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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 0 ]& \7 V* n0 ?2 M0 U
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: Z) o& o1 H$ y+ i" p( O& ~, A最近在研究JS 做了一个简单的逻辑来播放声音+ y& W% }6 ~: r9 ] r
- var pit = 1;//初始化音高(速度)/ \6 V( I0 r& m# A9 G1 o9 w
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
" d: g1 d) n- |( _% ]& P - function create(ctx, state, train) {% ~5 o' K- E! e; W0 @4 P( M
- state.number = new Array();! C0 a5 Z4 p5 k2 n' R% d) N- _7 a1 b
- state.soundsspeed = 0;//初始化速度
) G" H" O% C9 X L - state.speedsub = 0;
$ v+ k, {; i6 f1 w- j - for(let i = 0; i < 100; i++){
' K! t3 r" J( Y: `5 u# ~ - state.number[i]=0;//初始化数组
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- }
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- function render(ctx, state, train) {4 |; E9 P- ]% h. g [+ o' z/ b
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
- V$ }& i; i* {$ W# h& O+ U3 ~ - pit = 1 + train.speed() / 40;//更新音高(速度)
/ c m/ x: m+ W - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 1 |' U: `: ?; E
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差 A2 R; Z h, G; p
- ctx.setDebugInfo("speedsub=",state.speedsub)
( @: }7 q9 `' H1 `) H - if(train.isOnRoute()&&gamerunning==1){//如果工作3 l, L e5 Y K
- for (let i = 0; i < train.trainCars(); i++) {* N$ Z ]8 o* ?: o
- ctx.setDebugInfo("soundsrun",1);//记录声音开启. G/ |$ h# @; G9 S
- if(state.speedsub<-1){//如果车辆减速: L: S% `2 F- v: n1 B+ Q& M% b
- ctx.setDebugInfo("shache",1);//记录刹车
: T' d0 J9 n4 {" R4 W* [! y. c5 D# 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1
7 `8 ^! E' {9 K - 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
3 J6 P- t) {2 Q7 Y P& w - }else if(state.speedsub>1){//如果车辆加速
( A) @6 H2 @% y. h& f - ctx.setDebugInfo("addspeed",1);//记录加速 a1 t8 A* [/ y' H6 L$ z1 }
- 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
% X% O d. X5 Y# u - }
; R2 z2 G+ {% c# K' j2 F - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声. {1 l# J5 K2 }- g3 _
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声( {7 `- A& |. d7 x
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启; C1 K3 H V9 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" x8 E* H: N/ W& z5 A) ^. f8 }
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- if(train.speed()*20*3.6>5){
# k. X! K5 o4 q1 U' |7 ]" T. X - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
8 l ?3 s! F; g2 p6 w( U2 W - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
3 l# R' Y% C' L, e' W - }
% b& R# h) T, ~5 M% ` - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){; X" u) C2 B8 N( x' c1 @* V
- 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& {; v$ |1 K, y! ?$ N
- 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 O% }$ _3 \, c: m
- }
1 }& t% p Z# y- P9 e0 i - }
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" k+ C7 L7 M) S) p q - state.soundsspeed = train.speed();//更新速度
& _5 `1 F( x: U3 U. r: l - for(let i=0;i<4;i++){! V9 y! N2 E5 P% X( F1 S; i8 P2 ~' U O2 _* v
- ctx.setDebugInfo(i+"=",state.number[i]);
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- }* c6 Y" g7 U( H2 O( Z
- 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
- y5 e( P+ O1 r B7 n9 J3 G - if(Timing.elapsed()>nu){//如果时间超过了播放时间
+ C- K* @3 U/ x% V$ b J- Q - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
* J) W$ z: z+ h. _ - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间* t8 Y7 D; x4 H
- }$ ~$ I* ^7 P3 g! G! T; Q
- function grnn(min, max) {//随机小数
6 i8 s! Q7 @( `# p6 P6 R6 G$ _ - return Math.random()*(max-min)+min;0 H0 [2 y# g: w. n( v
- }
! M {8 J5 c- `$ z% ]4 y - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
5 P) r/ |1 K: X9 k2 ~. S - // 获取列车从车库开出的距离2 c- M; X8 X$ z( k
- let railProgress = train.railProgress();
- `0 N; b0 H' p/ P - // 获取当前轨道的索引6 N* j- O. ]5 P! n1 e
- let currentRailIndex = train.getRailIndex(railProgress, true);
; d: q: D( ~1 M7 M# Z1 s - // 检查当前轨道索引是否有效" L' h# I0 w5 p9 {/ \2 Q$ I8 n
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
( R5 ~7 q# R! y9 F9 E) K - // 获取当前路径数据对象" I! a/ O. J) a6 W2 k5 J$ \8 M; w
- let currentPathData = train.path().get(currentRailIndex);
' R7 m( v* E3 e# U8 u( q" c - // 获取当前轨道使用的自定义轨道名称
a# u/ V: H% _0 z - let trackModelKey = currentPathData.rail.getModelKey();
( C( S, b0 u* _' ?. j1 @: m3 ] - return trackModelKey;% e) W. w2 y' p8 J
- }
- n% i' k! a* B! g' M - return null; // 或者是一个默认值7 i% o' U% o# H" M
- }
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 x" T6 Q" B% c- w
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