OpenBve.Sounds.LoadBuffer C# (CSharp) Method

LoadBuffer() static private method

Loads the specified sound buffer.
static private LoadBuffer ( SoundBuffer buffer ) : bool
buffer SoundBuffer The sound buffer.
return bool
		internal static bool LoadBuffer(SoundBuffer buffer) {
			if (buffer.Loaded) {
				return true;
			}
		    if (buffer.Ignore) {
		        return false;
		    }
		    OpenBveApi.Sounds.Sound sound;
		    if (buffer.Origin.GetSound(out sound)) {
		        if (sound.BitsPerSample == 8 | sound.BitsPerSample == 16) {
		            byte[] bytes = GetMonoMix(sound);
		            AL.GenBuffers(1, out buffer.OpenAlBufferName);
		            ALFormat format = sound.BitsPerSample == 8 ? ALFormat.Mono8 : ALFormat.Mono16;
		            AL.BufferData(buffer.OpenAlBufferName, format, bytes, bytes.Length, sound.SampleRate);
		            buffer.Duration = sound.Duration;
		            buffer.Loaded = true;
		            return true;
		        }
		    }
		    buffer.Ignore = true;
			return false;
		}
		

Usage Example

コード例 #1
0
ファイル: Loading.cs プロジェクト: City-busz/OpenBVE
        private static void LoadEverythingThreaded()
        {
            Program.AppendToLogFile("Loading route file: " + CurrentRouteFile);
            string RailwayFolder = GetRailwayFolder(CurrentRouteFile);
            string ObjectFolder  = OpenBveApi.Path.CombineDirectory(RailwayFolder, "Object");
            string SoundFolder   = OpenBveApi.Path.CombineDirectory(RailwayFolder, "Sound");

            // reset
            Game.Reset(true);
            Game.MinimalisticSimulation = true;
            // screen
            World.CameraTrackFollower = new TrackManager.TrackFollower {
                Train = null, CarIndex = -1
            };
            World.CameraMode = World.CameraViewMode.Interior;
            //First, check the format of the route file
            //RW routes were written for BVE1 / 2, and have a different command syntax
            bool IsRW = CsvRwRouteParser.isRWFile(CurrentRouteFile);

            Program.AppendToLogFile("Route file format is: " + (IsRW ? "RW" : "CSV"));
            CsvRwRouteParser.ParseRoute(CurrentRouteFile, IsRW, CurrentRouteEncoding, CurrentTrainFolder, ObjectFolder, SoundFolder, false);
            Thread createIllustrations = new Thread(Game.RouteInformation.LoadInformation)
            {
                IsBackground = true
            };

            createIllustrations.Start();
            System.Threading.Thread.Sleep(1); if (Cancel)
            {
                return;
            }
            Game.CalculateSeaLevelConstants();
            if (Game.BogusPretrainInstructions.Length != 0)
            {
                double t = Game.BogusPretrainInstructions[0].Time;
                double p = Game.BogusPretrainInstructions[0].TrackPosition;
                for (int i = 1; i < Game.BogusPretrainInstructions.Length; i++)
                {
                    if (Game.BogusPretrainInstructions[i].Time > t)
                    {
                        t = Game.BogusPretrainInstructions[i].Time;
                    }
                    else
                    {
                        t += 1.0;
                        Game.BogusPretrainInstructions[i].Time = t;
                    }
                    if (Game.BogusPretrainInstructions[i].TrackPosition > p)
                    {
                        p = Game.BogusPretrainInstructions[i].TrackPosition;
                    }
                    else
                    {
                        p += 1.0;
                        Game.BogusPretrainInstructions[i].TrackPosition = p;
                    }
                }
            }
            if (Game.Stations.Length == 1)
            {
                //Log the fact that only a single station is present, as this is probably not right
                Program.AppendToLogFile("The processed route file only contains a single station.");
            }
            Program.AppendToLogFile("Route file loaded successfully.");
            RouteProgress = 1.0;
            // initialize trains
            System.Threading.Thread.Sleep(1); if (Cancel)
            {
                return;
            }
            TrainManager.Trains = new TrainManager.Train[Game.PrecedingTrainTimeDeltas.Length + 1 + (Game.BogusPretrainInstructions.Length != 0 ? 1 : 0)];
            for (int k = 0; k < TrainManager.Trains.Length; k++)
            {
                TrainManager.Trains[k] = new TrainManager.Train {
                    TrainIndex = k
                };
                if (k == TrainManager.Trains.Length - 1 & Game.BogusPretrainInstructions.Length != 0)
                {
                    TrainManager.Trains[k].State = TrainManager.TrainState.Bogus;
                }
                else
                {
                    TrainManager.Trains[k].State = TrainManager.TrainState.Pending;
                }
            }
            TrainManager.PlayerTrain = TrainManager.Trains[Game.PrecedingTrainTimeDeltas.Length];
            // load trains
            double TrainProgressMaximum = 0.7 + 0.3 * (double)TrainManager.Trains.Length;

            for (int k = 0; k < TrainManager.Trains.Length; k++)
            {
                //Sleep for 10ms to allow route loading locks to release
                Thread.Sleep(20);
                if (TrainManager.Trains[k].State == TrainManager.TrainState.Bogus)
                {
                    // bogus train
                    string TrainData = OpenBveApi.Path.CombineFile(Program.FileSystem.GetDataFolder("Compatibility", "PreTrain"), "train.dat");
                    TrainDatParser.ParseTrainData(TrainData, System.Text.Encoding.UTF8, TrainManager.Trains[k]);
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    TrainManager.Trains[k].InitializeCarSounds();
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    TrainProgressCurrentWeight = 0.3 / TrainProgressMaximum;
                    TrainProgressCurrentSum   += TrainProgressCurrentWeight;
                }
                else
                {
                    // real train
                    Program.AppendToLogFile("Loading player train: " + CurrentTrainFolder);
                    TrainProgressCurrentWeight = 0.1 / TrainProgressMaximum;
                    string TrainData = OpenBveApi.Path.CombineFile(CurrentTrainFolder, "train.dat");
                    TrainDatParser.ParseTrainData(TrainData, CurrentTrainEncoding, TrainManager.Trains[k]);
                    TrainProgressCurrentSum += TrainProgressCurrentWeight;
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    TrainProgressCurrentWeight = 0.2 / TrainProgressMaximum;
                    SoundCfgParser.ParseSoundConfig(CurrentTrainFolder, CurrentTrainEncoding, TrainManager.Trains[k]);
                    TrainProgressCurrentSum += TrainProgressCurrentWeight;
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    // door open/close speed
                    for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++)
                    {
                        if (TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency <= 0.0)
                        {
                            if (TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer != null & TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer);
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer);
                                double a = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer.Duration;
                                double b = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = a + b > 0.0 ? 2.0 / (a + b) : 0.8;
                            }
                            else if (TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer);
                                double a = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = a > 0.0 ? 1.0 / a : 0.8;
                            }
                            else if (TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer);
                                double b = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = b > 0.0 ? 1.0 / b : 0.8;
                            }
                            else
                            {
                                TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = 0.8;
                            }
                        }
                        if (TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency <= 0.0)
                        {
                            if (TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer != null & TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer);
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer);
                                double a = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer.Duration;
                                double b = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = a + b > 0.0 ? 2.0 / (a + b) : 0.8;
                            }
                            else if (TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer);
                                double a = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = a > 0.0 ? 1.0 / a : 0.8;
                            }
                            else if (TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer);
                                double b = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = b > 0.0 ? 1.0 / b : 0.8;
                            }
                            else
                            {
                                TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = 0.8;
                            }
                        }
                        const double f = 0.015;
                        const double g = 2.75;
                        TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch       = Math.Exp(f * Math.Tan(g * (Program.RandomNumberGenerator.NextDouble() - 0.5)));
                        TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch      = Math.Exp(f * Math.Tan(g * (Program.RandomNumberGenerator.NextDouble() - 0.5)));
                        TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency  /= TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch;
                        TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency /= TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch;

                        /*
                         * Remove the following two lines, then the pitch at which doors play
                         * takes their randomized opening and closing times into account.
                         * */
                        TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch  = 1.0;
                        TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch = 1.0;
                    }
                }
                for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++)
                {
                    TrainManager.Trains[k].Cars[i].FrontAxle.Follower.Train = TrainManager.Trains[k];
                    TrainManager.Trains[k].Cars[i].RearAxle.Follower.Train  = TrainManager.Trains[k];
                    TrainManager.Trains[k].Cars[i].BeaconReceiver.Train     = TrainManager.Trains[k];
                }
                // add panel section
                if (k == TrainManager.PlayerTrain.TrainIndex)
                {
                    TrainManager.Trains[k].Cars[TrainManager.Trains[k].DriverCar].CarSections             = new TrainManager.CarSection[1];
                    TrainManager.Trains[k].Cars[TrainManager.Trains[k].DriverCar].CarSections[0].Elements = new ObjectManager.AnimatedObject[] { };
                    TrainManager.Trains[k].Cars[TrainManager.Trains[k].DriverCar].CarSections[0].Overlay  = true;
                    TrainProgressCurrentWeight = 0.7 / TrainProgressMaximum;
                    TrainManager.ParsePanelConfig(CurrentTrainFolder, CurrentTrainEncoding, TrainManager.Trains[k]);
                    TrainProgressCurrentSum += TrainProgressCurrentWeight;
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    Program.AppendToLogFile("Train panel loaded sucessfully.");
                }
                // add exterior section
                if (TrainManager.Trains[k].State != TrainManager.TrainState.Bogus)
                {
                    ObjectManager.UnifiedObject[] CarObjects;
                    ObjectManager.UnifiedObject[] BogieObjects;
                    ExtensionsCfgParser.ParseExtensionsConfig(CurrentTrainFolder, CurrentTrainEncoding, out CarObjects, out BogieObjects, TrainManager.Trains[k]);
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    //Stores the current array index of the bogie object to add
                    //Required as there are two bogies per car, and we're using a simple linear array....
                    int currentBogieObject = 0;
                    for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++)
                    {
                        if (CarObjects[i] == null)
                        {
                            // load default exterior object
                            string file = OpenBveApi.Path.CombineFile(Program.FileSystem.GetDataFolder("Compatibility"), "exterior.csv");
                            ObjectManager.StaticObject so = ObjectManager.LoadStaticObject(file, System.Text.Encoding.UTF8, ObjectManager.ObjectLoadMode.Normal, false, false, false);
                            if (so == null)
                            {
                                CarObjects[i] = null;
                            }
                            else
                            {
                                double sx = TrainManager.Trains[k].Cars[i].Width;
                                double sy = TrainManager.Trains[k].Cars[i].Height;
                                double sz = TrainManager.Trains[k].Cars[i].Length;
                                CsvB3dObjectParser.ApplyScale(so, sx, sy, sz);
                                CarObjects[i] = so;
                            }
                        }
                        if (CarObjects[i] != null)
                        {
                            // add object
                            int j = TrainManager.Trains[k].Cars[i].CarSections.Length;
                            Array.Resize <TrainManager.CarSection>(ref TrainManager.Trains[k].Cars[i].CarSections, j + 1);
                            if (CarObjects[i] is ObjectManager.StaticObject)
                            {
                                ObjectManager.StaticObject s = (ObjectManager.StaticObject)CarObjects[i];
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements                       = new ObjectManager.AnimatedObject[1];
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0]                    = new ObjectManager.AnimatedObject();
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].States             = new ObjectManager.AnimatedObjectState[1];
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].States[0].Position = new Vector3(0.0, 0.0, 0.0);
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].States[0].Object   = s;
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].CurrentState       = 0;
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].ObjectIndex        = ObjectManager.CreateDynamicObject();
                            }
                            else if (CarObjects[i] is ObjectManager.AnimatedObjectCollection)
                            {
                                ObjectManager.AnimatedObjectCollection a = (ObjectManager.AnimatedObjectCollection)CarObjects[i];
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements = new ObjectManager.AnimatedObject[a.Objects.Length];
                                for (int h = 0; h < a.Objects.Length; h++)
                                {
                                    TrainManager.Trains[k].Cars[i].CarSections[j].Elements[h]             = a.Objects[h];
                                    TrainManager.Trains[k].Cars[i].CarSections[j].Elements[h].ObjectIndex = ObjectManager.CreateDynamicObject();
                                }
                            }
                        }

                        //Load bogie objects
                        if (BogieObjects[currentBogieObject] != null)
                        {
                            int j = TrainManager.Trains[k].Cars[i].FrontBogie.CarSections.Length;
                            Array.Resize <TrainManager.CarSection>(ref TrainManager.Trains[k].Cars[i].FrontBogie.CarSections, j + 1);
                            if (BogieObjects[currentBogieObject] is ObjectManager.StaticObject)
                            {
                                ObjectManager.StaticObject s = (ObjectManager.StaticObject)BogieObjects[currentBogieObject];
                                TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements                       = new ObjectManager.AnimatedObject[1];
                                TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[0]                    = new ObjectManager.AnimatedObject();
                                TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[0].States             = new ObjectManager.AnimatedObjectState[1];
                                TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[0].States[0].Position = new Vector3(0.0, 0.0, 0.0);
                                TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[0].States[0].Object   = s;
                                TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[0].CurrentState       = 0;
                                TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[0].ObjectIndex        = ObjectManager.CreateDynamicObject();
                            }
                            else if (BogieObjects[currentBogieObject] is ObjectManager.AnimatedObjectCollection)
                            {
                                ObjectManager.AnimatedObjectCollection a = (ObjectManager.AnimatedObjectCollection)BogieObjects[currentBogieObject];
                                TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements = new ObjectManager.AnimatedObject[a.Objects.Length];
                                for (int h = 0; h < a.Objects.Length; h++)
                                {
                                    TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[h]             = a.Objects[h];
                                    TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[h].ObjectIndex = ObjectManager.CreateDynamicObject();
                                }
                            }
                        }
                        currentBogieObject++;
                        //Can't think of a better way to do this than two functions......
                        if (BogieObjects[currentBogieObject] != null)
                        {
                            int j = TrainManager.Trains[k].Cars[i].RearBogie.CarSections.Length;
                            Array.Resize <TrainManager.CarSection>(ref TrainManager.Trains[k].Cars[i].RearBogie.CarSections, j + 1);
                            if (BogieObjects[currentBogieObject] is ObjectManager.StaticObject)
                            {
                                ObjectManager.StaticObject s = (ObjectManager.StaticObject)BogieObjects[currentBogieObject];
                                TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements                       = new ObjectManager.AnimatedObject[1];
                                TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[0]                    = new ObjectManager.AnimatedObject();
                                TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[0].States             = new ObjectManager.AnimatedObjectState[1];
                                TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[0].States[0].Position = new Vector3(0.0, 0.0, 0.0);
                                TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[0].States[0].Object   = s;
                                TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[0].CurrentState       = 0;
                                TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[0].ObjectIndex        = ObjectManager.CreateDynamicObject();
                            }
                            else if (BogieObjects[currentBogieObject] is ObjectManager.AnimatedObjectCollection)
                            {
                                ObjectManager.AnimatedObjectCollection a = (ObjectManager.AnimatedObjectCollection)BogieObjects[currentBogieObject];
                                TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements = new ObjectManager.AnimatedObject[a.Objects.Length];
                                for (int h = 0; h < a.Objects.Length; h++)
                                {
                                    TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[h]             = a.Objects[h];
                                    TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[h].ObjectIndex = ObjectManager.CreateDynamicObject();
                                }
                            }
                        }
                        currentBogieObject++;
                    }
                }
                // place cars
                {
                    double z = 0.0;
                    for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++)
                    {
                        //Front axle track position
                        TrainManager.Trains[k].Cars[i].FrontAxle.Follower.TrackPosition = z - 0.5 * TrainManager.Trains[k].Cars[i].Length + TrainManager.Trains[k].Cars[i].FrontAxle.Position;
                        //Bogie for front axle
                        TrainManager.Trains[k].Cars[i].FrontBogie.FrontAxle.Follower.TrackPosition = TrainManager.Trains[k].Cars[i].FrontAxle.Follower.TrackPosition - 0.5 * TrainManager.Trains[k].Cars[i].FrontBogie.Length + TrainManager.Trains[k].Cars[i].FrontBogie.FrontAxle.Position;
                        TrainManager.Trains[k].Cars[i].FrontBogie.RearAxle.Follower.TrackPosition  = TrainManager.Trains[k].Cars[i].FrontAxle.Follower.TrackPosition - 0.5 * TrainManager.Trains[k].Cars[i].FrontBogie.Length + TrainManager.Trains[k].Cars[i].FrontBogie.RearAxle.Position;
                        //Rear axle track position
                        TrainManager.Trains[k].Cars[i].RearAxle.Follower.TrackPosition = z - 0.5 * TrainManager.Trains[k].Cars[i].Length + TrainManager.Trains[k].Cars[i].RearAxle.Position;
                        //Bogie for rear axle
                        TrainManager.Trains[k].Cars[i].RearBogie.FrontAxle.Follower.TrackPosition = TrainManager.Trains[k].Cars[i].RearAxle.Follower.TrackPosition - 0.5 * TrainManager.Trains[k].Cars[i].RearBogie.Length + TrainManager.Trains[k].Cars[i].RearBogie.FrontAxle.Position;
                        TrainManager.Trains[k].Cars[i].RearBogie.RearAxle.Follower.TrackPosition  = TrainManager.Trains[k].Cars[i].RearAxle.Follower.TrackPosition - 0.5 * TrainManager.Trains[k].Cars[i].RearBogie.Length + TrainManager.Trains[k].Cars[i].RearBogie.RearAxle.Position;
                        //Beacon reciever (AWS, ATC etc.)
                        TrainManager.Trains[k].Cars[i].BeaconReceiver.TrackPosition = z - 0.5 * TrainManager.Trains[k].Cars[i].Length + TrainManager.Trains[k].Cars[i].BeaconReceiverPosition;
                        z -= TrainManager.Trains[k].Cars[i].Length;
                        if (i < TrainManager.Trains[k].Cars.Length - 1)
                        {
                            z -= 0.5 * (TrainManager.Trains[k].Couplers[i].MinimumDistanceBetweenCars + TrainManager.Trains[k].Couplers[i].MaximumDistanceBetweenCars);
                        }
                    }
                }
                // configure ai / timetable
                if (TrainManager.Trains[k] == TrainManager.PlayerTrain)
                {
                    TrainManager.Trains[k].TimetableDelta = 0.0;
                }
                else if (TrainManager.Trains[k].State != TrainManager.TrainState.Bogus)
                {
                    TrainManager.Trains[k].AI                  = new Game.SimpleHumanDriverAI(TrainManager.Trains[k]);
                    TrainManager.Trains[k].TimetableDelta      = Game.PrecedingTrainTimeDeltas[k];
                    TrainManager.Trains[k].Specs.DoorOpenMode  = TrainManager.DoorMode.Manual;
                    TrainManager.Trains[k].Specs.DoorCloseMode = TrainManager.DoorMode.Manual;
                }
            }
            TrainProgress = 1.0;
            // finished created objects
            System.Threading.Thread.Sleep(1); if (Cancel)
            {
                return;
            }
            ObjectManager.FinishCreatingObjects();
            // update sections
            if (Game.Sections.Length > 0)
            {
                Game.UpdateSection(Game.Sections.Length - 1);
            }
            // load plugin
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                if (TrainManager.Trains[i].State != TrainManager.TrainState.Bogus)
                {
                    if (TrainManager.Trains[i] == TrainManager.PlayerTrain)
                    {
                        if (!PluginManager.LoadCustomPlugin(TrainManager.Trains[i], CurrentTrainFolder, CurrentTrainEncoding))
                        {
                            PluginManager.LoadDefaultPlugin(TrainManager.Trains[i], CurrentTrainFolder);
                        }
                    }
                    else
                    {
                        PluginManager.LoadDefaultPlugin(TrainManager.Trains[i], CurrentTrainFolder);
                    }
                }
            }
        }
All Usage Examples Of OpenBve.Sounds::LoadBuffer