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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音# G# I, S3 J- _- ]& P6 ~9 R5 b/ f
- var pit = 1;//初始化音高(速度)) ?, i5 [4 }9 u$ \
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
' n# z2 ~2 x% y0 |; k5 _ }& _ - function create(ctx, state, train) {& J! d# j. P9 t8 d3 t. ~) K) s
- state.number = new Array();
9 V' l# K2 g/ H F - state.soundsspeed = 0;//初始化速度' I! O# `3 ~! L) K7 B/ D/ G
- state.speedsub = 0;
1 ~ u% e% Z6 }2 K - for(let i = 0; i < 100; i++){/ D L1 d, w( g
- state.number[i]=0;//初始化数组
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- }
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2 `; A; D0 Q" \9 m! v ^$ j# D& K- function render(ctx, state, train) {
4 j t- c+ f6 b p* ~: K D - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动: G# L+ O C4 _3 I5 o' i0 h! b& v j
- pit = 1 + train.speed() / 40;//更新音高(速度)
0 k: z4 s- l3 o+ \: i- X/ d - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 . r6 I2 W8 f% r- d8 M
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差7 z. J5 }) a; P- i, C( ^" x
- ctx.setDebugInfo("speedsub=",state.speedsub)) ~5 A- X7 s+ p# B% S$ ^0 [/ `
- if(train.isOnRoute()&&gamerunning==1){//如果工作0 a2 n2 K; M3 v2 C; @/ W: a
- for (let i = 0; i < train.trainCars(); i++) {
; S/ {( ^1 C1 W( a) ^0 B7 U - ctx.setDebugInfo("soundsrun",1);//记录声音开启# b$ L% X; F. w$ M5 V" T: @9 ]
- if(state.speedsub<-1){//如果车辆减速$ ]- t5 A, w+ ^6 [$ Q
- ctx.setDebugInfo("shache",1);//记录刹车" g7 @ Y0 e% `6 R# s
- 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' _2 E' ^' n" Q
- 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25 r- f( Q) X) K- _# v+ W
- }else if(state.speedsub>1){//如果车辆加速# u: U( n) q% Q* l1 C
- ctx.setDebugInfo("addspeed",1);//记录加速# ^; Q3 l5 a0 q s( A
- 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! b2 s4 S* E4 w; x
- }
0 |; ^( J% N! G$ D+ j g- e - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声2 m4 |4 o, h2 @
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声+ K: h# Y( C! @
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启8 }& I% x, y+ _ }$ x; e9 I
- 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. D N1 f; G - if(train.speed()*20*3.6>5){5 H1 [- Y4 Z; p4 |! e
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声) }$ s4 U+ m+ R4 v
- 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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: |0 E6 ]3 z) R3 d, j - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
% w2 _" q% L* J6 D; O - 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& ~& c O- e9 J4 E. H9 O* 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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- }
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' _. C( _# ]; _" C - state.soundsspeed = train.speed();//更新速度! c; s# z! h% R: M) j/ r
- for(let i=0;i<4;i++){( U' N6 z+ W# p. u* {
- ctx.setDebugInfo(i+"=",state.number[i]);
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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/ D; N" v# |* J. H
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
! k; x* T1 A4 U' O5 `7 m& \0 E" i - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
p6 E; a; G4 u: z- T" K! g - nu = Timing.elapsed()+long; //更新播放时间5 h/ h) J, z5 k2 M k6 r
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- return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数
; K/ A' V1 ]8 z( b, d) S - return Math.random()*(max-min)+min;; B% f. u* O# A
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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
' v9 c; M7 {1 M$ C. R2 j" ? - // 获取列车从车库开出的距离
2 ]8 {5 l0 U8 p; q4 i Z& V4 K. @ - let railProgress = train.railProgress();
' ?4 Z0 h0 ?0 D0 ^ R0 P - // 获取当前轨道的索引
! j+ t* A ?& o - let currentRailIndex = train.getRailIndex(railProgress, true);
5 Z. p* B) g/ s6 a - // 检查当前轨道索引是否有效
- j+ ~' h8 z* p- ~2 Y- G5 { - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {3 J6 [* r9 _/ a F- j0 `& m, R
- // 获取当前路径数据对象) h$ C8 M! W5 J
- let currentPathData = train.path().get(currentRailIndex);" O2 y z8 _& e9 m; N. g6 D
- // 获取当前轨道使用的自定义轨道名称
$ T( _+ {7 [" Q8 k: ` - let trackModelKey = currentPathData.rail.getModelKey();
" T/ y& V6 B P2 X: K5 ^5 F, e - return trackModelKey;' u6 {$ _- L: Y! ~, N' d
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- return null; // 或者是一个默认值
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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! {6 ]* ?3 O i* _
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