCI1late sets signal to 0xFE here. (With signal 0xFF
		//       duplicate music plays in LauraBow2CD - bug #6462)
		//   SCI1middle LSL1 1.000.510 does not have the 0xFE;
		//   SCI1late CastleDrBrain demo 1.000.005 does have the 0xFE.
		// * Other SCI1 games seem to rely on processStopSound to set the signal
		// * Need to check SCI0 behaviour.
		uint16 sig;
		if (getSciVersion() >= SCI_VERSION_1_LATE)
			sig = 0xFFFE;
		else
			sig = SIGNAL_OFFSET;
		writeSelectorValue(_segMan, obj, SELECTOR(signal), sig);
		if (_soundVersion <= SCI_VERSION_0_LATE) {
			processStopSound(obj, false);
		} else {
			if (musicSlot->stopAfterFading)
				processStopSound(obj, false);
		}
	}

	// Sync loop selector for SCI0
	if (_soundVersion <= SCI_VERSION_0_LATE)
		writeSelectorValue(_segMan, obj, SELECTOR(loop), musicSlot->loop);

	musicSlot->signal = 0;

	if (_soundVersion >= SCI_VERSION_1_EARLY) {
		writeSelectorValue(_segMan, obj, SELECTOR(min), musicSlot->ticker / 3600);
		writeSelectorValue(_segMan, obj, SELECTOR(sec), musicSlot->ticker % 3600 / 60);
		writeSelectorValue(_segMan, obj, SELECTOR(frame), musicSlot->ticker % 60 / 2);

		if (_soundVersion >= SCI_VERSION_1_MIDDLE) {
			writeSelectorValue(_segMan, obj, SELECTOR(vol), musicSlot->volume);
		}
	}
}

reg_t SoundCommandParser::kDoSoundSendMidi(EngineState *s, int argc, reg_t *argv) {
	// The 4 parameter variant of this call is used in at least LSL1VGA, room
	// 110 (Lefty's bar), to distort the music when Larry is drunk and stands
	// up - bug #3614447.
	reg_t obj = argv[0];
	byte channel = argv[1].toUint16() & 0xf;
	byte midiCmd = (argc == 5) ? argv[2].toUint16() & 0xff : 0xB0;	// 0xB0: controller
	uint16 controller = (argc == 5) ? argv[3].toUint16() : argv[2].toUint16();
	uint16 param = (argc == 5) ? argv[4].toUint16() : argv[3].toUint16();

	// This call is made in Hoyle 5 when toggling the music from the main menu.
	// Ignore it for this game, since it doesn't use MIDI audio, and this call
	// looks to be a leftover in Sound::mute (script 64989).
	if (g_sci->getGameId() == GID_HOYLE5)
		return s->r_acc;

	if (argc == 4 && controller == 0xFF) {
		midiCmd = 0xE0;	// 0xE0: pitch wheel
		uint16 pitch = CLIP<uint16>(argv[3].toSint16() + 0x2000, 0x0000, 0x3FFF);
		controller = pitch & 0x7F;
		param = pitch >> 7;
	}

	debugC(kDebugLevelSound, "kDoSound(sendMidi): %04x:%04x, %d, %d, %d, %d", PRINT_REG(obj), channel, midiCmd, controller, param);
	if (channel)
		channel--; // channel is given 1-based, we are using 0-based

	uint32 midiCommand = (channel | midiCmd) | ((uint32)controller << 8) | ((uint32)param << 16);

	MusicEntry *musicSlot = _music->getSlot(obj);
	if (!musicSlot) {
		// TODO: maybe it's possible to call this with obj == 0:0 and send directly?!
		// if so, allow it
		//_music->sendMidiCommand(_midiCommand);
		warning("kDoSound(sendMidi): Slot not found (%04x:%04x)", PRINT_REG(obj));
		return s->r_acc;
	}
	_music->sendMidiCommand(musicSlot, midiCommand);
	return s->r_acc;
}

reg_t SoundCommandParser::kDoSoundGlobalReverb(EngineState *s, int argc, reg_t *argv) {
	byte prevReverb = _music->getCurrentReverb();
	byte reverb = argv[0].toUint16() & 0xF;

	if (argc == 1) {
		debugC(kDebugLevelSound, "doSoundGlobalReverb: %d", argv[0].toUint16() & 0xF);
		if (reverb <= 10)
			_music->setGlobalReverb(reverb);
	}

	return make_reg(0, prevReverb);
}

reg_t SoundCommandParser::kDoSoundSetHold(EngineState *s, int argc, reg_t *argv) {
	reg_t obj = argv[0];

	debugC(kDebugLevelSound, "doSoundSetHold: %04x:%04x, %d", PRINT_REG(argv[0]), argv[1].toUint16());

	MusicEntry *musicSlot = _music->getSlot(obj);
	if (!musicSlot) {
		warning("kDoSound(setHold): Slot not found (%04x:%04x)", PRINT_REG(obj));
		return s->r_acc;
	}

	// Set the special hold marker ID where the song should be looped at.
	musicSlot->hold = argv[1].toSint16();
	return s->r_acc;
}

reg_t SoundCommandParser::kDoSoundGetAudioCapability(EngineState *s, int argc, reg_t *argv) {
	// Tests for digital audio support
	return make_reg(0, 1);
}

reg_t SoundCommandParser::kDoSoundStopAll(EngineState *s, int argc, reg_t *argv) {
	// TODO: this can't be right, this gets called in kq1 - e.g. being in witch house, getting the note
	//  now the point jingle plays and after a messagebox they call this - and would stop the background effects with it
	//  this doesn't make sense, so i disable it for now
	return s->r_acc;

#if 0
	Common::StackLock(_music->_mutex);

	const MusicList::iterator end = _music->getPlayListEnd();
	for (MusicList::iterator i = _music->getPlayListStart(); i != end; ++i) {
		if (_soundVersion <= SCI_VERSION_0_LATE) {
			writeSelectorValue(_segMan, (*i)->soundObj, SELECTOR(state), kSoundStopped);
		} else {
			writeSelectorValue(_segMan, (*i)->soundObj, SELECTOR(handle), 0);
			writeSelectorValue(_segMan, (*i)->soundObj, SELECTOR(signal), SIGNAL_OFFSET);
		}

		(*i)->dataInc = 0;
		_music->soundStop(*i);
	}
	return s->r_acc;
#endif
}

reg_t SoundCommandParser::kDoSoundSetVolume(EngineState *s, int argc, reg_t *argv) {
	reg_t obj = argv[0];
	int16 value = argv[1].toSint16();

	MusicEntry *musicSlot = _music->getSlot(obj);
	if (!musicSlot) {
		// Do not throw a warning if the sound can't be found, as in some games
		// this is called before the actual sound is loaded (e.g. SQ4CD, with
		// the drum sounds of the energizer bunny at the beginning), so this is
		// normal behavior.
		//warning("cmdSetSoundVolume: Slot not found (%04x:%04x)", PRINT_REG(obj));
		return s->r_acc;
	}

	debugC(kDebugLevelSound, "kDoSound(setVolume): %d", value);

	value = CLIP<int>(value, 0, MUSIC_VOLUME_MAX);

#ifdef ENABLE_SCI32
	// SSCI unconditionally sets volume if it is digital audio
	if (_soundVersion >= SCI_VERSION_2_1_EARLY && musicSlot->isSample) {
		g_sci->_audio32->setVolume(ResourceId(kResourceTypeAudio, musicSlot->resourceId), musicSlot->soundObj, value);
	}
#endif
	if (musicSlot->volume != value) {
		musicSlot->volume = value;
		_music->soundSetVolume(musicSlot, value);
		writeSelectorValue(_segMan, obj, SELECTOR(vol), value);
#ifdef ENABLE_SCI32
		g_sci->_guestAdditions->kDoSoundSetVolumeHook(obj, value);
#endif
	}

	return s->r_acc;
}

reg_t SoundCommandParser::kDoSoundSetPriority(EngineState *s, int argc, reg_t *argv) {
	reg_t obj = argv[0];
	int16 value = argv[1].toSint16();

	debugC(kDebugLevelSound, "kDoSound(setPriority): %04x:%04x, %d", PRINT_REG(obj), value);

	MusicEntry *musicSlot = _music->getSlot(obj);
	if (!musicSlot) {
		debugC(kDebugLevelSound, "kDoSound(setPriority): Slot not found (%04x:%04x)", PRINT_REG(obj));
		return s->r_acc;
	}

	if (value == -1) {
		musicSlot->overridePriority = false;
		musicSlot->priority = 0;

		// NB: It seems SSCI doesn't actually reset the priority here.

		writeSelectorValue(_segMan, obj, SELECTOR(flags), readSelectorValue(_segMan, obj, SELECTOR(flags)) & 0xFD);
	} else {
		// Scripted priority
		musicSlot->overridePriority = true;

		writeSelectorValue(_segMan, obj, SELECTOR(flags), readSelectorValue(_segMan, obj, SELECTOR(flags)) | 2);

		_music->soundSetPriority(musicSlot, value);
	}
	return s->r_acc;
}

reg_t SoundCommandParser::kDoSoundSetLoop(EngineState *s, int argc, reg_t *argv) {
	reg_t obj = argv[0];
	int16 value = argv[1].toSint16();

	debugC(kDebugLevelSound, "kDoSound(setLoop): %04x:%04x, %d", PRINT_REG(obj), value);

	const uint16 loopCount = value == -1 ? 0xFFFF : 1;
	writeSelectorValue(_segMan, obj, SELECTOR(loop), loopCount);

	MusicEntry *musicSlot = _music->getSlot(obj);
	if (!musicSlot) {
		// Apparently, it's perfectly normal for a game to call cmdSetSoundLoop
		// before actually initializing the sound and adding it to the playlist
		// with cmdInitSound. Usually, it doesn't matter if the game doesn't
		// request to loop the sound, so in this case, don't throw any warning,
		// otherwise do, because the sound won't be looped.
		if (value == -1) {
			warning("kDoSound(setLoop): Slot not found (%04x:%04x) and the song was requested to be looped", PRINT_REG(obj));
		} else {
			// Doesn't really matter
		}
		return s->r_acc;
	}

#ifdef ENABLE_SCI32
	if (_soundVersion >= SCI_VERSION_2_1_MIDDLE && musicSlot->isSample) {
		g_sci->_audio32->setLoop(ResourceId(kResourceTypeAudio, musicSlot->resourceId), musicSlot->soundObj, value == -1);
	} else
#endif
		musicSlot->loop = loopCount;

	return s->r_acc;
}

reg_t SoundCommandParser::kDoSoundSuspend(EngineState *s, int argc, reg_t *argv) {
	// TODO
	warning("kDoSound(suspend): STUB");
	return s->r_acc;
}

void SoundCommandParser::updateSci0Cues() {
	bool noOnePlaying = true;
	MusicEntry *pWaitingForPlay = NULL;

	const MusicList::iterator end = _music->getPlayListEnd();
	for (MusicList::iterator i = _music->getPlayListStart(); i != end; ++i) {
		// Is the sound stopped, and the sound object updated too? If yes, skip
		// this sound, as SCI0 only allows one active song.
		if  ((*i)->isQueued) {
			pWaitingForPlay = (*i);
			// FIXME(?): In iceman 2 songs are queued when playing the door
			// sound - if we use the first song for resuming then it's the wrong
			// one. Both songs have same priority. Maybe the new sound function
			// in sci0 is somehow responsible.
			continue;
		}
		if ((*i)->signal == 0 && (*i)->status != kSoundPlaying)
			continue;

		processUpdateCues((*i)->soundObj);
		noOnePlaying = false;
	}

	if (noOnePlaying && pWaitingForPlay) {
		// If there is a queued entry, play it now - check SciMusic::soundPlay()
		pWaitingForPlay->isQueued = false;
		_music->soundPlay(pWaitingForPlay);
	}
}

void SoundCommandParser::clearPlayList() {
	_music->clearPlayList();
}

void SoundCommandParser::printPlayList(Console *con) {
	_music->printPlayList(con);
}

void SoundCommandParser::printSongInfo(reg_t obj, Console *con) {
	_music->printSongInfo(obj, con);
}

void SoundCommandParser::stopAllSounds() {
	_music->stopAll();
}

void SoundCommandParser::startNewSound(int number) {
	// NB: This is only used by the debugging console.

	Common::StackLock lock(_music->_mutex);

	// Overwrite the first sound in the playlist
	MusicEntry *song = *_music->getPlayListStart();
	reg_t soundObj = song->soundObj;
	processDisposeSound(soundObj);
	writeSelectorValue(_segMan, soundObj, SELECTOR(number), number);
	processInitSound(soundObj);
	processPlaySound(soundObj, false);
}

void SoundCommandParser::setMasterVolume(int vol) {
	// 0...15
	_music->soundSetMasterVolume(vol);
}

#ifdef ENABLE_SCI32
void SoundCommandParser::setVolume(const reg_t obj, const int volume) {
	MusicEntry *slot = _music->getSlot(obj);
	if (slot != nullptr) {
		slot->volume = volume;
		writeSelectorValue(_segMan, obj, SELECTOR(vol), volume);
		_music->soundSetVolume(slot, volume);
	}
}
#endif

void SoundCommandParser::pauseAll(bool pause) {
	_music->pauseAll(pause);
}

MusicType SoundCommandParser::getMusicType() const {
	assert(_music);
	return _music->soundGetMusicType();
}

} // End of namespace Sci
