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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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1 }% T( V" A4 ^最近在研究JS 做了一个简单的逻辑来播放声音7 l" i( f0 V3 h8 m2 \
- var pit = 1;//初始化音高(速度)5 _. E0 u, \, _. Y
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
. P3 N+ y4 F( b3 a - function create(ctx, state, train) {' d, f: {$ X+ B. C
- state.number = new Array();, C$ C5 l: v$ V" p; w
- state.soundsspeed = 0;//初始化速度
, P& Y1 L$ c5 l2 g+ Z - state.speedsub = 0;# m% l; g) Z* Q- E* H
- for(let i = 0; i < 100; i++){6 R9 I& H: E6 A, J' \; l
- state.number[i]=0;//初始化数组
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/ U$ L2 i' ?% }- function render(ctx, state, train) {/ H, z t" a' r9 f9 L
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
4 h+ v) w+ V2 t7 ^ - pit = 1 + train.speed() / 40;//更新音高(速度)
2 `( K/ F3 \ S+ ~+ u5 N v. ? - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
+ Z8 l4 |+ Z L( N) X4 E( c u- H; [ - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差/ }" [/ f6 h3 d7 P6 E
- ctx.setDebugInfo("speedsub=",state.speedsub)8 t3 H+ ^4 B6 P5 i. W
- if(train.isOnRoute()&&gamerunning==1){//如果工作$ Z( i0 Z: _- K0 K1 } Y0 ]
- for (let i = 0; i < train.trainCars(); i++) {
0 i+ l6 A6 R3 y7 l3 N6 _ - ctx.setDebugInfo("soundsrun",1);//记录声音开启
0 F9 c- R8 [# E7 @ - if(state.speedsub<-1){//如果车辆减速; l: R' U9 N6 G& N5 C
- ctx.setDebugInfo("shache",1);//记录刹车# {) E1 ]1 H# d1 q6 ^! I
- 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17 |+ t( p" n' f6 I- X
- 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29 G6 A- p8 W; B q# V3 W
- }else if(state.speedsub>1){//如果车辆加速
/ x. X( e% H; Y# g: F - ctx.setDebugInfo("addspeed",1);//记录加速
& K% `# L* ~% F# h$ f' B - 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( { R7 M8 z+ Z( H6 q2 c) z3 u
- }
1 X% ~5 u- K% x3 y - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声( {0 M X7 l4 B; a. g- w, i
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声7 q# S6 p! n" w& R
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
* J5 n* U8 s 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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- if(train.speed()*20*3.6>5){( \: h" \ h& y
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
7 C' }% K7 ]- I% M ~ - 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){
7 @% B* p) O C9 y - 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6 u9 _% \: i! 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
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- state.soundsspeed = train.speed();//更新速度; N3 L! e X- a/ f2 S3 e
- for(let i=0;i<4;i++){& e) W2 w0 M2 |5 Q
- ctx.setDebugInfo(i+"=",state.number[i]);) X9 ^7 k, P a# {/ r8 Z
- }
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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
( I4 R! ]- E& M$ D - if(Timing.elapsed()>nu){//如果时间超过了播放时间
" Y# U, s( T1 ?9 C - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
3 k$ L. D9 z) d - nu = Timing.elapsed()+long; //更新播放时间* Y( a2 Z. {6 ^. M
- }
% z5 u. ^9 P- d _! j( L6 ` - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数
; N/ n+ r4 c1 f! | - return Math.random()*(max-min)+min;
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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# h' V" d. ~* _. P
- // 获取列车从车库开出的距离
/ V# w( o9 G- H+ q @ - let railProgress = train.railProgress();) S0 W. M8 B N/ l3 A. x
- // 获取当前轨道的索引
4 K9 s; m# h# e" x9 w3 J - let currentRailIndex = train.getRailIndex(railProgress, true);* Q( N4 o/ V3 }3 R
- // 检查当前轨道索引是否有效7 h" z1 x: v) Q3 k; Q
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {3 z6 g' m$ z4 J4 `
- // 获取当前路径数据对象0 ~. t7 K4 o8 i2 U! Q4 h% O
- let currentPathData = train.path().get(currentRailIndex);
7 K1 w4 o. \8 b% e - // 获取当前轨道使用的自定义轨道名称- Q& M1 V3 W; _& d
- let trackModelKey = currentPathData.rail.getModelKey();
4 p/ F$ d7 ?! f6 l$ S/ S$ ~' l - return trackModelKey;. {: ~5 \& E- ^) m! m: g
- }
, w6 Q6 p+ v, d! u - return null; // 或者是一个默认值6 V- N4 j( o# \! l- I z
- }
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$ R3 G6 v i; g% s" ~
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