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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 1 C8 |, g0 I5 c8 v% \( |
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- f; V4 ?8 @" S- b最近在研究JS 做了一个简单的逻辑来播放声音
B+ {1 {8 w; R: {- var pit = 1;//初始化音高(速度)
/ n& f" F1 y2 a- {: M - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]" z; s$ x5 X3 b
- function create(ctx, state, train) {9 B1 s C; b' }! j! j
- state.number = new Array();8 c6 \: w9 C# U6 M" X
- state.soundsspeed = 0;//初始化速度
5 g" a1 L: C5 O - state.speedsub = 0;
: g8 N1 s6 G5 I3 K - for(let i = 0; i < 100; i++){+ e% g* G0 b( V+ ~# v( ?; u
- state.number[i]=0;//初始化数组: [4 K q6 @7 a5 M! U
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- }1 a$ T7 v; M7 L0 _: [
5 Z7 r2 {0 I6 q. L- function render(ctx, state, train) {
- B; H; B) D0 `& H0 a% ^ - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
% K2 g* i4 V+ m - pit = 1 + train.speed() / 40;//更新音高(速度)
: Z, |- r7 h3 T. `9 Y, j. h+ d. \; _ - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 + Y" |% C1 h. K
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差# U1 O7 Z# e& U4 P0 A7 F# e
- ctx.setDebugInfo("speedsub=",state.speedsub)
0 f1 ]! t7 a1 k8 J+ L1 b3 P - if(train.isOnRoute()&&gamerunning==1){//如果工作! X3 ]6 a; y9 U6 d2 k
- for (let i = 0; i < train.trainCars(); i++) {5 ?! @9 m1 V1 k$ f! d
- ctx.setDebugInfo("soundsrun",1);//记录声音开启8 s" w2 N$ E2 l: q/ n
- if(state.speedsub<-1){//如果车辆减速
$ @4 R" ^7 \: u3 U. ? - ctx.setDebugInfo("shache",1);//记录刹车3 C* l r. U- n; b
- 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 u' {' t8 N9 x. 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
3 M. @' }* y( I6 U Q8 |& @ - }else if(state.speedsub>1){//如果车辆加速, p; ~* i( Z- q! v
- ctx.setDebugInfo("addspeed",1);//记录加速- C+ D# e$ z$ g. {8 w" _, I7 c4 J
- 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, \" q, Z }6 q
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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
+ f; J6 c9 G6 p* ~7 d% N1 G - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
7 h7 d4 x7 m/ p( H, G/ t+ k - ctx.setDebugInfo("horn",1);//记录鸣笛声开启: g9 a2 H! \! b# g9 N/ U( _
- 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9 ?2 @1 L% Y) K& F% [1 Z/ B
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- if(train.speed()*20*3.6>5){
" b) U* d8 {# Z. u+ v" n1 D \) i - 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 H5 D$ `' o' }
- 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 q" t! C& g' Z1 M - }
/ ~* p2 [. A% b1 M! ]4 n - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
( X" Y4 ]- s" X U* ~) n* P8 [! 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
# M+ h3 [0 Q, {& ~7 O2 m - 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 U. E2 U. w' y# r9 R
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- }
+ y+ R# I+ }$ Q* s - state.soundsspeed = train.speed();//更新速度4 S, ]" A' a2 e6 P8 U& w0 ] W
- for(let i=0;i<4;i++){
4 z4 w' R/ ~! U6 Q- U/ _6 c - ctx.setDebugInfo(i+"=",state.number[i]);
) q% W7 R& V8 N0 U6 q; N - }
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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; u# @& B8 N2 ^: W: }
- if(Timing.elapsed()>nu){//如果时间超过了播放时间: I G" |9 y% h# E' Z. i' H, F
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放3 X ]& A& U9 C( M) B0 Z# o: {
- nu = Timing.elapsed()+long; //更新播放时间
7 n! B+ H& k9 u# \ - }
. k; e' `, |6 s# t - return nu;//返回新的播放时间2 L3 X: ?( `2 Y2 _8 i; x
- }2 M4 R8 L3 [3 R9 w9 ~* m2 _! j
- function grnn(min, max) {//随机小数
" c/ m( _9 o: q, P) e - return Math.random()*(max-min)+min;5 v: S) ~+ ]2 `5 Y4 d0 I0 q( Q
- }
7 Q! T; V7 K- \. A# ] - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的; r0 {5 b, v( J# I
- // 获取列车从车库开出的距离
( ]: N: X3 L# U- f+ D6 f - let railProgress = train.railProgress();
2 P: L4 A! [% R9 } - // 获取当前轨道的索引
# i7 t) K9 K7 I d; U | - let currentRailIndex = train.getRailIndex(railProgress, true);6 m0 E9 U- _6 x0 Y
- // 检查当前轨道索引是否有效
9 b4 @+ U# K2 E- } - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
: W* F3 g! y. c6 C$ w3 i - // 获取当前路径数据对象; U: _+ H; x$ Y5 ` F/ A
- let currentPathData = train.path().get(currentRailIndex);
# K; x. p" ?& O - // 获取当前轨道使用的自定义轨道名称
! Z( q5 d; U; Q - let trackModelKey = currentPathData.rail.getModelKey();9 _9 |! D0 d2 Q! u1 Z" w
- return trackModelKey;
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- return null; // 或者是一个默认值
1 l7 V1 N/ M& t) \2 |6 E8 K; q - }
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) a4 N" T4 o. x9 D4 _3 a
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