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path: root/Game/Code/Screens/UScreenSing.pas
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unit UScreenSing;

interface

{$IFDEF FPC}
  {$MODE Delphi}
{$ENDIF}

{$I switches.inc}


uses UMenu,
     UMusic,
     SDL,
     SysUtils,
     UFiles,
     UTime,
     USongs,
     UIni,
     ULog,
     UTexture,
     ULyrics,
     TextGL,
     OpenGL12,
     UThemes,
     //ULCD, //TODO: maybe LCD Support as Plugin?
     UGraphicClasses,
     USingScores;

type
  TScreenSing = class(TMenu)
    protected
      paused: boolean; //Pause Mod
      PauseTime: Real;
      NumEmptySentences: integer;
    public
      //TextTime:           integer;

      //TimeBar mod
       StaticTimeProgress:  integer;
       TextTimeText:        integer;
      //eoa TimeBar mod

      StaticP1:           integer;
      TextP1:             integer;
      {StaticP1ScoreBG:    integer;
      TextP1Score:        integer;}

      {//moveable singbar mod
      StaticP1SingBar:         integer;
      StaticP1ThreePSingBar:   integer;
      StaticP1TwoPSingBar:     integer;
      StaticP2RSingBar:        integer;
      StaticP2MSingBar:        integer;
      StaticP3SingBar:         integer;
      //eoa moveable singbar }

      //Added for ps3 skin
      //shown when game is in 2/4 player modus
      StaticP1TwoP:           integer;
      TextP1TwoP:             integer;

      {StaticP1TwoPScoreBG:    integer;
      TextP1TwoPScore:        integer;}
      //shown when game is in 3/6 player modus
      StaticP1ThreeP:           integer;
      TextP1ThreeP:             integer;

      {TextP1ThreePScore:        integer;
      StaticP1ThreePScoreBG:    integer;  }
      //eoa

      StaticP2R:          integer;
      TextP2R:            integer;

      {StaticP2RScoreBG:   integer;
      TextP2RScore:       integer;}

      StaticP2M:          integer;
      TextP2M:            integer;

      {StaticP2MScoreBG:   integer;
      TextP2MScore:       integer; }

      StaticP3R:          integer;
      TextP3R:            integer;

      {StaticP3RScoreBG:   integer;
      TextP3RScore:       integer;}
      StaticPausePopup:   integer;

      Tex_Background:     TTexture;
      FadeOut:            boolean;
//      LyricMain:          TLyric;
//      LyricSub:           TLyric;
      Lyrics:             TLyricEngine;

      //Score Manager:
      Scores: TSingScores;

      fShowVisualization          : boolean;
      fCurrentVideoPlaybackEngine : IVideoPlayback;

      constructor Create; override;
      procedure   onShow; override;
      procedure   onShowFinish; override;

      function    ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override;
      function    Draw: boolean; override;

      procedure   Finish; virtual;
      //procedure   UpdateLCD; //TODO: maybe LCD Support as Plugin?
      procedure   Pause; //Pause Mod(Toggles Pause)

      procedure   onSentenceEnd(S: Cardinal);     //OnSentenceEnd for LineBonus + Singbar
      procedure   onSentenceChange(S: Cardinal);  //OnSentenceChange (for Golden Notes)
  end;

implementation

uses UGraphic,
     UDraw,
     UMain,
     USong,
     Classes,
     URecord,
     ULanguage,
     math;

// Method for input parsing. If False is returned, GetNextWindow
// should be checked to know the next window to load;
function TScreenSing.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean;
begin
  Result := true;
  If (PressedDown) Then
  begin // Key Down
    // check normal keys
    case WideCharUpperCase(CharCode)[1] of
      'Q':
        begin
          //When not ask before Exit then Finish now
          if (Ini.AskbeforeDel <> 1) then
            Finish
          //else just Pause and let the Popup make the Work
          else if not paused then
            Pause;

          Result := false;
          Exit;
        end;
      'V': //Show Visualization
        begin
          fShowVisualization := not fShowVisualization;

          if fShowVisualization then
            fCurrentVideoPlaybackEngine := Visualization
          else
            fCurrentVideoPlaybackEngine := VideoPlayback;

          if fShowVisualization then
            fCurrentVideoPlaybackEngine.play;

          Exit;  
        end;
      'P':
        begin
          Pause;
          Exit;
        end;
    end;

    // check special keys
    case PressedKey of
      SDLK_ESCAPE,
      SDLK_BACKSPACE :
        begin
          //Record Sound Hack:
          //Sound[0].BufferLong

          Finish;
          AudioPlayback.PlaySound(SoundLib.Back);
          FadeTo(@ScreenScore);
        end;

      SDLK_SPACE:
        begin
          Pause;
        end;

      SDLK_TAB: //Change Visualization Preset
        begin
          if fShowVisualization then
            fCurrentVideoPlaybackEngine.Position := now; // move to a random position
        end;
        
      SDLK_RETURN:
        begin
        end;

      // Up and Down could be done at the same time,
      // but I don't want to declare variables inside
      // functions like this one, called so many times
      SDLK_DOWN :
        begin
        end;
      SDLK_UP :
        begin
        end;
    end;
  end;
end;

//Pause Mod
procedure TScreenSing.Pause;
begin
  if not paused then  //enable Pause
    begin
      // pause Time
      PauseTime := LineState.CurrentTime;
      Paused    := true;

      // pause Music
      AudioPlayback.Pause;

      // pause Video
      if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then
        fCurrentVideoPlaybackEngine.Pause;

    end
  else              //disable Pause
    begin
      LineState.CurrentTime := PauseTime; //Position of Notes

      // Position of Music
      // FIXME: remove this and provide LineState.CurrentTime as sync-source instead
      // so every stream can synch itself
      AudioPlayback.Position := PauseTime;

      // Play Music
      AudioPlayback.Play;

      // Video
      if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then
        fCurrentVideoPlaybackEngine.Pause;

      Paused := false;
    end;
end;
//Pause Mod End

constructor TScreenSing.Create;
var
  I:    integer;
  P:    integer;
begin
  inherited Create;

  fShowVisualization := false;
  fCurrentVideoPlaybackEngine := VideoPlayback;


  //Create Score Class
  Scores := TSingScores.Create;
  Scores.LoadfromTheme;

  LoadFromTheme(Theme.Sing);

  //TimeBar
  StaticTimeProgress    := AddStatic(Theme.Sing.StaticTimeProgress);
  TextTimeText          := AddText(Theme.Sing.TextTimeText);

// 1 player       | P1
  StaticP1              := AddStatic(Theme.Sing.StaticP1);
  TextP1                := AddText(Theme.Sing.TextP1);

  {StaticP1ScoreBG       := AddStatic(Theme.Sing.StaticP1ScoreBG);
  TextP1Score           := AddText(Theme.Sing.TextP1Score);
  StaticP1SingBar       := AddStatic(Theme.Sing.StaticP1SingBar);}

// 2 or 4 players | P1
  StaticP1TwoP          := AddStatic(Theme.Sing.StaticP1TwoP);
  TextP1TwoP            := AddText(Theme.Sing.TextP1TwoP);

  {StaticP1TwoPScoreBG   := AddStatic(Theme.Sing.StaticP1TwoPScoreBG);
  TextP1TwoPScore       := AddText(Theme.Sing.TextP1TwoPScore);
  StaticP1TwoPSingBar   := AddStatic(Theme.Sing.StaticP2RSingBar);}

  //              | P2
  StaticP2R             := AddStatic(Theme.Sing.StaticP2R);
  TextP2R               := AddText(Theme.Sing.TextP2R);

  {StaticP2RScoreBG      := AddStatic(Theme.Sing.StaticP2RScoreBG);
  TextP2RScore          := AddText(Theme.Sing.TextP2RScore);
  StaticP2RSingBar      := AddStatic(Theme.Sing.StaticP2RSingBar); }

// 3 or 6 players | P1
  StaticP1ThreeP        := AddStatic(Theme.Sing.StaticP1ThreeP);
  TextP1ThreeP          := AddText(Theme.Sing.TextP1ThreeP);

  {StaticP1ThreePScoreBG := AddStatic(Theme.Sing.StaticP1ThreePScoreBG);
  TextP1ThreePScore     := AddText(Theme.Sing.TextP1ThreePScore);
  StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar);}

  //              | P2
  StaticP2M             := AddStatic(Theme.Sing.StaticP2M);
  TextP2M               := AddText(Theme.Sing.TextP2M);

  {StaticP2MScoreBG      := AddStatic(Theme.Sing.StaticP2MScoreBG);
  TextP2MScore          := AddText(Theme.Sing.TextP2MScore);
  StaticP2MSingBar      := AddStatic(Theme.Sing.StaticP2MSingBar);}

  //              | P3
  StaticP3R             := AddStatic(Theme.Sing.StaticP3R);
  TextP3R               := AddText(Theme.Sing.TextP3R);

  {StaticP3RScoreBG      := AddStatic(Theme.Sing.StaticP3RScoreBG);
  TextP3RScore          := AddText(Theme.Sing.TextP3RScore);
  StaticP3SingBar       := AddStatic(Theme.Sing.StaticP3SingBar);}

  StaticPausePopup      := AddStatic(Theme.Sing.PausePopUp);
  Static[StaticPausePopup].Visible := false; //Pausepopup is not visibile at the beginning

  if ScreenAct = 2 then begin
      // katze und affe

    end;

  Lyrics := TLyricEngine.Create(80,Skin_LyricsT,640,12,80,Skin_LyricsT+36,640,12);

  if assigned( fCurrentVideoPlaybackEngine ) then
    fCurrentVideoPlaybackEngine.Init();
end;

procedure TScreenSing.onShow;
var
  P:        integer;
  V1:       boolean;
  V1TwoP:   boolean; //added for ps3 skin
  V1ThreeP: boolean; //added for ps3 skin
  V2R:      boolean;
  V2M:      boolean;
  V3R:      boolean;
  NR:       TRecR; //Line Bonus Mod

  Color: TRGB;

  success:  boolean;
begin
  inherited;

  Log.LogStatus('Begin', 'onShow');
  FadeOut := false; // 0.5.0: early 0.5.0 problems were by this line commented

  // reset video playback engine, to play Video Clip...
  fCurrentVideoPlaybackEngine := VideoPlayback;

  //SetUp Score Manager
  Scores.ClearPlayers; //Clear Old Player Values
  Color.R := 0; Color.G := 0; Color.B := 0; //Dummy atm
  For P := 0 to PlayersPlay -1 do //Add new Ones
  begin
    Scores.AddPlayer(Tex_ScoreBG[P], Color);
  end;

  Scores.Init; //Get Positions for Players



  // prepare players
  SetLength(Player, PlayersPlay);
//  Player[0].ScoreTotalI := 0;

  case PlayersPlay of
    1:  begin
          V1       := true;
          V1TwoP   := false;
          V1ThreeP := false;
          V2R      := false;
          V2M      := false;
          V3R      := false;
        end;
    2:  begin
          V1       := false;
          V1TwoP   := true;
          V1ThreeP := false;
          V2R      := true;
          V2M      := false;
          V3R      := false;
        end;
    3:  begin
          V1       := false;
          V1TwoP   := false;
          V1ThreeP := true;
          V2R      := false;
          V2M      := true;
          V3R      := true;
        end;
    4:  begin // double screen
          V1       := false;
          V1TwoP   := true;
          V1ThreeP := false;
          V2R      := true;
          V2M      := false;
          V3R      := false;
        end;
    6:  begin // double screen
          V1       := false;
          V1TwoP   := false;
          V1ThreeP := true; 
          V2R      := false;
          V2M      := true;
          V3R      := true;
        end;

  end;

  //This one is shown in 1P mode
  Static[StaticP1].Visible              := V1;
  Text[TextP1].Visible                  := V1;

  {Static[StaticP1ScoreBG].Visible       := V1;
  Text[TextP1Score].Visible             := V1;}


  //This one is shown in 2/4P mode
  Static[StaticP1TwoP].Visible          := V1TwoP;
  Text[TextP1TwoP].Visible              := V1TwoP;

  {Static[StaticP1TwoPScoreBG].Visible   := V1TwoP;
  Text[TextP1TwoPScore].Visible         := V1TwoP;}

  Static[StaticP2R].Visible             := V2R;
  Text[TextP2R].Visible                 := V2R;

  {Static[StaticP2RScoreBG].Visible      := V2R;
  Text[TextP2RScore].Visible            := V2R;  }


  //This one is shown in 3/6P mode
  Static[StaticP1ThreeP].Visible        := V1ThreeP;
  Text[TextP1ThreeP].Visible            := V1ThreeP;

  {Static[StaticP1ThreePScoreBG].Visible := V1ThreeP;
  Text[TextP1ThreePScore].Visible       := V1ThreeP; }

  Static[StaticP2M].Visible             := V2M;
  Text[TextP2M].Visible                 := V2M;

  {Static[StaticP2MScoreBG].Visible      := V2M;
  Text[TextP2MScore].Visible            := V2M; }

  Static[StaticP3R].Visible             := V3R;
  Text[TextP3R].Visible                 := V3R;

  {Static[StaticP3RScoreBG].Visible      := V3R;
  Text[TextP3RScore].Visible            := V3R; }

  // FIXME: sets Path and Filename to ''
  ResetSingTemp;

  CurrentSong := CatSongs.Song[CatSongs.Selected];

  // FIXME: bad style, put the try-except into LoadSong() and not here
  try
    success := CurrentSong.LoadSong();
  except
    success := false;
  end;

  if (not success) then
  begin
    //Error Loading Song -> Go back to Song Screen and Show some Error Message
    FadeTo(@ScreenSong);
    //Select New Song in Party Mode
      if ScreenSong.Mode = smPartyMode then
      ScreenSong.SelectRandomSong();
    ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG'));
    // FIXME: do we need this?
    CurrentSong.Path := CatSongs.Song[CatSongs.Selected].Path;
    Exit;
  end;



  // reset video playback engine, to play Video Clip...

  Visualization.Init();

  fCurrentVideoPlaybackEngine.Close;
  fCurrentVideoPlaybackEngine := VideoPlayback;

  // set movie
  CurrentSong.VideoLoaded := false;
  fShowVisualization      := false;
  if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then
  begin
    // todo: VideoGap and Start time verwursten
    
    fCurrentVideoPlaybackEngine.Open( CurrentSong.Path + CurrentSong.Video );

    fCurrentVideoPlaybackEngine.position := CurrentSong.VideoGAP + CurrentSong.Start;

    CurrentSong.VideoLoaded := true;
  end;

  // set background
  if (CurrentSong.Background <> '')  and (CurrentSong.VideoLoaded = false) then
    try
      Tex_Background := Texture.LoadTexture(CurrentSong.Path + CurrentSong.Background);
    except
      log.LogError('Background could not be loaded: ' + CurrentSong.Path + CurrentSong.Background);
      Tex_Background.TexNum := -1;
    end
  else
    Tex_Background.TexNum := -1;



  // play music (I)
  AudioInput.CaptureStart;
  AudioPlayback.Position := CurrentSong.Start;
//  Music.Play;

  // prepare timer (I)
//  CountSkipTimeSet;
  LineState.CurrentTime := CurrentSong.Start;
  LineState.TotalTime := AudioPlayback.Length;
  if (CurrentSong.Finish > 0) then LineState.TotalTime := CurrentSong.Finish / 1000;
  LineState.OldBeat := -1;
  for P := 0 to High(Player) do
    ClearScores(P);

  // main text
  Lyrics.Clear (CurrentSong.BPM[0].BPM, CurrentSong.Resolution);

  // set custom options
  case Ini.LyricsFont of
    0:
      begin
        Lyrics.UpperLineSize := 14;
        Lyrics.LowerLineSize := 14;
        Lyrics.FontStyle := 0;

        Lyrics.LineColor_en.R := Skin_FontR;
        Lyrics.LineColor_en.G := Skin_FontG;
        Lyrics.LineColor_en.B := Skin_FontB;
        Lyrics.LineColor_en.A := 1;

        Lyrics.LineColor_dis.R := 0.4;
        Lyrics.LineColor_dis.G := 0.4;
        Lyrics.LineColor_dis.B := 0.4;
        Lyrics.LineColor_dis.A := 1;

        Lyrics.LineColor_act.R := 5/256;
        Lyrics.LineColor_act.G := 163/256;
        Lyrics.LineColor_act.B := 210/256;
        Lyrics.LineColor_act.A := 1;

        {
        LyricSub.FontStyle := 0;
        LyricMain.Size := 14; // 13
        LyricSub.Size := 14; // 13
        LyricMain.ColR := Skin_FontR;
        LyricMain.ColG := Skin_FontG;
        LyricMain.ColB := Skin_FontB; //Change f�r Crazy Joker
        }
        {
        LyricMain.ColSR := Skin_FontHighlightR;
        LyricMain.ColSG := Skin_FontHighlightG;
        LyricMain.ColSB := Skin_FontHighlightB;
        }{
        LyricMain.ColSR := 5/255; //26
        LyricMain.ColSG := 163/255; //165
        LyricMain.ColSB := 210/255;  //220

        LyricSub.ColR := 0.4; //0.6
        LyricSub.ColG := 0.4; //0.6
        LyricSub.ColB := 0.4; //0.6
        }
      end;
    1:
      begin
        {
        LyricMain.FontStyle := 2;
        LyricSub.FontStyle := 2;
        LyricMain.Size := 14;
        LyricSub.Size := 14;
        LyricMain.ColR := 0.75;
        LyricMain.ColG := 0.75;
        LyricMain.ColB := 1;
        LyricMain.ColSR := 0.5;
        LyricMain.ColSG := 0.5;
        LyricMain.ColSB := 1;
        LyricSub.ColR := 0.8;
        LyricSub.ColG := 0.8;
        LyricSub.ColB := 0.8;
        }

        Lyrics.UpperLineSize := 14;
        Lyrics.LowerLineSize := 14;
        Lyrics.FontStyle := 2;

        Lyrics.LineColor_en.R := 0.75;
        Lyrics.LineColor_en.G := 0.75;
        Lyrics.LineColor_en.B := 1;
        Lyrics.LineColor_en.A := 1;

        Lyrics.LineColor_dis.R := 0.8;
        Lyrics.LineColor_dis.G := 0.8;
        Lyrics.LineColor_dis.B := 0.8;
        Lyrics.LineColor_dis.A := 1;

        Lyrics.LineColor_act.R := 0.5;
        Lyrics.LineColor_act.G := 0.5;
        Lyrics.LineColor_act.B := 1;
        Lyrics.LineColor_act.A := 1;
      end;
    2:
      begin
        Lyrics.UpperLineSize := 12;
        Lyrics.LowerLineSize := 12;
        Lyrics.FontStyle := 3;

        Lyrics.LineColor_en.R := 0.75;
        Lyrics.LineColor_en.G := 0.75;
        Lyrics.LineColor_en.B := 1;
        Lyrics.LineColor_en.A := 1;

        Lyrics.LineColor_dis.R := 0.8;
        Lyrics.LineColor_dis.G := 0.8;
        Lyrics.LineColor_dis.B := 0.8;
        Lyrics.LineColor_dis.A := 1;

        Lyrics.LineColor_act.R := 0.5;
        Lyrics.LineColor_act.G := 0.5;
        Lyrics.LineColor_act.B := 1;
        Lyrics.LineColor_act.A := 1;
        {
        LyricSub.FontStyle := 3;
        LyricMain.Size := 12;
        LyricSub.Size := 12;
        LyricMain.ColR := 0.75;
        LyricMain.ColG := 0.75;
        LyricMain.ColB := 1;
        LyricMain.ColSR := 0.5;
        LyricMain.ColSG := 0.5;
        LyricMain.ColSB := 1;
        LyricSub.ColR := 0.8;
        LyricSub.ColG := 0.8;
        LyricSub.ColB := 0.8;
        }
      end;
  end; // case

  // Add Lines to Lyrics
  While (not Lyrics.LineinQueue) AND (Lyrics.LineCounter <= High(Lines[0].Line)) do
    Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
  
  //UpdateLCD; //TODO: maybe LCD Support as Plugin?

  //Deactivate Pause
  Paused := False;

  //Kill all Stars not Killed yet
  //GoldenStarsTwinkle Mod
    GoldenRec.SentenceChange;
  //GoldenStarsTwinkle Mod End

  {//Set Position of Line Bonus - PhrasenBonus
  if (Ini.LineBonus = 1) then //Show Line Bonus at Scores
  begin
  Case PlayersPlay of
    1: begin
      Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ScoreBG.x;
      Player[0].LineBonus_TargetY := Theme.Sing.TextP1Score.Y;
      Player[0].LineBonus_StartX  := Theme.Sing.StaticP1ScoreBG.x;
      Player[0].LineBonus_StartY  := Theme.Sing.TextP1Score.Y + 65;
    end;

    2: begin
      //P1
      Player[0].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x;
      Player[0].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y;
      Player[0].LineBonus_StartX  := Theme.Sing.StaticP1TwoPScoreBG.X;
      Player[0].LineBonus_StartY  := Theme.Sing.TextP1TwoPScore.Y + 65;

      //P2
      Player[1].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.X;
      Player[1].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y;
      Player[1].LineBonus_StartX  := Theme.Sing.StaticP2RScoreBG.X;
      Player[1].LineBonus_StartY  := Theme.Sing.TextP2RScore.Y + 65;
    end;

    3: begin
      //P1
      Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x;
      Player[0].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y;
      Player[0].LineBonus_StartX  := Theme.Sing.StaticP1ThreePScoreBG.x;
      Player[0].LineBonus_StartY  := Theme.Sing.TextP1ThreePScore.Y + 65;

      //P2
      Player[1].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x;
      Player[1].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y;
      Player[1].LineBonus_StartX  := Theme.Sing.StaticP2MScoreBG.x;
      Player[1].LineBonus_StartY  := Theme.Sing.TextP2MScore.Y + 65;

      //P3
      Player[2].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x;
      Player[2].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y;
      Player[2].LineBonus_StartX  := Theme.Sing.StaticP3RScoreBG.x;
      Player[2].LineBonus_StartY  := Theme.Sing.TextP3RScore.Y + 65;
    end;

    4: begin
      //P1
      Player[0].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x;
      Player[0].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y;
      Player[0].LineBonus_StartX  := Theme.Sing.StaticP1TwoPScoreBG.x;
      Player[0].LineBonus_StartY  := Theme.Sing.TextP1TwoPScore.Y + 65;

      //P2
      Player[1].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.x;
      Player[1].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y;
      Player[1].LineBonus_StartX  := Theme.Sing.StaticP2RScoreBG.x;
      Player[1].LineBonus_StartY  := Theme.Sing.TextP2RScore.Y + 65;

      //P3
      Player[2].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x;
      Player[2].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y;
      Player[2].LineBonus_StartX  := Theme.Sing.StaticP1TwoPScoreBG.x;
      Player[2].LineBonus_StartY  := Theme.Sing.TextP1TwoPScore.Y + 65;

      //P4
      Player[3].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.x;
      Player[3].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y;
      Player[3].LineBonus_StartX  := Theme.Sing.StaticP2RScoreBG.x;
      Player[3].LineBonus_StartY  := Theme.Sing.TextP2RScore.Y + 65;
    end;

    6: begin
      //P1
      Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x;
      Player[0].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y;
      Player[0].LineBonus_StartX  := Theme.Sing.StaticP1ThreePScoreBG.x;
      Player[0].LineBonus_StartY  := Theme.Sing.TextP1ThreePScore.Y + 65;

      //P2
      Player[1].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x;
      Player[1].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y;
      Player[1].LineBonus_StartX  := Theme.Sing.StaticP2MScoreBG.x;
      Player[1].LineBonus_StartY  := Theme.Sing.TextP2MScore.Y + 65;

      //P3
      Player[2].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x;
      Player[2].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y;
      Player[2].LineBonus_StartX  := Theme.Sing.StaticP3RScoreBG.x;
      Player[2].LineBonus_StartY  := Theme.Sing.TextP3RScore.Y + 65;

      //P4
      Player[3].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x;
      Player[3].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y;
      Player[3].LineBonus_StartX  := Theme.Sing.StaticP1ThreePScoreBG.x;
      Player[3].LineBonus_StartY  := Theme.Sing.TextP1ThreePScore.Y + 65;

      //P5
      Player[4].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x;
      Player[4].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y;
      Player[4].LineBonus_StartX  := Theme.Sing.StaticP2MScoreBG.x;
      Player[4].LineBonus_StartY  := Theme.Sing.TextP2MScore.Y + 65;

      //P6
      Player[5].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x;
      Player[5].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y;
      Player[5].LineBonus_StartX  := Theme.Sing.StaticP3RScoreBG.x;
      Player[5].LineBonus_StartY  := Theme.Sing.TextP3RScore.Y + 65;
    end;
  end;
  end
  else if (Ini.LineBonus = 2) then //Show Line Bonus at Notes
  begin

  // positions
  if Ini.SingWindow = 0 then begin
    NR.Left := 120;
  end else begin
    NR.Left := 20;
  end;
  NR.Right := 780;

  NR.Width := NR.Right - NR.Left;
  NR.WMid := NR.Width / 2;
  NR.Mid := NR.Left + NR.WMid;

  Case PlayersPlay of
    1: begin
      Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65;
      Player[0].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_StartY  := Skin_P2_NotesB - 105;
    end;

    2: begin
      //P1
      Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28;
      Player[0].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_StartY  := Skin_P1_NotesB - 105 + 28;

      //P2
      Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28;
      Player[1].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[1].LineBonus_StartY  := Skin_P2_NotesB - 105 + 28;
    end;

    3: begin
      //P1
      Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_TargetY := 120 - 65 + 28;
      Player[0].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_StartY  := 120 + 28;

      //P2
      Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[1].LineBonus_TargetY := 245 - 65 + 28;
      Player[1].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[1].LineBonus_StartY  := 245 + 28;

      //P3
      Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[2].LineBonus_TargetY := 370 - 65 + 28;
      Player[2].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[2].LineBonus_StartY  := 370 + 28;
    end;

    4: begin
      //P1
      Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28;
      Player[0].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_StartY  := Skin_P1_NotesB - 105 + 28;

      //P2
      Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28;
      Player[1].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[1].LineBonus_StartY  := Skin_P2_NotesB - 105 + 28;

      //P3
      Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[2].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28;
      Player[2].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[2].LineBonus_StartY  := Skin_P1_NotesB - 105 + 28;

      //P4
      Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[3].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28;
      Player[3].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[3].LineBonus_StartY  := Skin_P2_NotesB - 105 + 28;
    end;

    6: begin
      //P1
      Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_TargetY := 120 - 65 + 28;
      Player[0].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_StartY  := 120 + 28;

      //P2
      Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[1].LineBonus_TargetY := 245 - 65 + 28;
      Player[1].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[1].LineBonus_StartY  := 245 + 28;

      //P3
      Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[2].LineBonus_TargetY := 370 - 65 + 28;
      Player[2].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[2].LineBonus_StartY  := 370 + 28;

      //P4
      Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[3].LineBonus_TargetY := 120 - 65 + 28;
      Player[3].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[3].LineBonus_StartY  := 120 + 28;

      //P5
      Player[4].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[4].LineBonus_TargetY := 245 - 65 + 28;
      Player[4].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[4].LineBonus_StartY  := 245 + 28;

      //P6
      Player[5].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[5].LineBonus_TargetY := 370 - 65 + 28;
      Player[5].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[5].LineBonus_StartY  := 370 + 28;
    end;
  end;
  end; }
  
  //Set Position of Line Bonus - PhrasenBonus End
  //Set Num of Empty Sentences for Phrasen Bonus
  NumEmptySentences := 0;
  for P := low(Lines[0].Line) to high(Lines[0].Line) do
    if Lines[0].Line[P].TotalNotes = 0 then Inc(NumEmptySentences);

  Log.LogStatus('End', 'onShow');
end;

procedure TScreenSing.onShowFinish;
begin
  // play movie (II)

  if CurrentSong.VideoLoaded then
  begin
    try
      fCurrentVideoPlaybackEngine.GetFrame(LineState.CurrentTime);
      fCurrentVideoPlaybackEngine.DrawGL(ScreenAct);
//      PlaySmpeg;
    except

     on E : Exception do
     begin
       //If an Error occurs Reading Video: prevent Video from being Drawn again and Close Video
       CurrentSong.VideoLoaded := False;
       Log.LogError('Error drawing Video, Video has been disabled for this Song/Session.');
       Log.LogError('Error Message : '+ E.message );
       Log.LogError('      In      : '+ E.ClassName +' (TScreenSing.onShowFinish)' );
       Log.LogError('Corrupted File: ' + CurrentSong.Video);
       try
//         CloseSmpeg;
         fCurrentVideoPlaybackEngine.Close;
       except

       end;
     end;
    end;
  end;


  // play music (II)
  AudioPlayback.Play;

  // prepare timer (II)
  CountSkipTimeSet;
end;

function TScreenSing.Draw: boolean;
var
  Min:    integer;
  Sec:    integer;
  Tekst:  string;
  Flash:  real;
  S:      integer;
  T:      integer;
begin



  //ScoreBG Mod | den wirren Scheiss hier brauch mer nimmer, wir haben colorized png's - no need for wirrness also
  // set player colors  - macht nichts weiter als die farben des statics zu wechseln, was zu unsch�nen effekten bei colorized png f�hrt
{  if PlayersPlay = 4 then begin
    if ScreenAct = 1 then begin
      LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG,
      Static[StaticP1TwoP].Texture.ColB, 'P1Dark');
      LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG,
      Static[StaticP2R].Texture.ColB, 'P2Dark');

      LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG,
      Static[StaticP1TwoPScoreBG].Texture.ColB, 'P1Dark');
      LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG,
      Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark');
    end;
    if ScreenAct = 2 then begin
      LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG,
        Static[StaticP1TwoP].Texture.ColB, 'P3Dark');
      LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG,
        Static[StaticP2R].Texture.ColB, 'P4Dark');

      LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG,
        Static[StaticP1TwoPScoreBG].Texture.ColB, 'P3Dark');
      LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG,
        Static[StaticP2RScoreBG].Texture.ColB, 'P4Dark');
     end;
  end;

  if PlayersPlay = 6 then begin
    if ScreenAct = 1 then begin
     LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG,
        Static[StaticP1ThreeP].Texture.ColB, 'P1Dark');
      LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG,
        Static[StaticP2R].Texture.ColB, 'P2Dark');
      LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG,
        Static[StaticP3R].Texture.ColB, 'P3Dark');

      LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG,
        Static[StaticP1ThreePScoreBG].Texture.ColB, 'P1Dark');
      LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG,
       Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark');
      LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG,
        Static[StaticP3RScoreBG].Texture.ColB, 'P3Dark');
    end;
    if ScreenAct = 2 then begin

      LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG,
        Static[StaticP1ThreeP].Texture.ColB, 'P4Dark');
     LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG,
        Static[StaticP2R].Texture.ColB, 'P5Dark');
      LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG,
        Static[StaticP3R].Texture.ColB, 'P6Dark');


     LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG,
       Static[StaticP1ThreePScoreBG].Texture.ColB, 'P4Dark');
     LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG,
        Static[StaticP2RScoreBG].Texture.ColB, 'P5Dark');
      LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG,
        Static[StaticP3RScoreBG].Texture.ColB, 'P6Dark');
    end;
  end;
 }

  // set player names (for 2 screens and only Singstar skin)
  if ScreenAct = 1 then begin
    Text[TextP1].Text       := 'P1';
    Text[TextP1TwoP].Text   := 'P1';
    Text[TextP1ThreeP].Text := 'P1';
    Text[TextP2R].Text      := 'P2';
    Text[TextP2M].Text      := 'P2';
    Text[TextP3R].Text      := 'P3';
  end;

  if ScreenAct = 2 then begin
    case PlayersPlay of
{        1:  begin
              Text[TextP1].Text := 'P2';
            end;
        2:  begin
              Text[TextP1].Text := 'P3';
              Text[TextP2R].Text := 'P4';
            end;
        3:  begin
              Text[TextP1].Text := 'P4';
              Text[TextP2M].Text := 'P5';
              Text[TextP3R].Text := 'P6';
            end;}

      4:  begin
            Text[TextP1TwoP].Text   := 'P3';
            Text[TextP2R].Text      := 'P4';
          end;
      6:  begin
            Text[TextP1ThreeP].Text := 'P4';
            Text[TextP2M].Text      := 'P5';
            Text[TextP3R].Text      := 'P6';
          end;
    end; // case
  end; // if

  // stereo

// weird stuff, maybe this is for "dual screen?", but where is player three then? | okay, i commented the stuff out the other day - nothing was missing on screen w/ 6 players - so do we even need this stuff?
// okay this stuff appears again some lines beneath this one, I commented it out for testing what it does - seems like it's doing nothing
// but I might be wrong, so what is this stuff here doing? O.o
  Static[StaticP1].Texture.X         := Static[StaticP1].Texture.X + 10*ScreenX;

  Text[TextP1].X                     := Text[TextP1].X + 10*ScreenX;

  {Static[StaticP1ScoreBG].Texture.X  := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX;
  Text[TextP1Score].X                := Text[TextP1Score].X + 10*ScreenX;}


  Static[StaticP2R].Texture.X        := Static[StaticP2R].Texture.X + 10*ScreenX;

  Text[TextP2R].X                    := Text[TextP2R].X + 10*ScreenX;

  {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX;
  Text[TextP2RScore].X               := Text[TextP2RScore].X + 10*ScreenX;}
// end of weird stuff

 for S := 1 to 1 do              //wtf?
    Static[S].Texture.X := Static[S].Texture.X + 10*ScreenX;

  for T := 0 to 1 do
    Text[T].X := Text[T].X + 10*ScreenX;

  // update static menu with time ...
  Min := Round(LineState.CurrentTime) div 60;
  Sec := Round(LineState.CurrentTime) mod 60;
  Text[TextTimeText].Text := '';
  if Min < 10 then Text[TextTimeText].Text := '0';
  Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Min) + ':';
  if Sec < 10 then Text[TextTimeText].Text := Text[TextTimeText].Text + '0';
  Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Sec);

  {// .. and scores
  if PlayersPlay = 1 then begin
    Tekst := IntToStr(Player[0].ScoreTotalI);
    while Length(Tekst) < 5 do Tekst := '0' + Tekst;
    Text[TextP1Score].Text := Tekst;
  end;

  if PlayersPlay = 2 then begin
    Tekst := IntToStr(Player[0].ScoreTotalI);
    while Length(Tekst) < 5 do Tekst := '0' + Tekst;
    Text[TextP1TwoPScore].Text := Tekst;

    Tekst := IntToStr(Player[1].ScoreTotalI);
    while Length(Tekst) < 5 do Tekst := '0' + Tekst;
    Text[TextP2RScore].Text := Tekst;
  end;

  if PlayersPlay = 3 then begin
    Tekst := IntToStr(Player[0].ScoreTotalI);
    while Length(Tekst) < 5 do Tekst := '0' + Tekst;
    Text[TextP1ThreePScore].Text := Tekst;

    Tekst := IntToStr(Player[1].ScoreTotalI);
    while Length(Tekst) < 5 do Tekst := '0' + Tekst;
    Text[TextP2MScore].Text := Tekst;

    Tekst := IntToStr(Player[2].ScoreTotalI);
    while Length(Tekst) < 5 do Tekst := '0' + Tekst;
    Text[TextP3RScore].Text := Tekst;
  end;

  if PlayersPlay = 4 then begin
    if ScreenAct = 1 then begin
      Tekst := IntToStr(Player[0].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP1TwoPScore].Text := Tekst;

      Tekst := IntToStr(Player[1].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP2RScore].Text := Tekst;
    end;
    if ScreenAct = 2 then begin
      Tekst := IntToStr(Player[2].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP1TwoPScore].Text := Tekst;

      Tekst := IntToStr(Player[3].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP2RScore].Text := Tekst;
    end;
  end;

  if PlayersPlay = 6 then begin
    if ScreenAct = 1 then begin
      Tekst := IntToStr(Player[0].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP1ThreePScore].Text := Tekst;

      Tekst := IntToStr(Player[1].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP2MScore].Text := Tekst;

      Tekst := IntToStr(Player[2].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP3RScore].Text := Tekst;
    end;
    if ScreenAct = 2 then begin
      Tekst := IntToStr(Player[3].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP1ThreePScore].Text := Tekst;

      Tekst := IntToStr(Player[4].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP2MScore].Text := Tekst;

      Tekst := IntToStr(Player[5].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP3RScore].Text := Tekst;
    end;
  end;  }

  // draw static menu (BG)
  //DrawBG;                 // there is no menu and the animated background brakes the video playback because the timecode is in a different format
  //Draw Background
  SingDrawBackground;
  // update and draw movie
  
  if ShowFinish and
     ( CurrentSong.VideoLoaded or fShowVisualization ) then
//  if ShowFinish then
  begin
//    try
//      UpdateSmpeg; // this only draws
      // todo: find a way to determine, when a new frame is needed
      // toto: same for the need to skip frames

      if assigned( fCurrentVideoPlaybackEngine ) then
      begin
        fCurrentVideoPlaybackEngine.GetFrame(LineState.CurrentTime);
        fCurrentVideoPlaybackEngine.DrawGL(ScreenAct);
      end;

(*
    except
      on E : Exception do
      begin

        //If an Error occurs drawing: prevent Video from being Drawn again and Close Video
        CurrentSong.VideoLoaded := False;
        log.LogError('Error drawing Video, Video has been disabled for this Song/Session.');
        Log.LogError('Error Message : '+ E.message );
        Log.LogError('      In      : '+ E.ClassName +' (TScreenSing.Draw)' );

        Log.LogError('Corrupted File: ' + CurrentSong.Video);
        try
//        CloseSmpeg;
          fCurrentVideoPlaybackEngine.Close;
        except

        end;
      end;
    end;
*)

  end;

  // draw static menu (FG)
  DrawFG;

  // check for music finish
//  Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(LineState.CurrentTime*1000) + ' ' + IntToStr(CurrentSong.Finish));
  if ShowFinish then begin
  if (not AudioPlayback.Finished) and ((CurrentSong.Finish = 0) or (LineState.CurrentTime*1000 <= CurrentSong.Finish)) then begin
  //Pause Mod:
    if not Paused then Sing(Self);       // analyze song
  end else begin
//    Log.LogError('End');
    if not FadeOut then begin
//      Log.LogError('End2');
      Finish;
      FadeOut := true;
      FadeTo(@ScreenScore);
    end;
  end;
  end;

  // draw custom items
  SingDraw;  // always draw

//GoldenNoteStarsTwinkle Mod
  GoldenRec.SpawnRec;
//GoldenNoteStarsTwinkle Mod

  //Draw Scores
  Scores.Draw;

  // back stereo

// weird stuff, maybe this is for "dual screen?", but where is player three then?
// okay this stuff appears again some lines above this one, I commented it out for testing what it does - seems like it's doing nothing
// but I might be wrong, so what is this stuff here doing? O.o
  Static[StaticP1].Texture.X         := Static[StaticP1].Texture.X - 10*ScreenX;
  Text[TextP1].X                     := Text[TextP1].X - 10*ScreenX;

  {Static[StaticP1ScoreBG].Texture.X  := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX;
  Text[TextP1Score].X                := Text[TextP1Score].X - 10*ScreenX;}


  Static[StaticP2R].Texture.X        := Static[StaticP2R].Texture.X - 10*ScreenX;
  Text[TextP2R].X                    := Text[TextP2R].X - 10*ScreenX;

  {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX;
  Text[TextP2RScore].X               := Text[TextP2RScore].X - 10*ScreenX;}
//weird end

  for S := 1 to 1 do   // wtf?
    Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX;

  for T := 0 to 1 do
    Text[T].X := Text[T].X - 10*ScreenX;

  //Draw Pausepopup
  //I use this workaround that the Static is drawen over the Lyrics, Lines, Scores and Effects
  //maybe someone could find a better solution
  if Paused then
            begin
              Static[StaticPausePopup].Visible := true;
              Static[StaticPausePopup].Draw;
              Static[StaticPausePopup].Visible := false;
            end;

end;

procedure TScreenSing.Finish;
begin
  AudioInput.CaptureStop;
  AudioPlayback.Stop;

  if Ini.SavePlayback = 1 then begin
    Log.BenchmarkStart(0);
    Log.LogVoice(0);
    Log.LogVoice(1);
    Log.LogVoice(2);
    Log.BenchmarkEnd(0);
    Log.LogBenchmark('Creating files', 0);
  end;

  if CurrentSong.VideoLoaded then
  begin
//    CloseSmpeg;
    fCurrentVideoPlaybackEngine.Close;
    CurrentSong.VideoLoaded := false; // to prevent drawing closed video
  end;

  SetFontItalic (False);
end;

(*
procedure TScreenSing.UpdateLCD; //TODO: maybe LCD Support as Plugin?
var
  T:    string;
begin
  //Todo: Lyrics
{  LCD.HideCursor;
  LCD.Clear;

  T := LyricMain.Text;
  if Copy(T, Length(T), 1) <> ' ' then T := T + ' ';
  LCD.AddTextBR(T);

  T := LyricSub.Text;
  if Copy(T, Length(T), 1) <> ' ' then T := T + ' ';
  LCD.AddTextBR(T);}
end;
*)

procedure TScreenSing.onSentenceEnd(S: Cardinal);
var
I: Integer;
A: Real;
B: integer; //Max Points for Notes
begin

  //Check for Empty Sentence
  if (Lines[0].Line[S].TotalNotes<=0) then
    exit;

  //Set Max Note Points
  if (Ini.LineBonus > 0) then
    B :=  9000
  else
    B := 10000;

  for I := 0 to High(Player) do begin
    A := Player[I].Score + Player[I].ScoreGolden - Player[I].ScoreLast + 2;


    //PhrasenBonus - Line Bonus Mod

    //Generate Steps 0 to 8
    A := Floor(A / (B * Lines[0].Line[S].TotalNotes / Lines[0].NoteType) * 8);

    If (Ini.LineBonus > 0) then
    begin
      //PhrasenBonus give Points
      Player[I].ScoreLine := Player[I].ScoreLine + (1000 / (Length(Lines[0].Line) - NumEmptySentences) * A / 8);
      Player[I].ScoreLineI := Round(Player[I].ScoreLine / 10) * 10;
      //Update Total Score
      Player[I].ScoreTotalI := Player[I].ScoreI + Player[I].ScoreGoldenI + Player[I].ScoreLineI;

      //Spawn PopUp
      If (A >= 8) then
        A := 8
      else IF A < 0 then
        A := 0;
        
      Scores.SpawnPopUp(I, Floor(A), Player[I].ScoreTotalI);
    end;
    //PhrasenBonus - Line Bonus Mod End// }

    //PerfectLineTwinkle Mod (effect) Pt.1
    If (Ini.EffectSing=1) then
    begin
      if A >= 8 then Player[I].LastSentencePerfect := True
      else Player[I].LastSentencePerfect := False;
    end;
    //PerfectLineTwinkle Mod end

  //Refresh LastScore
  Player[I].ScoreLast := Player[I].Score + Player[I].ScoreGolden;

  end;

  //PerfectLineTwinkle Mod (effect) Pt.2
  if Ini.EffectSing=1 then
    GoldenRec.SpawnPerfectLineTwinkle;
  //PerfectLineTwinkle Mod end


  // if we are shoing a visualization... change to a new preset after each sentence..
  // Maybe we should make this less often or something... just a
  if fShowVisualization then
    fCurrentVideoPlaybackEngine.Position := now; // move to a random position
end;

//Called on Sentence Change S= New Current Sentence
procedure TScreenSing.onSentenceChange(S: Cardinal);
begin
  //GoldenStarsTwinkle Mod
  GoldenRec.SentenceChange;
  if (Lyrics.LineCounter <= High(Lines[0].Line)) then
  begin
      Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);  
  end
  else
    Lyrics.AddLine(nil);
  
  // addline uses display memory
  // calling draw makes sure, there's the singscreen in it, when the next
  // swap between onscreen and offscreen buffers is done
  // (this eliminates the onSentenceChange flickering)
  // note: maybe it would be better to make sure, a display redraw is done
  //     right after the sentence change (before buffer swap) or make sure
  //     onsentencechange is only called right before calling Display.Draw
  //     (or whatever it was called)
  Draw;

  //GoldenStarsTwinkle Mod End
end;

end.