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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 1 N6 p+ [; B: m( Z+ ]1 P
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8 R6 M9 Y& f3 }1 b' g P2 Q K# M最近在研究JS 做了一个简单的逻辑来播放声音
9 t) |& N! j7 b4 d0 ?- var pit = 1;//初始化音高(速度)
/ b8 t# k, s6 ~# d - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]' r; k: `& j# I- Q2 F1 N
- function create(ctx, state, train) { E/ N- g% B/ K2 _0 p
- state.number = new Array();
& V3 @' [( c2 u8 ]" j' l - state.soundsspeed = 0;//初始化速度
, I C9 C4 D7 X4 u7 Q4 l - state.speedsub = 0;
( r8 M/ |* W# z) m3 e% L8 T - for(let i = 0; i < 100; i++){
% N+ B$ @& U7 W$ Y - state.number[i]=0;//初始化数组+ W; g7 F: M Q8 _* V: J+ ], g
- }8 S" J* g8 c! ]
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- ( T5 R: h% B5 [$ Y, g+ l/ i: \
- function render(ctx, state, train) {
$ p) M y6 g% E8 T - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动# S7 V' ]. _ v6 T( d% U) A
- pit = 1 + train.speed() / 40;//更新音高(速度)& e( }. h8 T z' _
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ) C* O( d7 k+ \3 L
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差; t" q& n, x8 K: Y2 \/ v7 [9 M, G
- ctx.setDebugInfo("speedsub=",state.speedsub)
, k# c$ u$ U& F - if(train.isOnRoute()&&gamerunning==1){//如果工作! N. n" s ], Q$ I+ }
- for (let i = 0; i < train.trainCars(); i++) {8 |* i( N. X" ~+ E$ P
- ctx.setDebugInfo("soundsrun",1);//记录声音开启: {6 e) e" w# K- M0 U% s0 r
- if(state.speedsub<-1){//如果车辆减速/ S* E/ E9 J! P; E3 l
- ctx.setDebugInfo("shache",1);//记录刹车. C( Q. Y! w: v" d: U" T* Z3 A
- 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
4 e0 c! j/ L2 E' i+ P& E4 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& |" E/ K0 d, Y5 T
- }else if(state.speedsub>1){//如果车辆加速
# _! I- Q1 x2 p! c, J/ S - ctx.setDebugInfo("addspeed",1);//记录加速+ p6 i" l N, E5 }9 d: _' e
- 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- w2 @" g$ \+ q. Y5 j1 Z* Z3 ]
- }$ P: _; L& H+ q8 x. K& N% b5 ^: w8 Q
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声$ l, _5 x" D0 F1 A$ U+ N
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声) T Z; A% W% P$ B Q( i% H
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
" s; N9 n- S7 ^6 a, G - 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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9 c {6 G+ R4 Z1 p X - if(train.speed()*20*3.6>5){" d& z- x) d, P' j, s# P0 n9 L
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
$ W6 j6 |# B) `5 \: h" W+ Z# b - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声! g* }- J0 R# T0 c% ]
- }3 \5 I8 B4 I! d% j! k
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
" m; H/ q; R6 b9 N - 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
/ y9 ?2 @2 q7 x! \# s - 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 [. i g# t+ u ?3 a( L0 b0 t
- }
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- }
$ A- y/ T H4 P3 l+ _ - state.soundsspeed = train.speed();//更新速度
& z# I! ~/ q$ J. Y - for(let i=0;i<4;i++){2 l' k( C2 n/ k# |. B" [% s7 m0 V
- ctx.setDebugInfo(i+"=",state.number[i]);
& b0 @3 l; I) U! b$ u - }
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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
4 P0 q. o0 h/ i' I - if(Timing.elapsed()>nu){//如果时间超过了播放时间
' v* U# B4 x! B8 y: o6 N - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
+ d& P0 i k! B" f, ]; E2 H - nu = Timing.elapsed()+long; //更新播放时间% l2 V- m& F9 y! b6 E- O
- }
( T9 S k7 o6 f4 h$ m4 a - return nu;//返回新的播放时间 }/ N1 B! v2 A# T S7 T" W
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- function grnn(min, max) {//随机小数3 ]0 D# N4 C! A/ e, |
- return Math.random()*(max-min)+min;
: }4 F- T! @4 @5 q- o - }
* P( n$ ~8 o2 q: B+ F; y4 R1 T& b# f - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的1 x- p7 \" p+ b, p
- // 获取列车从车库开出的距离
3 a6 e8 D- C; T; H, k - let railProgress = train.railProgress();/ T5 V; c# `% f/ D [* y5 f
- // 获取当前轨道的索引
6 I- c$ ^1 F& f! ~* {$ C& \, T - let currentRailIndex = train.getRailIndex(railProgress, true);# H, G: l& E+ \0 g' C
- // 检查当前轨道索引是否有效
* j- E& a* R2 d9 n+ P - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {# ^3 `9 u5 e; o" g% U$ ~
- // 获取当前路径数据对象5 |! g/ w# k2 h8 c; \
- let currentPathData = train.path().get(currentRailIndex);
# m. ^+ {& D" X8 C2 T& Q - // 获取当前轨道使用的自定义轨道名称) z( s, c `# L: t$ M X* _+ [
- let trackModelKey = currentPathData.rail.getModelKey();, {( @' F4 M6 _2 E
- return trackModelKey;* ?8 W# T8 O; J6 C1 V+ a
- }
6 o5 o$ b1 z$ }2 ]5 P - return null; // 或者是一个默认值
& K6 r4 W& H6 E. j - }
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. a( ]; ?6 f" v# p1 r* I
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