IsPlaying() статический приватный Метод

Checks whether the specified sound is playing or supposed to be playing.
static private IsPlaying ( SoundSource source ) : bool
source SoundSource The sound source, or a null reference.
Результат bool
Пример #1
0
 /// <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);
     }
 }
Пример #2
0
        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;
            }
        }
Пример #3
0
            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);
                    }
                }
            }
Пример #4
0
            /// <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;
                        }
                    }
                }
            }
Пример #5
0
            /// <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);
                        }
                    }
                }
            }