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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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) K& t2 I8 N$ h, e( ~最近在研究JS 做了一个简单的逻辑来播放声音
, w/ O# H# |4 U- q& `& _" d# `- var pit = 1;//初始化音高(速度)
! d7 j, {+ p2 `) ], Q+ A - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]% |( d5 C |% Y1 ?
- function create(ctx, state, train) { z: u- v& u U2 a6 J# U' q' J4 }% P/ \
- state.number = new Array();
6 V- k, \' X) ~4 L - state.soundsspeed = 0;//初始化速度
! ?6 w3 r. r* j! z$ w7 L - state.speedsub = 0;
0 X2 o4 q% _7 e* Y5 \2 i4 j - for(let i = 0; i < 100; i++){
2 d2 P8 O; Z# n, H% z& J2 z* F5 W9 } - state.number[i]=0;//初始化数组
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- }
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- function render(ctx, state, train) {
& L# L5 }) z/ g: T1 z - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
9 k9 ]6 V! u6 K - pit = 1 + train.speed() / 40;//更新音高(速度)( K) x N, e$ ~
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 8 g1 {5 [6 ^6 W1 o+ S
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差+ s3 D# o" z. I" b0 k4 O& p
- ctx.setDebugInfo("speedsub=",state.speedsub) }5 e2 d6 d @
- if(train.isOnRoute()&&gamerunning==1){//如果工作+ J- Q2 X3 C) c Y5 ^- G
- for (let i = 0; i < train.trainCars(); i++) {
; ~# e7 _3 J1 |8 X - ctx.setDebugInfo("soundsrun",1);//记录声音开启2 F) d: C1 K! ~0 I' U
- if(state.speedsub<-1){//如果车辆减速
) {8 a& t* Q, ~- w; n% g3 { - ctx.setDebugInfo("shache",1);//记录刹车
2 r5 r8 Y" k- o. e' o# y1 m% G+ 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1
w6 A0 H3 r9 L - 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
- V- l7 k4 Q2 n6 F1 U( Y( j - }else if(state.speedsub>1){//如果车辆加速
) r; h) M. f' ^ - ctx.setDebugInfo("addspeed",1);//记录加速! C4 R9 m& u- d. V5 i9 ^! _
- 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/ r. t) K# e5 n% h) w* j; e4 }! v
- }% D) p8 A$ l ]# r
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声- ^* \ y" e3 \# r2 [ t8 [
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
: E2 g ~5 E# z - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
( A/ _; b# j/ \ C" E - 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0 s1 r4 k# d- b n# V1 J
- }
' x, e3 |6 b- O6 x6 d5 x3 W - if(train.speed()*20*3.6>5){
- d( R+ `' C6 u, q! {2 ? - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声 Z) ~1 x% f9 y+ e
- 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){ x7 c& ^* [+ @* G0 t/ o: C7 ]
- 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
9 c1 M y+ }) k' F! S! H - 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
( ]3 L! X) }" M; L! D - for(let i=0;i<4;i++){2 ?# F1 l$ W3 ^5 c% d& O# i
- ctx.setDebugInfo(i+"=",state.number[i]);
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- }
2 V! S }$ ?7 d) I- L" X - 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) }8 x3 ^/ R4 I6 o& v2 ]# J# E: v
- if(Timing.elapsed()>nu){//如果时间超过了播放时间+ A& |! U0 e0 }$ y6 a
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放; q1 _" b5 \( M. r. o& g& i
- nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间) P, g3 F( l' z5 o. m
- }: v9 [ `9 K# a, Z7 [, n
- function grnn(min, max) {//随机小数8 S; T3 O4 c7 W
- 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
$ {" J( m2 n, j7 m, k( {) S* B - // 获取列车从车库开出的距离. g& l- o6 u9 V% i
- let railProgress = train.railProgress();
) a5 A! w, L$ j6 O+ {7 d: P+ i) D - // 获取当前轨道的索引- T" B& t3 R- q) U8 s: [
- let currentRailIndex = train.getRailIndex(railProgress, true);
( |6 x9 J' G6 T6 @' x- [ - // 检查当前轨道索引是否有效
' J* T! v5 g' `( w - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {# J2 A) B i6 \8 U
- // 获取当前路径数据对象
: }- t2 u/ m) @0 F - let currentPathData = train.path().get(currentRailIndex);
3 N8 @0 X- M/ E% M - // 获取当前轨道使用的自定义轨道名称
' p6 A0 `$ T* B9 N9 Q( P7 L - let trackModelKey = currentPathData.rail.getModelKey();$ w) K5 i4 A2 c0 o! {9 F
- return trackModelKey;% o; {- p$ l4 s6 i
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- return null; // 或者是一个默认值% d( A2 K1 \ ^2 [ t3 f7 P
- }
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$ z8 z( e2 g% f& K
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