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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 , x/ T; Z- x% y
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最近在研究JS 做了一个简单的逻辑来播放声音5 v5 v$ l' Z4 c& D, K
- var pit = 1;//初始化音高(速度)
* Z) j5 s# r" @( j - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
$ ?# f+ p- E2 Y# k r( @# V - function create(ctx, state, train) {% h C {8 y) ^6 G0 ~
- state.number = new Array();
7 w# O8 [5 K& S6 b% K" r - state.soundsspeed = 0;//初始化速度! p+ H. y2 z0 C% z4 h! x
- state.speedsub = 0;
- s3 c# C7 x* z/ f4 m7 ? - for(let i = 0; i < 100; i++){
F% T* p: c6 K f5 N) Q, H0 [0 q - state.number[i]=0;//初始化数组
* c' ]% O# E$ p; `, {! T8 o, M q - }5 v' A. y. }, x
- }
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" w; x" V9 P; h. P- function render(ctx, state, train) {
! p9 O( V2 J0 D. {& x4 h. j - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
" \% F: I% R/ z0 ] - pit = 1 + train.speed() / 40;//更新音高(速度)
5 A$ E N1 I( M2 c% H1 p4 Y) X/ @- u - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
( G% E/ ?/ W# }4 K8 K - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
; x' \& J! e. a8 o) f* e2 @/ M% Y - ctx.setDebugInfo("speedsub=",state.speedsub)
# R! G5 |; L2 k0 { - if(train.isOnRoute()&&gamerunning==1){//如果工作
9 |+ Y! ~' {* m7 a' S0 y# { - for (let i = 0; i < train.trainCars(); i++) {
! E$ o7 M5 ^/ P - ctx.setDebugInfo("soundsrun",1);//记录声音开启+ O* F6 x# Z( k$ Z
- if(state.speedsub<-1){//如果车辆减速3 o6 `) n4 _1 P1 p# V4 d' u6 c; S6 B
- ctx.setDebugInfo("shache",1);//记录刹车, V, U7 S* W1 r( u/ _( y" l2 Y
- 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
* O; G8 E; R+ {+ p( o* u3 n# D - 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 Y4 m0 I6 b+ R+ Q' I
- }else if(state.speedsub>1){//如果车辆加速7 l+ Y- g9 ~* m3 B4 d. O+ k
- ctx.setDebugInfo("addspeed",1);//记录加速
2 M* [9 i& F8 V/ s5 H - 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) J, R1 x2 y6 K& X; \# t+ m
- }
7 k- @7 x, v. d: P* s3 W - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
6 m, [% z' M/ b1 D/ Q5 ?. U - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声; J: f9 g5 m+ S E3 |- Q
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启9 `: O3 d' B0 v. `' T9 l( 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. N1 S! l+ P: k& h3 I# R" t) H: X
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- if(train.speed()*20*3.6>5){5 D- H0 @ ^: {( y5 L, I7 [
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
" L2 M# ]4 X; 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
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){% p0 h4 H% T% ~
- 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
0 |8 q ?0 ~. n) a. m3 C - 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 }7 G6 {9 [3 z6 ]1 `' ^
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- }
' d. V% S; h' h% x) b) U - state.soundsspeed = train.speed();//更新速度
$ d% A% R. P* B - for(let i=0;i<4;i++){
4 f f% ?: `5 A9 x - ctx.setDebugInfo(i+"=",state.number[i]);8 S1 G* G& D+ l5 Q. j3 [ C
- }
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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6 `" q x, _/ l! @
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
& U9 X0 }* b; Y, a( i - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放/ c3 Q9 N) D6 {( Q% i% a# A
- nu = Timing.elapsed()+long; //更新播放时间
+ @1 N" j+ R$ l9 T - }
2 J- ?" O; l0 c) ~; d+ y3 r* j - return nu;//返回新的播放时间" o5 G2 p D6 l1 U
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- function grnn(min, max) {//随机小数
, R4 M" d0 F7 u - return Math.random()*(max-min)+min;
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4 d' A( N( N; D9 o) T" s! y - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的; C& K( h+ i2 `$ U* P
- // 获取列车从车库开出的距离: r1 |+ v6 _8 b1 B" u' P& a
- let railProgress = train.railProgress();
5 w- ^8 d6 d- R8 e7 f- s+ B - // 获取当前轨道的索引- S) g' q" p. Y, f5 \
- let currentRailIndex = train.getRailIndex(railProgress, true);
0 [, }2 ~: O# A - // 检查当前轨道索引是否有效
0 B; T g: N# Q6 o+ C ^$ m6 X8 ]3 \ - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {! ^! }, x1 \% ~! H5 y" ~
- // 获取当前路径数据对象- m. k' a8 x/ l/ b5 R" D
- let currentPathData = train.path().get(currentRailIndex);
2 s) ]8 n' z# i+ C - // 获取当前轨道使用的自定义轨道名称: k' }3 l0 t: t; L& `3 s. v6 \
- let trackModelKey = currentPathData.rail.getModelKey();, i& g" i* `" w& z% c. @* D% h
- return trackModelKey;4 r( S( A k- p* z/ d
- }
' z9 C U1 R% ~. E+ N0 s8 T4 n - return null; // 或者是一个默认值1 ` ]; w2 d z# T5 d; a
- }
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0 p; U( R) B$ d4 D8 o$ D4 \
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