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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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1 i4 z! `4 R( a7 d% X+ M2 N最近在研究JS 做了一个简单的逻辑来播放声音1 N! E. e7 F4 Y5 ^, N4 S: A
- var pit = 1;//初始化音高(速度)6 ]; J! t2 s5 m4 R+ Y% _2 A% `/ v
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]4 m4 ?) E! G# Y6 j P* r$ s
- function create(ctx, state, train) {/ d, z; N# d+ M0 {% E% g7 _
- state.number = new Array();; A+ { C& M( ^* V
- state.soundsspeed = 0;//初始化速度
: W$ s7 F3 |% L1 [ - state.speedsub = 0;; `2 q, j" d% Y1 R7 G v/ T7 o" p
- for(let i = 0; i < 100; i++){
8 x6 {2 ~* f z1 _; r9 I9 L - state.number[i]=0;//初始化数组+ s& {; a9 t v2 J
- }
9 J8 p: h" r1 G6 n/ |+ s - }
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- function render(ctx, state, train) {
2 T! p! N# z" {- x: L7 _* ` - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动, A+ g# W% u$ [- U0 r7 T
- pit = 1 + train.speed() / 40;//更新音高(速度)
/ v8 @4 X6 [$ t+ Y5 I1 e% P- E - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 & O, e: o4 W, s2 H
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差* Z+ K! G/ L) g* V+ w \. u0 E% Y
- ctx.setDebugInfo("speedsub=",state.speedsub), {( I0 ?. i, \. v# u2 ?4 o
- if(train.isOnRoute()&&gamerunning==1){//如果工作& m1 m3 V" V+ Q v; @/ E$ N8 C% |
- for (let i = 0; i < train.trainCars(); i++) {" O1 Z- o- V9 s& D9 M
- ctx.setDebugInfo("soundsrun",1);//记录声音开启% {3 G: a8 J- H" D! Q2 ?
- if(state.speedsub<-1){//如果车辆减速
1 ]$ P- L8 L6 t( J( Y - ctx.setDebugInfo("shache",1);//记录刹车
4 J, F# ^0 }# [; Z - 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 [: j, k& p" k8 A - 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
4 T, K2 N& R$ N - }else if(state.speedsub>1){//如果车辆加速/ c! m- O3 S6 _
- ctx.setDebugInfo("addspeed",1);//记录加速* m* g) [; Y- e" C1 `
- 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* B0 _3 K+ V2 x% }/ y& F2 t
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声+ q' q9 N2 p C$ k6 i3 G
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
: g5 N: H$ L3 `% H4 J% K t - 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){2 M/ P' L9 g c. e! S
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
1 i8 c4 Z& P% N% Q9 p - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声5 ]9 }# t; m6 M' W7 b8 Y( c$ M
- }4 I7 Q8 [: F# W5 j- y1 Y! V7 }8 M$ A
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
) e& Q# E: D) S# [8 Q4 O* x5 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
3 M) n* H0 g9 s6 C. Y - 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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- }
/ |) p' o: w0 c; } - }
; A( r: g( s5 x6 l - state.soundsspeed = train.speed();//更新速度
; W3 F" ]9 J* ?& X, Y% T% @ - for(let i=0;i<4;i++){; [, k% c* V8 k' j# A
- 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4 m ?# M/ y( n. y
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
" s1 A: u- n& B' Z% x - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
+ M" R6 ?4 |+ k" @; v/ 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+ Q: \) R- S. D2 O) M2 c; g
- }
- D7 o5 _! Z, }4 d - function grnn(min, max) {//随机小数' ?. I9 l% t" e! i
- return Math.random()*(max-min)+min;, A2 M4 O3 f/ |1 a! c5 L
- }
. q. a0 [" p6 Q! t; r - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
+ B7 |* e7 j4 u K+ G - // 获取列车从车库开出的距离
8 Z* |; X4 i2 R( g `7 a# } - let railProgress = train.railProgress();
( |' Q D! g& k3 f: z: P) X" W - // 获取当前轨道的索引
# Y! b* `- p5 {3 R1 d - let currentRailIndex = train.getRailIndex(railProgress, true);! ^. V# R3 Y- B0 e; ~) F$ ^) n
- // 检查当前轨道索引是否有效. _2 m0 p( y9 d d% v7 p ]& Q9 H1 M
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
# v& E: S& v# e4 {* P; f - // 获取当前路径数据对象
- `4 D* C0 i. H C - let currentPathData = train.path().get(currentRailIndex);" d; ~2 |) G0 p
- // 获取当前轨道使用的自定义轨道名称
& T: L3 W5 U/ }* d- E, K; |: t - let trackModelKey = currentPathData.rail.getModelKey();6 w$ Q/ C; p! ]: p7 C' J% ?
- return trackModelKey;9 U$ I/ ~6 P c+ A: v! P9 O M4 ~
- }
' c9 D( M1 t0 s0 t9 ^6 `6 N1 M' i - return null; // 或者是一个默认值/ b$ \/ G) o1 F" J+ R1 R- O
- }
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# t) L8 h! W# |0 K5 z
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