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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 1 f- A* [/ N& f7 m% a" c- F/ `5 c
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' I3 {" s1 G k0 q0 k# w$ q最近在研究JS 做了一个简单的逻辑来播放声音: e P- l/ W$ T$ Z7 n+ g2 [2 V/ E
- var pit = 1;//初始化音高(速度)6 D6 @5 e) B& g0 v5 ~. E9 D) `+ `
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
6 m) M! J! x9 U/ `" B2 g" D - function create(ctx, state, train) {
: A N# K+ s% Q \4 U$ M - state.number = new Array();
3 G, u- H/ q: T- I* x: s - state.soundsspeed = 0;//初始化速度
" k" i) ^( a3 |! `0 V8 p; ^3 x - state.speedsub = 0;
% a! E; {/ {8 y1 x$ _5 Y2 n/ A - for(let i = 0; i < 100; i++){
1 b7 A+ P0 F/ A# h) a1 R) K/ N - state.number[i]=0;//初始化数组
: P6 `' m' s( a# x) Y - }/ J( B* v2 _, I0 r- a3 x
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- function render(ctx, state, train) {
b, B( f! K; O+ Y - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
7 ~0 s9 X( b+ n& q0 Z( D - pit = 1 + train.speed() / 40;//更新音高(速度)
$ E0 m* A) `# e& T - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
: K0 O! K) [ U5 a - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
* f S/ z, i$ G/ v - ctx.setDebugInfo("speedsub=",state.speedsub)9 Z) c' h! w3 a# W& c
- if(train.isOnRoute()&&gamerunning==1){//如果工作
m2 a; f9 D2 z0 ^3 h* \" S - for (let i = 0; i < train.trainCars(); i++) {( W6 E# @6 L4 S; n* m
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
9 i. {; p- T! F$ M/ \ - if(state.speedsub<-1){//如果车辆减速
% e' M$ d: u1 ~# `! A% z - ctx.setDebugInfo("shache",1);//记录刹车
+ S+ g. L$ l1 a. ^3 b2 u. ~ - state.number[0]=sound(ctx,"mtr:df5g_shache",i,soundspos.braking1,pit,state.number[0],16,0.03+train.speed()*20*3.6/800);//更新返回时间 播放刹车声在转向架17 k. {+ { k: O3 d
- state.number[0]=sound(ctx,"mtr:df5g_shache",i,soundspos.braking2,pit,state.number[0],16,0.03+train.speed()*20*3.6/800);//更新返回时间 播放刹车声在转向架2
" V6 c% h4 H, r2 g - }else if(state.speedsub>1){//如果车辆加速$ q# G8 a6 W. w9 S
- ctx.setDebugInfo("addspeed",1);//记录加速) Y0 U8 Y+ Z* T8 i9 U9 J$ g( }
- state.number[2]=sound(ctx,"mtr:df5g_engine",i,soundspos.engine,pit,state.number[2],20,grnn(0.8,1));//播放加速声/ y9 o/ ^) `7 S6 r- }, M4 r" ~
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- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声0 T& S2 h+ P% X9 Z
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
% G' n( {( m+ D) w; j9 i+ a* a9 M+ O - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
" D$ Y8 p" B1 L1 J) @& y - state.number[3]=sound(ctx,"mtr:df5g_horn",i,soundspos.horn,1,state.number[3],32,5);//播放鸣笛声,单位是秒,推荐是5秒左右,可以根据需要调整 我这里是因为音频不合适循环播放,实际音频在1s左右
& E6 r0 v3 l& ^8 x, s - }
% H; s+ J0 x3 l8 d$ n$ i - if(train.speed()*20*3.6>5){; k3 Q% W- H' a% R6 O
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声5 o# q' {7 e# b5 j4 h
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){& w6 ~2 A# T. f. K- D
- state.number[5]=sound(ctx,wheelsounds[Math.floor(grnn(0,3))],i,soundspos.braking2,0.8,state.number[5],32,0.05);//播放撞轨声
; d5 Y5 Y4 _# ^4 ~ - state.number[5]=sound(ctx,wheelsounds[Math.floor(grnn(0,3))],i,soundspos.braking1,0.8,state.number[5],32,0.05);//播放撞轨声
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- state.soundsspeed = train.speed();//更新速度
I% N' i& ]* c- [* W - for(let i=0;i<4;i++){
$ _; k9 {, b( j6 s - ctx.setDebugInfo(i+"=",state.number[i]);
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- function sound(ctx,name2,i,vect,pit,nu,ll,long){//播放声音pit是音高(速度) nu是一个数组,用来记录播放时间,ll是音频响度,long是循环播放时间% \) p% D0 [* u/ c8 I9 z6 Q$ h3 b8 D
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
& F' o I. v+ @$ a, M( z - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放2 S6 ~" H x( w; T# V0 B9 `; J7 X
- nu = Timing.elapsed()+long; //更新播放时间
4 Y, d3 }8 a7 W f8 q4 L - }
/ g5 R; d0 l! F/ k" k - return nu;//返回新的播放时间) m# C2 W+ F6 P9 e( j
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- function grnn(min, max) {//随机小数
. W4 R) ^" O' k& u5 o - return Math.random()*(max-min)+min;7 d8 L" ~! S2 g4 p' l6 |( Y
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- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的" z" s8 S7 [+ F- u7 [
- // 获取列车从车库开出的距离
, _3 C9 X: i) M5 _! `1 y - let railProgress = train.railProgress();8 Z+ [2 B. N* b5 n; E5 P/ u% @
- // 获取当前轨道的索引
+ }. @( ^# F A$ R2 c! y+ z - let currentRailIndex = train.getRailIndex(railProgress, true);
6 ^6 a) U7 g) B' X9 w5 l6 B - // 检查当前轨道索引是否有效
& P1 w8 V1 W& { - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {: v# j4 r- A4 W4 C6 i3 `
- // 获取当前路径数据对象
5 a, {9 g6 c; A - let currentPathData = train.path().get(currentRailIndex);
1 i& X/ z1 b( v4 y6 a% _+ K - // 获取当前轨道使用的自定义轨道名称5 l* z* b' I0 |- d" q) U8 t! L
- let trackModelKey = currentPathData.rail.getModelKey();$ k9 K/ f4 m L! K
- return trackModelKey;
: e6 [* W! Z$ T/ Y- _5 Z4 @ - }
3 d8 T6 {! z! m% ~# Q0 t - return null; // 或者是一个默认值
) ^$ a# D% F5 Z8 J( i - }
复制代码 相比bve 用这种方式可以搞更多的逻辑,随机叠加音频,实测效果非常不错" U0 P o5 X j
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