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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
3 z! {- c+ _. `& N, i- var pit = 1;//初始化音高(速度)
+ Z4 t5 K$ Y, s, @ - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
- e2 G" |* Q; J0 F - function create(ctx, state, train) {0 F( |, F. Q$ D+ B- I
- state.number = new Array();
: W. o8 ?0 M& G$ u4 L - state.soundsspeed = 0;//初始化速度
7 g- |5 E4 \0 |7 q$ d4 s% ? u - state.speedsub = 0;
3 B) V# q0 i- d - for(let i = 0; i < 100; i++){
" O; [; D' K" t - state.number[i]=0;//初始化数组
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- function render(ctx, state, train) {* B: f' _) o% a. f
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动6 Q( F- Y3 ~' M- n: L
- pit = 1 + train.speed() / 40;//更新音高(速度)
' _, U2 `/ z5 p - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 9 \8 [! p/ }' t+ g4 v, j. w0 O
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差' ^* ]% A+ f2 V* f$ c X
- ctx.setDebugInfo("speedsub=",state.speedsub). U& @! M1 _$ R% A3 [# ]; X; Y: C
- if(train.isOnRoute()&&gamerunning==1){//如果工作& ?, j& P+ P& N
- for (let i = 0; i < train.trainCars(); i++) {- J! D' c, F: E$ g1 b$ s1 r5 N: ^: Y
- ctx.setDebugInfo("soundsrun",1);//记录声音开启8 t% [2 W2 i: o9 ~' U
- if(state.speedsub<-1){//如果车辆减速1 g5 K/ o* V8 I9 J; J; K3 g" h
- ctx.setDebugInfo("shache",1);//记录刹车3 F+ a, O9 m ?# w) _, B. @
- 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1
: Q) U {) ]& ~; B - 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; _. F" k9 Z$ L6 X; L
- }else if(state.speedsub>1){//如果车辆加速( {: {" }! D" Y$ D$ s# k& k- c
- ctx.setDebugInfo("addspeed",1);//记录加速
: {6 P/ y) z. }8 R# ? - 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& n4 v4 A3 S) O |) c x& X
- }
" E8 D3 c. M& h$ w8 A1 C3 I) Z - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
; _. o/ H& F0 C& U7 o: C/ ^0 @ - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声- M, y6 S4 X5 n( h4 k8 Y
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启6 I6 E# M' h3 {3 W9 Q4 [
- 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
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- if(train.speed()*20*3.6>5){6 s* Q4 R4 g7 y) O* t
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声; K! w* ?5 _" K( w
- 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){4 A: \/ ^' m- t2 X1 p. j
- 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 T: p' ^/ O3 A7 N: V. U* {
- 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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- }
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' V0 z+ v1 ^, \" J - state.soundsspeed = train.speed();//更新速度
4 _; n7 U, D- U1 | - for(let i=0;i<4;i++){& R$ U: r1 e) e# Z) U0 K" g
- 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
5 U4 {7 o% ]1 @5 h/ ]- O - if(Timing.elapsed()>nu){//如果时间超过了播放时间, K O0 T! k8 f
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
B5 ~' I. `$ p( g* v7 O( O - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间
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1 b: `6 m* ]" \6 j6 W' N - function grnn(min, max) {//随机小数
! {$ @. v m" g' @' a, g - return Math.random()*(max-min)+min;; T- {& w! |) r1 l0 |/ 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
9 w7 a7 K3 J9 [3 i, K2 K# C0 h7 G - // 获取列车从车库开出的距离
& G4 e' I; n( t2 w - let railProgress = train.railProgress();
) ?- C3 a$ q$ f% k - // 获取当前轨道的索引
6 q3 s7 A; g: [9 ~/ o - let currentRailIndex = train.getRailIndex(railProgress, true);
! p! ?& j0 o; ` - // 检查当前轨道索引是否有效
}# }3 @3 v `( j; |: x - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {0 e) {+ x2 _6 e9 z' V) Q3 y* ^+ R
- // 获取当前路径数据对象& z( S O' n$ d3 q% s# v
- let currentPathData = train.path().get(currentRailIndex);
( E+ b! Y" m" r. {) G- d - // 获取当前轨道使用的自定义轨道名称# x" H/ P2 c$ r# h7 D5 Y9 a) b
- let trackModelKey = currentPathData.rail.getModelKey();8 D1 q4 ?7 ~; ]0 i) ~% q
- return trackModelKey;, L& |. m) y( `. \4 A
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- return null; // 或者是一个默认值
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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+ L0 l' I3 u: d. c) y
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