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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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0 @. H2 d1 x2 H最近在研究JS 做了一个简单的逻辑来播放声音
1 D: j, y5 Y# z+ M7 ?) f/ u7 N$ ~) F- var pit = 1;//初始化音高(速度)
6 Y& E% V/ l8 H% y0 B - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
e( Y. P, G! S# {) k8 Z% u6 F- a - function create(ctx, state, train) {/ C3 k. i9 X1 [ z" E( T# k
- state.number = new Array();
5 _ @0 L6 C: } s8 l/ ~. N% w' N4 Q - state.soundsspeed = 0;//初始化速度
5 C9 @2 B" Y. c+ Y9 G7 I - state.speedsub = 0;2 V$ g, ~; E' c9 J
- for(let i = 0; i < 100; i++){* q0 z" [( g: b3 i2 }, L
- state.number[i]=0;//初始化数组& e$ B3 o% `1 V; e2 x7 F, B" Y! B
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- function render(ctx, state, train) {- {) O" ~+ P. Z* j9 Y# J5 [
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
2 w+ M) b: C5 A - pit = 1 + train.speed() / 40;//更新音高(速度)
1 I3 E' Y/ t( ~' M& Q2 m - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 & x$ K0 _8 A _( W% r
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差# r# w6 y3 J6 k
- ctx.setDebugInfo("speedsub=",state.speedsub). E5 J- P2 Z2 B: M8 x! u
- if(train.isOnRoute()&&gamerunning==1){//如果工作
; `5 F$ }6 f3 Z" D5 R/ M - for (let i = 0; i < train.trainCars(); i++) {5 B- ~9 ^* a3 l8 c
- ctx.setDebugInfo("soundsrun",1);//记录声音开启; V# j5 P0 C: \2 Q9 A9 z" t
- if(state.speedsub<-1){//如果车辆减速& k# ]0 x* T- j
- ctx.setDebugInfo("shache",1);//记录刹车* c& h) P0 r' U9 `
- 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
! p+ k. {' Y% r - 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27 ^5 o* X; Z5 y! y7 O/ s
- }else if(state.speedsub>1){//如果车辆加速! l3 q* @0 M9 h8 h) B# ~
- ctx.setDebugInfo("addspeed",1);//记录加速/ D. a" l+ I# C3 o
- 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
5 W' y- s& j3 Y - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
, j7 m' w$ g3 p9 U* q- W; Q, `1 Y - ctx.setDebugInfo("horn",1);//记录鸣笛声开启8 D4 b, G( ^8 s" O6 A
- 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){
. D; ]; w5 {. |4 n- C9 D - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
0 X) k5 }5 X/ D- N [( z: C - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声- b: `+ G$ \. m6 K0 G
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
: g8 P0 p: k& P! F - 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
2 }" v& N( S1 T* E; L - 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3 J1 e( V r7 n; i7 Y: ]2 D6 _ @' X
- }
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- state.soundsspeed = train.speed();//更新速度3 C' M1 b- q0 K: R" k
- for(let i=0;i<4;i++){( o2 n! W6 n8 ~$ e1 _
- ctx.setDebugInfo(i+"=",state.number[i]);& v/ O, f. ^' y6 \$ A( ]
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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
# A8 j, x$ ]0 Z+ K. t" [, i3 v - if(Timing.elapsed()>nu){//如果时间超过了播放时间1 y' e: e- z1 j$ ]) L5 m) W0 i* ~( ]
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
3 `0 g1 u4 Y4 ? ^. { - nu = Timing.elapsed()+long; //更新播放时间0 R6 r! ?! B4 B& m6 j
- }
$ p: M7 W9 `! d9 s1 m) L( a - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数' Z F# b) s) k/ _- B9 E
- return Math.random()*(max-min)+min;% I! s% [9 c& R; q( L1 g) h( r5 H: ~! {
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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( U+ ~9 l, B8 B
- // 获取列车从车库开出的距离
4 Y9 l2 a4 j& \- r8 n - let railProgress = train.railProgress();
3 S o+ S: A! m- e% z - // 获取当前轨道的索引% l) f |( q+ G* M3 b* W# D, J/ F
- let currentRailIndex = train.getRailIndex(railProgress, true);
9 W, g1 ~$ J& E9 c- r9 V - // 检查当前轨道索引是否有效
/ g. i3 }; a: @ N& p8 V - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {- U: `( @( e: P8 @
- // 获取当前路径数据对象1 O4 e2 H0 t. f1 G) p. g9 S
- let currentPathData = train.path().get(currentRailIndex);' n9 |8 M9 C8 \; `7 `5 I) ~: `* H
- // 获取当前轨道使用的自定义轨道名称
* z+ W, M: H' m) A7 s" S4 [ - let trackModelKey = currentPathData.rail.getModelKey();& ^7 R7 _7 |. S
- return trackModelKey;
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- return null; // 或者是一个默认值4 e! j, h2 {% 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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