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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音+ w( i, Q, _5 R5 L/ ^
- var pit = 1;//初始化音高(速度), d# C* T- L6 ~4 m! S! S/ u1 p
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]/ C8 N+ |9 U0 m7 I1 v! L$ z% x
- function create(ctx, state, train) {
1 Y; ?5 D- [# e" x O2 c - state.number = new Array();/ v( E2 I4 e) R( y/ L6 T* }% @
- state.soundsspeed = 0;//初始化速度
; n7 W! R4 E; S9 L - state.speedsub = 0;
1 }5 v# h0 y! ]' S! `8 b - for(let i = 0; i < 100; i++){
3 U& P1 R' o. i9 }; E1 H+ Z - state.number[i]=0;//初始化数组5 x5 E, R, P) p% g, @( }
- }
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- function render(ctx, state, train) {
; q# U: Y& a) w( C - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
, a. p4 B2 L9 |# k - pit = 1 + train.speed() / 40;//更新音高(速度); v( t8 A2 C# l% z+ i9 m h
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 0 a% u* k0 [! E+ _" I# z# b; e
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
1 j" Q, P8 D8 v6 ` - ctx.setDebugInfo("speedsub=",state.speedsub)
0 V! B# q' M" X- Q; ?8 w1 s - if(train.isOnRoute()&&gamerunning==1){//如果工作
% I, |/ u0 A- V$ O2 ? - for (let i = 0; i < train.trainCars(); i++) { V: |8 T4 |/ |, _8 l1 i- U2 E
- ctx.setDebugInfo("soundsrun",1);//记录声音开启* P4 e# ^4 X6 x2 X1 O: [# u! Y
- if(state.speedsub<-1){//如果车辆减速3 f! X ]4 r: J
- ctx.setDebugInfo("shache",1);//记录刹车
) m1 P* f$ l' H- K! Z9 t - 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10 E* g- [: L8 @8 C. v5 S) b2 S
- 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
1 L7 q# W" E/ S - }else if(state.speedsub>1){//如果车辆加速# @$ u; d8 m' K3 ~
- ctx.setDebugInfo("addspeed",1);//记录加速; i6 R8 Z# X6 Z
- 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
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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' b1 x! r8 t: u. P! ]
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声) y% g s& |) u( L! z
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
7 Q4 F/ m, P9 V/ @/ u: J - 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
8 G- \! |: Y% z* z+ q - }
5 E8 |1 q3 G% Q - if(train.speed()*20*3.6>5){
2 C/ u' l% D# t3 u: l3 ^ - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声8 H0 |" v1 Q4 P1 G" K s; h, m; A/ ^
- 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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2 c$ ~( O3 O' x" K1 v - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
+ h3 ?4 r- c$ R1 b$ `1 W2 |9 Y - 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8 ^" ?2 u; d6 P: W& J
- 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7 v0 r) z$ I% Z6 S& _' | O' `
- for(let i=0;i<4;i++){4 s! K E( Q% B
- ctx.setDebugInfo(i+"=",state.number[i]);" K* _' S" k5 h( N: ~3 h9 M
- }
8 A( ^8 U7 L- j6 {& B! s) e - }
/ n+ E* L3 E; e - 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$ H+ M- V1 C* g4 w0 b
- if(Timing.elapsed()>nu){//如果时间超过了播放时间* g" X# v) @7 k/ } y, q# A
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放8 H. X) s$ D% B0 P
- nu = Timing.elapsed()+long; //更新播放时间3 p6 Z3 h% m5 ~3 o$ P
- }
/ x- p( J3 _8 H i, `4 w - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数
' e* K2 I' K2 r* h - return Math.random()*(max-min)+min;
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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
" y( ^9 p3 ?1 n$ O$ c - // 获取列车从车库开出的距离
H4 l) B/ v6 M9 X - let railProgress = train.railProgress();! G, L7 v7 ?0 a+ [' @* `: p
- // 获取当前轨道的索引8 y' @; u) s/ N
- let currentRailIndex = train.getRailIndex(railProgress, true);
; H( ?- v3 ]5 R( Z - // 检查当前轨道索引是否有效/ z$ z- \: z' B0 q$ u+ r
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {7 k% B, {* a1 B x9 S3 f
- // 获取当前路径数据对象/ x! l% g1 w5 ?+ q
- let currentPathData = train.path().get(currentRailIndex);7 N+ ~# ~' L I" d# c( p3 c Q& ]
- // 获取当前轨道使用的自定义轨道名称2 l6 Y) I- B6 ^$ T1 N) Q5 O3 p
- let trackModelKey = currentPathData.rail.getModelKey();1 k8 I, L: _8 C$ L+ Z( M8 W
- return trackModelKey;
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- return null; // 或者是一个默认值; f- O) X9 d# N* f6 a/ 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
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