static private StopSound ( SoundSource source ) : void | ||
source | SoundSource | The sound source, or a null reference. |
return | void |
/// <summary>Called by the controls loop to stop playback of this horn</summary> internal void Stop() { //Reset loop control variable LoopStarted = false; if (!StartEndSounds & !Loop) { //Don't stop horns which are play-once single part sounds return; } if (!StartEndSounds & Loop) { //This sound is a toggle music horn sound return; } if (Sounds.IsPlaying(Source)) { //Stop the loop sound playing Sounds.StopSound(Source); } if (StartEndSounds && !Sounds.IsPlaying(Source) && EndSound != null) { //If our end sound is defined and in use, play once Source = Sounds.PlaySound(EndSound, 1.0, 1.0, SoundPosition, TrainManager.PlayerTrain, TrainManager.PlayerTrain.DriverCar, false); } }
internal override void Trigger(int Direction, EventTriggerType TriggerType, TrainManager.Train Train, int CarIndex) { if (TriggerType == EventTriggerType.FrontCarFrontAxle) { if (Direction < 0) { Train.StationFrontCar = true; } else if (Direction > 0) { Train.StationFrontCar = false; if (Train == TrainManager.PlayerTrain) { Timetable.UpdateCustomTimetable(Game.Stations[this.StationIndex].TimetableDaytimeTexture, Game.Stations[this.StationIndex].TimetableNighttimeTexture); } } } else if (TriggerType == EventTriggerType.RearCarRearAxle) { if (Direction < 0) { Train.Station = this.StationIndex; Train.StationRearCar = true; if (Train.NextStopSkipped != TrainManager.StopSkipMode.None) { Train.LastStation = this.StationIndex; } Train.NextStopSkipped = TrainManager.StopSkipMode.None; } else if (Direction > 0) { if (Train.Station == StationIndex) { if (Train == TrainManager.PlayerTrain) { if (Game.PlayerStopsAtStation(StationIndex) & TrainManager.PlayerTrain.StationState == TrainManager.TrainStopState.Pending) { string s = Interface.GetInterfaceString("message_station_passed"); s = s.Replace("[name]", Game.Stations[StationIndex].Name); Game.AddMessage(s, MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.Orange, Game.SecondsSinceMidnight + 10.0, null); } else if (Game.PlayerStopsAtStation(StationIndex) & TrainManager.PlayerTrain.StationState == TrainManager.TrainStopState.Boarding) { string s = Interface.GetInterfaceString("message_station_passed_boarding"); s = s.Replace("[name]", Game.Stations[StationIndex].Name); Game.AddMessage(s, MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.Red, Game.SecondsSinceMidnight + 10.0, null); } } Train.Station = -1; Train.StationRearCar = false; Train.StationState = TrainManager.TrainStopState.Pending; int d = Train.DriverCar; Sounds.StopSound(Train.Cars[d].Sounds.Halt.Source); } } } }
protected override void Elapse(ElapseData data) { try { double time = data.TotalTime.Milliseconds; Win32VehicleState win32State; win32State.Location = data.Vehicle.Location; win32State.Speed = (float)data.Vehicle.Speed.KilometersPerHour; win32State.Time = (int)Math.Floor(time - 2073600000.0 * Math.Floor(time / 2073600000.0)); win32State.BcPressure = (float)data.Vehicle.BcPressure; win32State.MrPressure = (float)data.Vehicle.MrPressure; win32State.ErPressure = (float)data.Vehicle.ErPressure; win32State.BpPressure = (float)data.Vehicle.BpPressure; win32State.SapPressure = (float)data.Vehicle.SapPressure; win32State.Current = 0.0f; Win32Handles win32Handles; win32Handles.Brake = data.Handles.BrakeNotch; win32Handles.Power = data.Handles.PowerNotch; win32Handles.Reverser = data.Handles.Reverser; win32Handles.ConstantSpeed = data.Handles.ConstSpeed ? ConstSpeedInstructions.Enable : ConstSpeedInstructions.Disable; Win32Elapse(ref win32Handles.Brake, ref win32State.Location, ref base.Panel[0], ref this.Sound[0]); data.Handles.Reverser = win32Handles.Reverser; data.Handles.PowerNotch = win32Handles.Power; data.Handles.BrakeNotch = win32Handles.Brake; if (win32Handles.ConstantSpeed == ConstSpeedInstructions.Enable) { data.Handles.ConstSpeed = true; } else if (win32Handles.ConstantSpeed == ConstSpeedInstructions.Disable) { data.Handles.ConstSpeed = false; } else if (win32Handles.ConstantSpeed != ConstSpeedInstructions.Continue) { this.PluginValid = false; } /* * Process the sound instructions * */ for (int i = 0; i < this.Sound.Length; i++) { if (this.Sound[i] != this.LastSound[i]) { if (this.Sound[i] == SoundInstructions.Stop) { if (i < base.Train.Cars[base.Train.DriverCar].Sounds.Plugin.Length) { Sounds.StopSound(base.Train.Cars[base.Train.DriverCar].Sounds.Plugin[i].Source); } } else if (this.Sound[i] > SoundInstructions.Stop & this.Sound[i] <= SoundInstructions.PlayLooping) { if (i < base.Train.Cars[base.Train.DriverCar].Sounds.Plugin.Length) { Sounds.SoundBuffer buffer = base.Train.Cars[base.Train.DriverCar].Sounds.Plugin[i].Buffer; if (buffer != null) { double volume = (double)(this.Sound[i] - SoundInstructions.Stop) / (double)(SoundInstructions.PlayLooping - SoundInstructions.Stop); if (Sounds.IsPlaying(base.Train.Cars[base.Train.DriverCar].Sounds.Plugin[i].Source)) { base.Train.Cars[base.Train.DriverCar].Sounds.Plugin[i].Source.Volume = volume; } else { base.Train.Cars[base.Train.DriverCar].Sounds.Plugin[i].Source = Sounds.PlaySound(buffer, 1.0, volume, base.Train.Cars[base.Train.DriverCar].Sounds.Plugin[i].Position, base.Train, base.Train.DriverCar, true); } } } } else if (this.Sound[i] == SoundInstructions.PlayOnce) { if (i < base.Train.Cars[base.Train.DriverCar].Sounds.Plugin.Length) { Sounds.SoundBuffer buffer = base.Train.Cars[base.Train.DriverCar].Sounds.Plugin[i].Buffer; if (buffer != null) { base.Train.Cars[base.Train.DriverCar].Sounds.Plugin[i].Source = Sounds.PlaySound(buffer, 1.0, 1.0, base.Train.Cars[base.Train.DriverCar].Sounds.Plugin[i].Position, base.Train, base.Train.DriverCar, false); } } this.Sound[i] = SoundInstructions.Continue; } else if (this.Sound[i] != SoundInstructions.Continue) { this.PluginValid = false; } this.LastSound[i] = this.Sound[i]; } else { if ((this.Sound[i] < SoundInstructions.Stop | this.Sound[i] > SoundInstructions.PlayLooping) && this.Sound[i] != SoundInstructions.PlayOnce & this.Sound[i] != SoundInstructions.Continue) { this.PluginValid = false; } } } } catch (Exception ex) { base.LastException = ex; throw; } }
internal override void Update(double TimeElapsed, bool ForceUpdate) { const double extraRadius = 10.0; const double Radius = 25.0; double pa = currentTrackPosition + Radius - extraRadius; double pb = currentTrackPosition + Radius + extraRadius; double ta = World.CameraTrackFollower.TrackPosition + World.CameraCurrentAlignment.Position.Z - World.BackgroundImageDistance - World.ExtraViewingDistance; double tb = World.CameraTrackFollower.TrackPosition + World.CameraCurrentAlignment.Position.Z + World.BackgroundImageDistance + World.ExtraViewingDistance; bool visible = pb >= ta & pa <= tb; if (visible | ForceUpdate) { if (Game.MinimalisticSimulation || TimeElapsed > 0.05) { return; } TrainManager.Train train = null; double trainDistance = double.MaxValue; for (int j = 0; j < TrainManager.Trains.Length; j++) { if (TrainManager.Trains[j].State == TrainState.Available) { double distance; if (TrainManager.Trains[j].Cars[0].FrontAxle.Follower.TrackPosition < this.Follower.TrackPosition) { distance = this.Follower.TrackPosition - TrainManager.Trains[j].Cars[0].FrontAxle.Follower.TrackPosition; } else if (TrainManager.Trains[j].Cars[TrainManager.Trains[j].Cars.Length - 1].RearAxle.Follower.TrackPosition > this.Follower.TrackPosition) { distance = TrainManager.Trains[j].Cars[TrainManager.Trains[j].Cars.Length - 1].RearAxle.Follower.TrackPosition - this.Follower.TrackPosition; } else { distance = 0; } if (distance < trainDistance) { train = TrainManager.Trains[j]; trainDistance = distance; } } } if (this.TrackFollowerFunction != null) { double delta = this.TrackFollowerFunction.Perform(train, train == null ? 0 : train.DriverCar, this.Position, this.Follower.TrackPosition, 0, false, TimeElapsed, 0); this.Follower.Update(this.currentTrackPosition + delta, true, true); this.Follower.UpdateWorldCoordinates(false); } if (this.VolumeFunction != null) { this.currentVolume = this.VolumeFunction.Perform(train, train == null ? 0 : train.DriverCar, this.Position, this.Follower.TrackPosition, 0, false, TimeElapsed, 0); } if (this.PitchFunction != null) { this.currentPitch = this.PitchFunction.Perform(train, train == null ? 0 : train.DriverCar, this.Position, this.Follower.TrackPosition, 0, false, TimeElapsed, 0); } if (this.Source != null) { this.Source.Pitch = this.currentPitch; this.Source.Volume = this.currentVolume; } //Buffer should never be null, but check it anyways if (!Sounds.IsPlaying(Source) && this.Buffer != null) { Source = Sounds.PlaySound(Buffer, 1.0, 1.0, Follower.WorldPosition + Position, this, true); } } else { if (Sounds.IsPlaying(Source)) { Sounds.StopSound(Source); } } }
/// <summary>Called by the controls loop to start playback of this horn</summary> internal void Play() { if (StartEndSounds == true) { //New style three-part sounds if (LoopStarted == false) { if (!Sounds.IsPlaying(Source)) { if (StartSound != null) { //The start sound is not currently playing, so start it Source = Sounds.PlaySound(StartSound, 1.0, 1.0, SoundPosition, TrainManager.PlayerTrain, TrainManager.PlayerTrain.DriverCar, false); //Set the loop control variable to started LoopStarted = true; } else { Source = Sounds.PlaySound(LoopSound, 1.0, 1.0, SoundPosition, TrainManager.PlayerTrain, TrainManager.PlayerTrain.DriverCar, true); } } } else { if (!Sounds.IsPlaying(Source)) { //Start our loop sound playing if the start sound is finished Source = Sounds.PlaySound(LoopSound, 1.0, 1.0, SoundPosition, TrainManager.PlayerTrain, TrainManager.PlayerTrain.DriverCar, true); } } } else { //Original single part sounds if (LoopSound != null) { //Loop is ONLY true if this is a Music Horn if (Loop) { if (!Sounds.IsPlaying(Source) && !LoopStarted) { //On the first keydown event, start the sound source playing and trigger the loop control variable Source = Sounds.PlaySound(LoopSound, 1.0, 1.0, SoundPosition, TrainManager.PlayerTrain, TrainManager.PlayerTrain.DriverCar, true); LoopStarted = true; } else { if (!LoopStarted) { //Our loop control variable is reset by the keyup event so this code will only trigger on the //second keydown meaning our horn toggles Sounds.StopSound(Source); LoopStarted = true; } } } else { if (!LoopStarted) { Source = Sounds.PlaySound(LoopSound, 1.0, 1.0, SoundPosition, TrainManager.PlayerTrain, TrainManager.PlayerTrain.DriverCar, false); } LoopStarted = true; } } } }
/// <summary>Is called once a frame to update the station state for the given train</summary> /// <param name="Train">The train</param> /// <param name="TimeElapsed">The frame time elapsed</param> private static void UpdateTrainStation(Train Train, double TimeElapsed) { if (Train.Station >= 0) { int i = Train.Station; int n = Game.Stations[Train.Station].GetStopIndex(Train.Cars.Length); double tf, tb; if (n >= 0) { double p0 = Train.Cars[0].FrontAxle.Follower.TrackPosition - Train.Cars[0].FrontAxle.Position + 0.5 * Train.Cars[0].Length; double p1 = Game.Stations[i].Stops[n].TrackPosition; tf = Game.Stations[i].Stops[n].ForwardTolerance; tb = Game.Stations[i].Stops[n].BackwardTolerance; Train.StationDistanceToStopPoint = p1 - p0; } else { Train.StationDistanceToStopPoint = 0.0; tf = 5.0; tb = 5.0; } if (Train.StationState == TrainStopState.Pending) { Train.StationDepartureSoundPlayed = false; if (Game.StopsAtStation(i, Train)) { Train.StationDepartureSoundPlayed = false; //Check whether all doors are controlled by the driver if (Train.Specs.DoorOpenMode != DoorMode.Manual) { //Check that we are not moving if (Math.Abs(Train.Specs.CurrentAverageSpeed) < 0.1 / 3.6 & Math.Abs(Train.Specs.CurrentAverageAcceleration) < 0.1 / 3.6) { //Check the interlock state for the doors switch (Train.Specs.DoorInterlockState) { case DoorInterlockStates.Unlocked: if (Game.Stations[i].OpenLeftDoors || Game.Stations[i].OpenRightDoors) { AttemptToOpenDoors(Train, i, tb, tf); } break; case DoorInterlockStates.Left: if (Game.Stations[i].OpenLeftDoors && !Game.Stations[i].OpenRightDoors) { AttemptToOpenDoors(Train, i, tb, tf); } break; case DoorInterlockStates.Right: if (!Game.Stations[i].OpenLeftDoors && Game.Stations[i].OpenRightDoors) { AttemptToOpenDoors(Train, i, tb, tf); } break; case DoorInterlockStates.Locked: //All doors are currently locked, do nothing break; } } } // detect arrival if (Train.Specs.CurrentAverageSpeed > -0.277777777777778 & Train.Specs.CurrentAverageSpeed < 0.277777777777778) { bool left, right; if (Game.Stations[i].OpenLeftDoors) { left = false; for (int j = 0; j < Train.Cars.Length; j++) { if (Train.Cars[j].Doors[0].AnticipatedOpen) { left = true; break; } } } else { left = true; } if (Game.Stations[i].OpenRightDoors) { right = false; for (int j = 0; j < Train.Cars.Length; j++) { if (Train.Cars[j].Doors[1].AnticipatedOpen) { right = true; break; } } } else { right = true; } if (left & right) { // arrival Train.StationState = TrainStopState.Boarding; Train.StationAdjust = false; Train.Specs.DoorClosureAttempted = false; Sounds.StopSound(Train.Cars[Train.DriverCar].Sounds.Halt.Source); Sounds.SoundBuffer buffer = Game.Stations[i].ArrivalSoundBuffer; if (buffer != null) { OpenBveApi.Math.Vector3 pos = Game.Stations[i].SoundOrigin; Sounds.PlaySound(buffer, 1.0, 1.0, pos, false); } Train.StationArrivalTime = Game.SecondsSinceMidnight; Train.StationDepartureTime = Game.Stations[i].DepartureTime - Train.TimetableDelta; if (Train.StationDepartureTime - Game.SecondsSinceMidnight < Game.Stations[i].StopTime) { Train.StationDepartureTime = Game.SecondsSinceMidnight + Game.Stations[i].StopTime; } Train.Passengers.PassengerRatio = Game.Stations[i].PassengerRatio; UpdateTrainMassFromPassengerRatio(Train); if (Train == PlayerTrain) { double early = 0.0; if (Game.Stations[i].ArrivalTime >= 0.0) { early = (Game.Stations[i].ArrivalTime - Train.TimetableDelta) - Train.StationArrivalTime; } string s; if (early < -1.0) { s = Translations.GetInterfaceString("message_station_arrival_late"); } else if (early > 1.0) { s = Translations.GetInterfaceString("message_station_arrival_early"); } else { s = Translations.GetInterfaceString("message_station_arrival"); } System.Globalization.CultureInfo Culture = System.Globalization.CultureInfo.InvariantCulture; TimeSpan a = TimeSpan.FromSeconds(Math.Abs(early)); string b = a.Hours.ToString("00", Culture) + ":" + a.Minutes.ToString("00", Culture) + ":" + a.Seconds.ToString("00", Culture); if (Train.StationDistanceToStopPoint < -0.1) { s += Translations.GetInterfaceString("message_delimiter") + Translations.GetInterfaceString("message_station_overrun"); } else if (Train.StationDistanceToStopPoint > 0.1) { s += Translations.GetInterfaceString("message_delimiter") + Translations.GetInterfaceString("message_station_underrun"); } double d = Math.Abs(Train.StationDistanceToStopPoint); string c = d.ToString("0.0", Culture); if (Game.Stations[i].Type == StationType.Terminal) { s += Translations.GetInterfaceString("message_delimiter") + Translations.GetInterfaceString("message_station_terminal"); } s = s.Replace("[name]", Game.Stations[i].Name); s = s.Replace("[time]", b); s = s.Replace("[difference]", c); Game.AddMessage(s, MessageManager.MessageDependency.StationArrival, Interface.GameMode.Normal, MessageColor.White, Game.SecondsSinceMidnight + 10.0, null); if (Game.Stations[i].Type == StationType.Normal) { s = Translations.GetInterfaceString("message_station_deadline"); Game.AddMessage(s, MessageManager.MessageDependency.StationDeparture, Interface.GameMode.Normal, MessageColor.White, double.PositiveInfinity, null); } Timetable.UpdateCustomTimetable(Game.Stations[i].TimetableDaytimeTexture, Game.Stations[i].TimetableNighttimeTexture); } // schedule door locks (passengers stuck between the doors) for (int j = 0; j < Train.Cars.Length; j++) { for (int k = 0; k < Train.Cars[j].Doors.Length; k++) { Train.Cars[j].Doors[k].DoorLockDuration = 0.0; if (Game.Stations[i].OpenLeftDoors & Train.Cars[j].Doors[k].Direction == -1 | Game.Stations[i].OpenRightDoors & Train.Cars[j].Doors[k].Direction == 1) { double p = 0.005 * Game.Stations[i].PassengerRatio * Game.Stations[i].PassengerRatio * Game.Stations[i].PassengerRatio * Game.Stations[i].PassengerRatio; if (Program.RandomNumberGenerator.NextDouble() < p) { /* * -- door lock at state -- * minimum: 0.2 (nearly closed) * maximum: 0.8 (nearly opened) * */ Train.Cars[j].Doors[k].DoorLockState = 0.2 + 0.6 * Program.RandomNumberGenerator.NextDouble(); /* -- waiting time -- * minimum: 2.9 s * maximum: 40.0 s * average: 7.6 s * */ p = Program.RandomNumberGenerator.NextDouble(); Train.Cars[j].Doors[k].DoorLockDuration = (50.0 - 10.0 * p) / (17.0 - 16.0 * p); } } } } } else if (Train.Specs.CurrentAverageSpeed > -0.277777777777778 & Train.Specs.CurrentAverageSpeed < 0.277777777777778) { // correct stop position if (!Train.StationAdjust & (Train.StationDistanceToStopPoint > tb | Train.StationDistanceToStopPoint < -tf)) { Sounds.SoundBuffer buffer = Train.Cars[Train.DriverCar].Sounds.Adjust.Buffer; if (buffer != null) { OpenBveApi.Math.Vector3 pos = Train.Cars[Train.DriverCar].Sounds.Adjust.Position; Sounds.PlaySound(buffer, 1.0, 1.0, pos, Train, Train.DriverCar, false); } if (Train == TrainManager.PlayerTrain) { Game.AddMessage(Translations.GetInterfaceString("message_station_correct"), MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.Orange, Game.SecondsSinceMidnight + 5.0, null); } Train.StationAdjust = true; } } else { Train.StationAdjust = false; } } } } else if (Train.StationState == TrainStopState.Boarding) { for (int j = 0; j < Train.Cars.Length; j++) { if (GetDoorsState(Train, j, Game.Stations[i].OpenLeftDoors, Game.Stations[i].OpenRightDoors) == (TrainDoorState.Opened | TrainDoorState.AllOpened)) { //Check whether all doors are controlled by the driver, and whether this is a non-standard station type //e.g. Change ends if (Train.Specs.DoorCloseMode != DoorMode.Manual & Game.Stations[i].Type == StationType.Normal) { //Check the interlock state for the doors switch (Train.Specs.DoorInterlockState) { case DoorInterlockStates.Unlocked: AttemptToCloseDoors(Train); break; case DoorInterlockStates.Left: if (Game.Stations[i].OpenLeftDoors) { AttemptToCloseDoors(Train); } break; case DoorInterlockStates.Right: if (Game.Stations[i].OpenRightDoors) { AttemptToCloseDoors(Train); } break; case DoorInterlockStates.Locked: //All doors are currently locked, do nothing break; } if (Train.Specs.DoorInterlockState != DoorInterlockStates.Locked & Train.Specs.DoorClosureAttempted) { if (Game.Stations[i].OpenLeftDoors && !Train.Cars[j].Doors[0].AnticipatedReopen && Program.RandomNumberGenerator.NextDouble() < Game.Stations[i].ReopenDoor) { Train.Cars[j].Doors[0].ReopenLimit = Program.RandomNumberGenerator.Next(1, Game.Stations[i].ReopenStationLimit); Train.Cars[j].Doors[0].ReopenCounter = 0; Train.Cars[j].Doors[0].InterferingObjectRate = Program.RandomNumberGenerator.Next(1, Game.Stations[i].MaxInterferingObjectRate) * 0.01; if (Train.Cars[j].Doors[0].InterferingObjectRate * Train.Specs.DoorWidth >= Train.Specs.DoorMaxTolerance) { Train.Cars[j].Doors[0].AnticipatedReopen = true; } } if (Game.Stations[i].OpenRightDoors && !Train.Cars[j].Doors[1].AnticipatedReopen && Program.RandomNumberGenerator.NextDouble() < Game.Stations[i].ReopenDoor) { Train.Cars[j].Doors[1].ReopenLimit = Program.RandomNumberGenerator.Next(1, Game.Stations[i].ReopenStationLimit); Train.Cars[j].Doors[1].ReopenCounter = 0; Train.Cars[j].Doors[1].InterferingObjectRate = Program.RandomNumberGenerator.Next(1, Game.Stations[i].MaxInterferingObjectRate) * 0.01; if (Train.Cars[j].Doors[1].InterferingObjectRate * Train.Specs.DoorWidth >= Train.Specs.DoorMaxTolerance) { Train.Cars[j].Doors[1].AnticipatedReopen = true; } } } } } } // detect departure bool left, right; if (!Game.Stations[i].OpenLeftDoors & !Game.Stations[i].OpenRightDoors) { left = true; right = true; } else { if (Game.Stations[i].OpenLeftDoors) { left = false; for (int j = 0; j < Train.Cars.Length; j++) { for (int k = 0; k < Train.Cars[j].Doors.Length; k++) { if (Train.Cars[j].Doors[k].State != 0.0) { left = true; break; } } if (left) { break; } } } else { left = false; } if (Game.Stations[i].OpenRightDoors) { right = false; for (int j = 0; j < Train.Cars.Length; j++) { for (int k = 0; k < Train.Cars[j].Doors.Length; k++) { if (Train.Cars[j].Doors[k].State != 0.0) { right = true; break; } } if (right) { break; } } } else { right = false; } } // departure sound if (!Train.StationDepartureSoundPlayed) { Sounds.SoundBuffer buffer = Game.Stations[i].DepartureSoundBuffer; if (buffer != null) { double dur = Sounds.GetDuration(buffer); if (Game.SecondsSinceMidnight >= Train.StationDepartureTime - dur) { Sounds.PlaySound(buffer, 1.0, 1.0, Game.Stations[i].SoundOrigin, false); Train.StationDepartureSoundPlayed = true; } } } for (int j = 0; j < Train.Cars.Length; j++) { if (Train.Cars[j].Doors[0].AnticipatedReopen && Train.Cars[j].Doors[0].State == Train.Cars[j].Doors[0].InterferingObjectRate) { if (Train.Cars[j].Doors[0].NextReopenTime == 0.0) { Train.Cars[j].Doors[0].NextReopenTime = Game.SecondsSinceMidnight + Game.Stations[i].InterferenceInDoor; } else if (Train.Cars[j].Doors[0].ReopenCounter < Train.Cars[j].Doors[0].ReopenLimit) { if (Game.SecondsSinceMidnight >= Train.Cars[j].Doors[0].NextReopenTime) { OpenTrainDoors(Train, j, true, false); } } else { Train.Cars[j].Doors[0].AnticipatedReopen = false; } } if (Train.Cars[j].Doors[1].AnticipatedReopen && Train.Cars[j].Doors[1].State == Train.Cars[j].Doors[1].InterferingObjectRate) { if (Train.Cars[j].Doors[1].NextReopenTime == 0.0) { Train.Cars[j].Doors[1].NextReopenTime = Game.SecondsSinceMidnight + Game.Stations[i].InterferenceInDoor; } else if (Train.Cars[j].Doors[1].ReopenCounter < Train.Cars[j].Doors[1].ReopenLimit) { if (Game.SecondsSinceMidnight >= Train.Cars[j].Doors[1].NextReopenTime) { OpenTrainDoors(Train, j, false, true); } } else { Train.Cars[j].Doors[1].AnticipatedReopen = false; } } } TrainDoorState doorState = GetDoorsState(Train, Game.Stations[i].OpenLeftDoors, Game.Stations[i].OpenRightDoors); if (Train.Specs.DoorCloseMode == DoorMode.Manual || doorState == TrainDoorState.None || doorState == (TrainDoorState.Closed | TrainDoorState.AllClosed)) { if (left | right) { // departure message if (Game.SecondsSinceMidnight > Train.StationDepartureTime && (Game.Stations[i].Type != StationType.Terminal || Train != PlayerTrain)) { Train.StationState = TrainStopState.Completed; if (Train == PlayerTrain & Game.Stations[i].Type == StationType.Normal) { if (!Game.Stations[i].OpenLeftDoors & !Game.Stations[i].OpenRightDoors | Train.Specs.DoorCloseMode != DoorMode.Manual) { Game.AddMessage(Translations.GetInterfaceString("message_station_depart"), MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.White, Game.SecondsSinceMidnight + 5.0, null); } else { Game.AddMessage(Translations.GetInterfaceString("message_station_depart_closedoors"), MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.White, Game.SecondsSinceMidnight + 5.0, null); } } else if (Game.Stations[i].Type == StationType.ChangeEnds) { JumpTrain(Train, i + 1); } } if (Interface.CurrentOptions.LoadingSway) { // passengers boarding for (int j = 0; j < Train.Cars.Length; j++) { double r = 2.0 * Game.Stations[i].PassengerRatio * TimeElapsed; if (r >= Program.RandomNumberGenerator.NextDouble()) { int d = (int)Math.Floor(Program.RandomNumberGenerator.NextDouble() * (double)Train.Cars[j].Doors.Length); if (Train.Cars[j].Doors[d].State == 1.0) { Train.Cars[j].Specs.CurrentRollShakeDirection += (double)Train.Cars[j].Doors[d].Direction; } } } } } else { Train.StationState = TrainStopState.Completed; if (Train == PlayerTrain & Game.Stations[i].Type == StationType.Normal) { Game.AddMessage(Translations.GetInterfaceString("message_station_depart"), MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.White, Game.SecondsSinceMidnight + 5.0, null); } } } } } else { if (Train.StationState != TrainStopState.Jumping) { Train.StationState = TrainStopState.Pending; } } // automatically close doors if (Train.Specs.DoorCloseMode != DoorMode.Manual & Train.Specs.DoorInterlockState != DoorInterlockStates.Locked & !Train.Specs.DoorClosureAttempted) { if (Train.Station == -1 | Train.StationState == TrainStopState.Completed) { if ((GetDoorsState(Train, true, true) & TrainDoorState.AllClosed) == 0) { CloseTrainDoors(Train, true, true); Train.Specs.DoorClosureAttempted = true; } } } }
/// <summary>Updates the brake system for a car within this train</summary> /// <remarks>This must remain a property of the train, for easy access to various base properties</remarks> /// <param name="CarIndex">The induvidual car</param> /// <param name="TimeElapsed">The frame time elapsed</param> /// <param name="DecelerationDueToBrake">The total brake deceleration this car provides</param> /// <param name="DecelerationDueToMotor">The total motor deceleration this car provides</param> private void UpdateBrakeSystem(int CarIndex, double TimeElapsed, out double DecelerationDueToBrake, out double DecelerationDueToMotor) { DecelerationDueToBrake = 0.0; // air compressor if (Cars[CarIndex].CarBrake.brakeType == BrakeType.Main) { if (Cars[CarIndex].CarBrake.airCompressor.Enabled) { if (Cars[CarIndex].CarBrake.mainReservoir.CurrentPressure > Cars[CarIndex].CarBrake.mainReservoir.MaximumPressure) { Cars[CarIndex].CarBrake.airCompressor.Enabled = false; Cars[CarIndex].Sounds.CpLoopStarted = false; Sounds.SoundBuffer buffer = Cars[CarIndex].Sounds.CpEnd.Buffer; if (buffer != null) { OpenBveApi.Math.Vector3 pos = Cars[CarIndex].Sounds.CpEnd.Position; Sounds.PlaySound(buffer, 1.0, 1.0, pos, this, CarIndex, false); } buffer = Cars[CarIndex].Sounds.CpLoop.Buffer; if (buffer != null) { Sounds.StopSound(Cars[CarIndex].Sounds.CpLoop.Source); } } else { Cars[CarIndex].CarBrake.mainReservoir.CurrentPressure += Cars[CarIndex].CarBrake.airCompressor.Rate * TimeElapsed; if (!Cars[CarIndex].Sounds.CpLoopStarted && Game.SecondsSinceMidnight > Cars[CarIndex].Sounds.CpStartTimeStarted + 5.0) { Cars[CarIndex].Sounds.CpLoopStarted = true; Sounds.SoundBuffer buffer = Cars[CarIndex].Sounds.CpLoop.Buffer; if (buffer != null) { OpenBveApi.Math.Vector3 pos = Cars[CarIndex].Sounds.CpLoop.Position; Cars[CarIndex].Sounds.CpLoop.Source = Sounds.PlaySound(buffer, 1.0, 1.0, pos, this, CarIndex, true); } } } } else { if (Cars[CarIndex].CarBrake.mainReservoir.CurrentPressure < Cars[CarIndex].CarBrake.mainReservoir.MinimumPressure) { Cars[CarIndex].CarBrake.airCompressor.Enabled = true; Cars[CarIndex].Sounds.CpStartTimeStarted = Game.SecondsSinceMidnight; Sounds.SoundBuffer buffer = Cars[CarIndex].Sounds.CpStart.Buffer; if (buffer != null) { OpenBveApi.Math.Vector3 pos = Cars[CarIndex].Sounds.CpStart.Position; Sounds.PlaySound(buffer, 1.0, 1.0, pos, this, CarIndex, false); } } } } if (CarIndex == DriverCar && Handles.HasLocoBrake) { switch (Handles.LocoBrakeType) { case LocoBrakeType.Independant: //With an independant Loco brake, we always want to use this handle Cars[CarIndex].CarBrake.Update(TimeElapsed, Cars[DriverCar].Specs.CurrentSpeed, Handles.LocoBrake, out DecelerationDueToBrake); break; case LocoBrakeType.Combined: if (Handles.LocoBrake is LocoBrakeHandle && Handles.Brake is NotchedHandle) { //Both handles are of the notched type if (Handles.Brake.MaximumNotch == Handles.LocoBrake.MaximumNotch) { //Identical number of notches, so return the handle with the higher setting if (Handles.LocoBrake.Actual >= Handles.Brake.Actual) { Cars[CarIndex].CarBrake.Update(TimeElapsed, Cars[DriverCar].Specs.CurrentSpeed, Handles.LocoBrake, out DecelerationDueToBrake); } else { Cars[CarIndex].CarBrake.Update(TimeElapsed, Cars[DriverCar].Specs.CurrentSpeed, Handles.Brake, out DecelerationDueToBrake); } } else if (Handles.Brake.MaximumNotch > Handles.LocoBrake.MaximumNotch) { double nc = ((double)Handles.LocoBrake.Actual / Handles.LocoBrake.MaximumNotch) * Handles.Brake.MaximumNotch; if (nc > Handles.Brake.Actual) { Cars[CarIndex].CarBrake.Update(TimeElapsed, Cars[DriverCar].Specs.CurrentSpeed, Handles.LocoBrake, out DecelerationDueToBrake); } else { Cars[CarIndex].CarBrake.Update(TimeElapsed, Cars[DriverCar].Specs.CurrentSpeed, Handles.Brake, out DecelerationDueToBrake); } } else { double nc = ((double)Handles.Brake.Actual / Handles.Brake.MaximumNotch) * Handles.LocoBrake.MaximumNotch; if (nc > Handles.LocoBrake.Actual) { Cars[CarIndex].CarBrake.Update(TimeElapsed, Cars[DriverCar].Specs.CurrentSpeed, Handles.Brake, out DecelerationDueToBrake); } else { Cars[CarIndex].CarBrake.Update(TimeElapsed, Cars[DriverCar].Specs.CurrentSpeed, Handles.LocoBrake, out DecelerationDueToBrake); } } } else if (Handles.LocoBrake is LocoAirBrakeHandle && Handles.Brake is AirBrakeHandle) { if (Handles.LocoBrake.Actual < Handles.Brake.Actual) { Cars[CarIndex].CarBrake.Update(TimeElapsed, Cars[DriverCar].Specs.CurrentSpeed, Handles.Brake, out DecelerationDueToBrake); } else { Cars[CarIndex].CarBrake.Update(TimeElapsed, Cars[DriverCar].Specs.CurrentSpeed, Handles.LocoBrake, out DecelerationDueToBrake); } } else { double p, tp; //Calculate the pressure differentials for the two handles if (Handles.LocoBrake is LocoAirBrakeHandle) { //Air brake handle p = Cars[CarIndex].CarBrake.brakeCylinder.CurrentPressure / Cars[CarIndex].CarBrake.brakeCylinder.ServiceMaximumPressure; tp = (Cars[CarIndex].CarBrake.brakeCylinder.ServiceMaximumPressure / Handles.Brake.MaximumNotch) * Handles.Brake.Actual; } else { //Notched handle p = Cars[CarIndex].CarBrake.brakeCylinder.CurrentPressure / Cars[CarIndex].CarBrake.brakeCylinder.ServiceMaximumPressure; tp = (Cars[CarIndex].CarBrake.brakeCylinder.ServiceMaximumPressure / Handles.LocoBrake.MaximumNotch) * Handles.LocoBrake.Actual; } if (p < tp) { Cars[CarIndex].CarBrake.Update(TimeElapsed, Cars[DriverCar].Specs.CurrentSpeed, Handles.Brake, out DecelerationDueToBrake); } else { Cars[CarIndex].CarBrake.Update(TimeElapsed, Cars[DriverCar].Specs.CurrentSpeed, Handles.LocoBrake, out DecelerationDueToBrake); } } break; case LocoBrakeType.Blocking: if (Handles.LocoBrake.Actual != 0) { Cars[CarIndex].CarBrake.Update(TimeElapsed, Cars[DriverCar].Specs.CurrentSpeed, Handles.LocoBrake, out DecelerationDueToBrake); } else { Cars[CarIndex].CarBrake.Update(TimeElapsed, Cars[DriverCar].Specs.CurrentSpeed, Handles.Brake, out DecelerationDueToBrake); } break; } } else { Cars[CarIndex].CarBrake.Update(TimeElapsed, Cars[DriverCar].Specs.CurrentSpeed, Handles.Brake, out DecelerationDueToBrake); } switch (Cars[CarIndex].CarBrake.airSound) { case AirSound.AirZero: { Sounds.SoundBuffer buffer = Cars[CarIndex].Sounds.AirZero.Buffer; if (buffer != null) { OpenBveApi.Math.Vector3 pos = Cars[CarIndex].Sounds.AirZero.Position; Sounds.PlaySound(buffer, 1.0, 1.0, pos, this, CarIndex, false); } break; } case AirSound.Air: { Sounds.SoundBuffer buffer = Cars[CarIndex].Sounds.Air.Buffer; if (buffer != null) { OpenBveApi.Math.Vector3 pos = Cars[CarIndex].Sounds.Air.Position; Sounds.PlaySound(buffer, 1.0, 1.0, pos, this, CarIndex, false); } break; } case AirSound.AirHigh: { Sounds.SoundBuffer buffer = Cars[CarIndex].Sounds.AirHigh.Buffer; if (buffer != null) { OpenBveApi.Math.Vector3 pos = Cars[CarIndex].Sounds.AirHigh.Position; Sounds.PlaySound(buffer, 1.0, 1.0, pos, this, CarIndex, false); } break; } } // deceleration provided by motor if (!(Cars[CarIndex].CarBrake is AutomaticAirBrake) && Math.Abs(Cars[CarIndex].Specs.CurrentSpeed) >= Cars[CarIndex].CarBrake.brakeControlSpeed & Handles.Reverser.Actual != 0 & !Handles.EmergencyBrake.Actual) { double f; if (Handles.LocoBrake.Actual != 0 && CarIndex == DriverCar) { f = (double)Handles.LocoBrake.Actual / (double)Handles.Brake.MaximumNotch; } else { f = (double)Handles.Brake.Actual / (double)Handles.Brake.MaximumNotch; } double a = Cars[CarIndex].Specs.MotorDeceleration; DecelerationDueToMotor = f * a; } else { DecelerationDueToMotor = 0.0; } // hold brake Cars[CarIndex].Specs.HoldBrake.Update(ref DecelerationDueToMotor, Handles.HoldBrake.Actual); { // rub sound Sounds.SoundBuffer buffer = Cars[CarIndex].Sounds.Rub.Buffer; if (buffer != null) { double spd = Math.Abs(Cars[CarIndex].Specs.CurrentSpeed); double pitch = 1.0 / (spd + 1.0) + 1.0; double gain = Cars[CarIndex].Derailed ? 0.0 : Cars[CarIndex].CarBrake.brakeCylinder.CurrentPressure / Cars[CarIndex].CarBrake.brakeCylinder.ServiceMaximumPressure; if (spd < 1.38888888888889) { double t = spd * spd; gain *= 1.5552 * t - 0.746496 * spd * t; } else if (spd > 12.5) { double t = spd - 12.5; const double fadefactor = 0.1; gain *= 1.0 / (fadefactor * t * t + 1.0); } if (Sounds.IsPlaying(Cars[CarIndex].Sounds.Rub.Source)) { if (pitch > 0.01 & gain > 0.001) { Cars[CarIndex].Sounds.Rub.Source.Pitch = pitch; Cars[CarIndex].Sounds.Rub.Source.Volume = gain; } else { Sounds.StopSound(Cars[CarIndex].Sounds.Rub.Source); } } else if (pitch > 0.02 & gain > 0.01) { OpenBveApi.Math.Vector3 pos = Cars[CarIndex].Sounds.Rub.Position; Cars[CarIndex].Sounds.Rub.Source = Sounds.PlaySound(buffer, pitch, gain, pos, this, CarIndex, true); } } } }