if incompatibleClient then return 0 end

-- localize functions to improve performance - z-voice.lua
local type,audio_sample_stop,audio_sample_load,math_random,audio_sample_play,is_game_paused,table_insert,play_character_sound = type,audio_sample_stop,audio_sample_load,math.random,audio_sample_play,is_game_paused,table.insert,play_character_sound

-- rewritten custom voice system for Character Select
-- by Agent X

-- will need some revising in the future, but this will do for now.

local SLEEP_TALK_SNORES = 8
local STARTING_SNORE = 46
local SLEEP_TALK_START = STARTING_SNORE + 49
local SLEEP_TALK_END = SLEEP_TALK_START + SLEEP_TALK_SNORES
local stallTimer = 0
local stallSayLine = 5

local TYPE_TABLE = "table"
local TYPE_USERDATA = "userdata"
local TYPE_STRING = "string"
local function check_sound_exists(sound)
    if sound == nil then return false end
    local soundType = type(sound)
    if soundType == TYPE_USERDATA and sound._pointer ~= nil then
        return true
    elseif soundType == TYPE_STRING then
        sound = "sound/"..sound
        return (mod_file_exists(sound))
    end
    return false
end

local function stop_all_custom_character_sounds()
    -- run through each player
    for i = 0, MAX_PLAYERS - 1 do
        local m = gMarioStates[i]
        -- get the voice table, if there is one
        local voiceTable = character_get_voice(m)
        if voiceTable ~= nil then
            -- run through each sample
            for sound in pairs(voiceTable) do
                -- if the sample is found, try to stop it
                if voiceTable[sound] ~= nil and type(voiceTable[sound]) ~= "string" then
                    -- if there's no pointer then it must be a sound clip table
                    if voiceTable[sound]._pointer == nil then
                        for voice in pairs(voiceTable[sound]) do
                            if type(voiceTable[sound][voice]) == "string" then
                                break
                            end
                            audio_sample_stop(voiceTable[sound][voice])
                        end
                    else
                        audio_sample_stop(voiceTable[sound])
                    end
                end
            end
        end
    end
end

--[[local function stop_custom_character_sound(m, sound)
    local voiceTable = character_get_voice(m)
    -- if there's no pointer then it must be a sound clip table
    if type(voiceTable[sound]) == "string" then return end
    if voiceTable[sound]._pointer == nil then
        for voice in pairs(voiceTable[sound]) do
            if type(voiceTable[voice]) == "string" then
                break
            end
            audio_sample_stop(voiceTable[sound][voice])
        end
    else
        audio_sample_stop(voiceTable[sound])
    end
end]]

local playerSample = {}
for i = 0, MAX_PLAYERS - 1 do
    playerSample[i] = nil
end

--- @param m MarioState
--- @param sound CharacterSound
local function custom_character_sound(m, sound)
    if m.playerIndex == 0 then
        if stallTimer < stallSayLine then
            return NO_SOUND
        end
    end
    local index = m.playerIndex
    if check_sound_exists(playerSample[index]) and type(playerSample[index]) ~= TYPE_STRING then
        audio_sample_stop(playerSample[index])
    end
    if optionTable[optionTableRef.localVoices].toggle == 0 then return NO_SOUND end

    -- get the voice table
    local voiceTable = character_get_voice(m)
    if voiceTable == nil then return end
    -- load samples that haven't been loaded
    for voice, name in pairs(voiceTable) do
        if check_sound_exists(voiceTable[voice]) and type(voiceTable[voice]) == "string" then
            local load = audio_sample_load(name)
            if load ~= nil then
                voiceTable[voice] = load
            end
        end
    end

    -- get the sample to play
    local voice = voiceTable[sound]
    if voice == nil then return NO_SOUND end
    playerSample[index] = voice
    -- if there's no pointer then it must be a sound clip table
    if voice._pointer == nil and type(voice) ~= TYPE_STRING then
        -- run through each sample and load in any samples that haven't been loaded
        for i, name in pairs(voice) do
            if check_sound_exists(voice[i]) and type(voice[i]) == "string" then
                local load = audio_sample_load(name)
                if load ~= nil then
                    voice[i] = load
                end
            end
        end
        if #voice ~= 0 then
            -- choose a random sample
            playerSample[index] = voice[math_random(#voice)]
        end
    end

    -- Play the sample
    if check_sound_exists(playerSample[index]) then
        if sound == CHAR_SOUND_SNORING1 or sound == CHAR_SOUND_SNORING2 or sound == CHAR_SOUND_SNORING3 then
            audio_sample_play(playerSample[index], m.pos, 0.5)
        else
            audio_sample_play(playerSample[index], m.pos, 1.0)
        end
        return NO_SOUND
    end
end

--- @param m MarioState
local function custom_character_snore(m)
    if is_game_paused() or optionTable[optionTableRef.localVoices].toggle == 0 then return end

    if m.action ~= ACT_SLEEPING then
        return
    elseif m.actionState ~= 2 or (m.flags & MARIO_MARIO_SOUND_PLAYED) == 0 then
        return
    end

    local voice = character_get_voice(m)
    if voice == nil then return end
    local snoreTable = voice[CHAR_SOUND_SNORING3]
    if snoreTable == nil or snoreTable._pointer ~= nil then
        snoreTable = {}
        for i = CHAR_SOUND_SNORING1, CHAR_SOUND_SNORING3 do
            if voice[i] ~= nil then
                table_insert(snoreTable, voice[i])
            end
        end
    end

    local animFrame = m.marioObj.header.gfx.animInfo.animFrame
    if snoreTable ~= nil and #snoreTable >= 2 then
        if animFrame == 2 and m.actionTimer < SLEEP_TALK_START then
            custom_character_sound(m, snoreTable[2])
        elseif animFrame == 25 then
            if #snoreTable >= 3 then
                m.actionTimer = m.actionTimer + 1
                if m.actionTimer >= SLEEP_TALK_END then
                    m.actionTimer = STARTING_SNORE
                end
                if m.actionTimer == SLEEP_TALK_START then
                    play_character_sound(m, CHAR_SOUND_SNORING3)
                elseif m.actionTimer < SLEEP_TALK_START then
                    play_character_sound(m, CHAR_SOUND_SNORING1)
                end
            else
                play_character_sound(m, CHAR_SOUND_SNORING1)
            end
        end
    elseif animFrame == 2 then
        play_character_sound(m, CHAR_SOUND_SNORING2)

    elseif animFrame == 25 then
        play_character_sound(m, CHAR_SOUND_SNORING1)
    end
end

local function update()
    if is_game_paused() then
        stop_all_custom_character_sounds()
    end
end

hook_event(HOOK_UPDATE, update)
hook_event(HOOK_ON_LEVEL_INIT, stop_all_custom_character_sounds)

_G.charSelect.voice = {
    sound = custom_character_sound,
    snore = custom_character_snore,
}

-- Must be ran on startup
local function config_character_sounds()
    hook_event(HOOK_CHARACTER_SOUND, custom_character_sound)
    --hook_event(HOOK_MARIO_UPDATE, custom_character_snore)
    cs_hook_mario_update(custom_character_snore)
end
_G.charSelect.config_character_sounds = config_character_sounds

-- Join sound
local function mario_update(m)
    if m.playerIndex ~= 0 then return end
    if stallTimer == stallSayLine then
        play_character_sound(m, CHAR_SOUND_OKEY_DOKEY)
        stallTimer = stallTimer + 1
    elseif stallTimer < stallSayLine then
        stallTimer = stallTimer + 1
    end
end
--hook_event(HOOK_MARIO_UPDATE, mario_update)
cs_hook_mario_update(mario_update)