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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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$ B# [# Y! h1 |7 C" c8 ~0 w最近在研究JS 做了一个简单的逻辑来播放声音
6 `/ ~* I( \; R q/ s- I- var pit = 1;//初始化音高(速度)
. S/ i# N& w$ |# B# b - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"] q4 C$ C. F* `
- function create(ctx, state, train) {
7 l. X5 ?# W+ j! k - state.number = new Array();* j. |; _1 r. a( F
- state.soundsspeed = 0;//初始化速度$ Z! M, u$ M' m; [) ^+ c- L
- state.speedsub = 0;# F+ h. I( K4 x, {- N
- for(let i = 0; i < 100; i++){
( e: |$ b5 s$ i' w - state.number[i]=0;//初始化数组6 R8 G# ?7 o/ p* c6 f
- }
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* n4 W9 W9 P" I3 S) p- function render(ctx, state, train) {
, z; H# K( C" n O8 I3 \( R - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动. V# x4 w& F( a( S. O- L& y- x
- pit = 1 + train.speed() / 40;//更新音高(速度)9 M3 D' y" g5 A2 w' ^* \) }. g7 t
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 * h* z0 S1 w& d; w! x5 W+ _
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
s2 T4 I0 T& a0 I" U( p0 j - ctx.setDebugInfo("speedsub=",state.speedsub). p `$ ]# Z* ]6 f) e% q
- if(train.isOnRoute()&&gamerunning==1){//如果工作9 }# G9 N, _% p* W( J& V
- for (let i = 0; i < train.trainCars(); i++) {
3 [' I `' M* O& W6 E8 _- o( ^ L - ctx.setDebugInfo("soundsrun",1);//记录声音开启3 r0 A5 I8 p# G3 z% O) V; Y
- if(state.speedsub<-1){//如果车辆减速- H! n0 [$ p. j. H) z- r
- ctx.setDebugInfo("shache",1);//记录刹车
, _- m7 e. x- h3 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1
" ?4 p+ L% n( m' O* m - 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
$ u% Y8 m# T: { - }else if(state.speedsub>1){//如果车辆加速" I* Y6 X, m. V. ~' e. Z/ {
- ctx.setDebugInfo("addspeed",1);//记录加速
2 p, I; Q" I) x# v2 x - 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 F/ F8 `2 [% ?, k1 r/ H- z, t! }, w
- }
& u& y, {1 M! C# H! a5 a - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声; s+ R+ k% L4 H9 r& J
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声% G+ \2 @: W' |+ }2 Q! p% W
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启4 a! R- }5 c( |* C5 k' V, ^
- 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; l* \9 f9 @0 |
- }
$ p$ `( ]; u& K" q8 ]* x; r6 K - if(train.speed()*20*3.6>5){: g2 X. _; k9 W3 ]; u; E
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
, h' J9 K6 N+ `6 A9 O$ a, b - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声! j2 t9 a% J$ @' S3 ~
- }
8 \7 n2 ?* Y, N* u' F - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){8 s( H/ D3 g {: ?/ u. |
- 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
. G" x0 q) k& L( K - 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/ y6 L% t! o4 Y4 i2 k. i
- }
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J) f7 @9 `7 z3 Y - state.soundsspeed = train.speed();//更新速度
% _. J9 I, P' x - for(let i=0;i<4;i++){' l* Q3 y) l, k1 ?* E8 D
- 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% s! z! `# k3 e* E/ u
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
9 T/ N+ t, S/ }, Q! V9 m - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
; {$ s( z8 F4 c. Z: b: p - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间1 R$ ^% E- g" \1 s
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- function grnn(min, max) {//随机小数" Y6 i0 F: F. d
- return Math.random()*(max-min)+min;, z3 ^3 ?( T4 Z5 d8 b
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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
. e6 k% Q3 S+ k - // 获取列车从车库开出的距离8 {& T/ T! X/ T
- let railProgress = train.railProgress();
# X% `- i5 n4 \, u. L2 S - // 获取当前轨道的索引
+ A5 [( ^" E' D8 K3 y - let currentRailIndex = train.getRailIndex(railProgress, true);. b, f% }( N4 @5 k/ Y( P2 p: W
- // 检查当前轨道索引是否有效, q( ~9 j# K) F, b
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
# V3 g3 `/ o: E" B0 L - // 获取当前路径数据对象
8 k f7 R, _ Q, o/ Q2 ~. M; v - let currentPathData = train.path().get(currentRailIndex);
8 n* Q; N- ?0 n. Z4 ]+ _# a - // 获取当前轨道使用的自定义轨道名称+ s' I. k m; @2 D& O
- let trackModelKey = currentPathData.rail.getModelKey();
9 R& `' [) f x3 M+ y, f/ S - return trackModelKey;/ e w3 k+ m& o z: }- f& o1 F
- }
! o4 S4 }: m# y8 Z: V - return null; // 或者是一个默认值: v4 S0 l- x. T' U9 X x/ S
- }
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1 ^3 f6 y5 H7 }2 j9 C+ P9 C
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