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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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" M! `/ t5 | e, m$ E最近在研究JS 做了一个简单的逻辑来播放声音0 O. Z! z8 D' _+ K& R
- var pit = 1;//初始化音高(速度)
6 e& x- _! t% v* c - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
K) e. L: g ]! I5 j- x - function create(ctx, state, train) {
+ d/ b9 i: B" `0 P) }7 P! C - state.number = new Array();
& y; P T g' n, y' W, W, c, t6 K - state.soundsspeed = 0;//初始化速度
8 a5 L9 i9 D7 [* _- \) ^6 J) | - state.speedsub = 0;$ H; J" a$ i; Z' G2 [: A, o8 B3 t
- for(let i = 0; i < 100; i++){
+ }# C. S5 q2 M& ]% z- x4 `; Y - state.number[i]=0;//初始化数组% `. s% t1 F' l, I$ y6 _% i
- }
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- function render(ctx, state, train) {7 P' D3 A% N. X
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
6 j2 x& `7 b% p3 P - pit = 1 + train.speed() / 40;//更新音高(速度)
, \2 [6 N: Y- { G E0 U - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 o+ @# m' \0 ^ N- Q) z
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
7 ~0 M1 K4 r2 q4 @/ {4 } - ctx.setDebugInfo("speedsub=",state.speedsub)6 |" n" m* k: }; h F+ n! e( L
- if(train.isOnRoute()&&gamerunning==1){//如果工作, `9 Q0 P) H9 S
- for (let i = 0; i < train.trainCars(); i++) {7 [/ ]: J) |' a7 q) f) w
- ctx.setDebugInfo("soundsrun",1);//记录声音开启3 Q; P+ U% h$ W; ^/ Z
- if(state.speedsub<-1){//如果车辆减速
+ q+ P# V, s! `1 e/ j' ^7 X% ^ - ctx.setDebugInfo("shache",1);//记录刹车( S9 i* _, w1 d( _8 U+ z9 n( L
- 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15 h$ u9 ]9 y- c k2 ]
- 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* N% j4 Z6 m4 v2 x6 p
- }else if(state.speedsub>1){//如果车辆加速
$ W/ ]4 T& N0 i - ctx.setDebugInfo("addspeed",1);//记录加速
) z# }# ]# x# l0 e& ? - 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3 O+ M& \, e( S r; T9 j
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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
( P) ^1 ^4 r" X# F4 n. M - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声* M* O# s( X! o8 \9 C- F
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
3 Y% w) G4 O! s0 f - 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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2 i3 _+ R9 q% t+ B o& |2 |3 R - if(train.speed()*20*3.6>5){' B1 ^! o" `3 V
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
4 X$ G3 Q7 V1 f( V - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声: }/ c" k8 H L3 @) H% I$ e
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){. r4 G# H) M; M% {- X
- 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
3 o4 q7 s7 F s2 ~+ [8 Q6 C - 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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- state.soundsspeed = train.speed();//更新速度
) N% g5 c( Y; T F$ H - for(let i=0;i<4;i++){
9 b" t0 g* v, w' q5 p - ctx.setDebugInfo(i+"=",state.number[i]);. {- m+ E! H( @. b% b
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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' ^( W2 I: J5 u- z% g2 e
- if(Timing.elapsed()>nu){//如果时间超过了播放时间- _8 ` R' Z8 j. V6 y
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
- D4 k7 [+ L& X; [" n8 a - nu = Timing.elapsed()+long; //更新播放时间
9 y( ^& U2 H; `4 s4 V. I, N - }
- X% ~1 U, @' V. T: h+ F2 a" Q - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数
( f; ~$ ]% U5 r4 E9 ~ - return Math.random()*(max-min)+min;
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* T; ?- L; J; |0 z - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
3 Y" T! P5 @7 c3 R% b - // 获取列车从车库开出的距离1 W) C" o) _% _7 r6 @
- let railProgress = train.railProgress();
% _# o' d* F4 }; g4 h# c) a- x& W - // 获取当前轨道的索引
, D; R) C( ]) I- ~ - let currentRailIndex = train.getRailIndex(railProgress, true);4 b0 V9 H' [, e" Z; \1 {! s! |
- // 检查当前轨道索引是否有效
, T% p/ s u. V - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
6 R/ n) C" w. N, D - // 获取当前路径数据对象, U+ V/ Y1 S7 H1 h1 [
- let currentPathData = train.path().get(currentRailIndex);! s3 K U: v/ `% K4 e
- // 获取当前轨道使用的自定义轨道名称
8 e& o" k; K0 t0 Y" l - let trackModelKey = currentPathData.rail.getModelKey();( Z/ t! B/ g8 b
- return trackModelKey;
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- return null; // 或者是一个默认值
5 i: y( b3 O% T" m5 h* d - }
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: d3 Q# L4 \2 i/ c! ~
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