EMI: Remove "Out of regions" warning

The RIFF/WAV files don't have multiple regions.
EMI: Less restrictive parameter check for PlaySound()

Use default volume in case the volume parameter is omitted
or of the wrong type (may happen for the sounds of Murray
on Jambalaya Island).
EMI: Don't restart tracks via EMISound::setMusicState

When using the rowboat in act 2, setMusicState is called very
frequently to update the correct music based on the position
of the boat. This causes a continously repetition of the first
view seconds of the tracks.

setMusicState() should not restart the track in case it is already
playing.
EMI: Implement ImStateHasLooped

The implementation is necessary to switch between various music tracks
in Knuttin Town.
EMI: minor coding style fix
EMI: address review comment: assert when called from Grim
EMI: address review comment and adjust warning message
GRIM/EMI: Count pause/unpause calls of LUA scripts

Scripts that have explicitly been paused must not be resumed when
pause_scripts and unpause_scripts are called, e.g. when opening the
inventory, pausing the game or changing sets.

This patch splits the existing paused flag in two separate ones:
 - LState::all_paused is controlled by pause/unpause_scripts (plural)
 - LState::paused is controlled by pause/unpause_script (singular)

For compatibility with Grim savegames both flags are stored in a single
byte, with bit 0 having the same meaning as the former boolean.
EMI: Rename PoolChore to EMIChore, move to emi/costume
EMI: Fix actor animations

The current code for loading EMI costumes contains a special treatment that
expects the skeleton and mesh components in a chore named "wear_default".
This assumption is not valid for costumes that contains multiple wear chores,
most notably for Guybrush who has a different outfit for each island.

The new code considers any chore containing skeleton and mesh components
to be a wear chore. The skeleton from the last played wear chore will be
animated.
EMI: fix costume handling

- make sure, that if a costume is not found
in the existing costume stack of an actor
to try to load and push it
EMI: fix unstoppable sound

- if a pre-loaded sound is played again once the previous one is still
  playing, it can't be stopped
- there is only one sound handle, but the mixer would create two
  channels (indexed by the sound handle)
- so the channel created first could not be addressed any more
- stopping the sound (per handle) would not work

current work around: don't start one handle twice

other possible solution: make sure the mixer finds all channels which
play one handle (may require changes to common scummvm code)