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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5 R$ T* x9 ?2 @$ n; c
- var pit = 1;//初始化音高(速度)) a' o3 W2 \ g- W6 z/ m
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]: M) C3 l4 V- }" R1 @ t5 h
- function create(ctx, state, train) {* I5 h9 ?* g5 j4 y& X% k- v
- state.number = new Array();
& A7 j y4 N8 L& c - state.soundsspeed = 0;//初始化速度
5 [8 {: N* o8 e% h6 n' ^0 d - state.speedsub = 0;
m7 j' ?: P7 Q% Z4 J - for(let i = 0; i < 100; i++){% k1 G( I# D. a1 Z8 ~7 C4 x6 l. ^
- state.number[i]=0;//初始化数组
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- e, O+ @3 Q( G* Q. h$ E- function render(ctx, state, train) {
: i( X! F3 ^1 J) P/ c; G) q3 y - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动% O U( X0 b8 x7 J- y/ U ?; _
- pit = 1 + train.speed() / 40;//更新音高(速度)
1 c* Q; a# a4 q3 r* B+ ]& D - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
5 ~2 i# @8 y2 A* C% V! C - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差2 m/ m# q9 L" f# R& |( G
- ctx.setDebugInfo("speedsub=",state.speedsub)6 r. ]9 x+ l0 p' [: q, x/ [, T
- if(train.isOnRoute()&&gamerunning==1){//如果工作, g! P3 {' f2 n( j
- for (let i = 0; i < train.trainCars(); i++) {
) x' u' j' E, q* y7 e - ctx.setDebugInfo("soundsrun",1);//记录声音开启2 `5 M& A( F6 Q0 f! C+ @7 n
- if(state.speedsub<-1){//如果车辆减速
. r0 q( f C- n/ k - ctx.setDebugInfo("shache",1);//记录刹车5 ~. ~9 m" O' q$ U
- 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
+ Z, }; B7 C; \/ `: f7 b: e - 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
0 r% K7 L8 d. h7 g: Z2 t% m& [ - }else if(state.speedsub>1){//如果车辆加速9 o* Z5 @ g' w" ?" e2 D7 j
- ctx.setDebugInfo("addspeed",1);//记录加速$ c" o7 C% N) W* \0 g) \5 U
- 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& [7 v$ X0 a. u
- }; S2 L4 O; c# M
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声1 _- J0 z1 ?- D' T( u3 j
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声- Y/ T5 h1 w- u* b8 ^& D
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
- W7 Q; o7 t6 p# y- 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
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- if(train.speed()*20*3.6>5){
' X& J6 ]. s; t$ a6 v8 X - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声- W$ X9 D6 }: X7 D, q* x% }4 T
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
' w: v7 T' Z; g! q: m - }
1 i. m9 H4 ^6 B! @6 ]6 w5 @; o - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
7 D) R* ?, z( g# q: R4 t4 }# U - 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
5 `. |( i! Y# |* G: g, D/ ^" n - 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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- }
* |( A2 g5 N" q3 Z% ~; X - state.soundsspeed = train.speed();//更新速度/ _8 d$ P: U( I* V% t# ~
- for(let i=0;i<4;i++){
& a* F2 I E4 T - ctx.setDebugInfo(i+"=",state.number[i]);& M( p" z6 {- d( Q$ 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
) b; |$ u8 [" {4 h& }+ H - if(Timing.elapsed()>nu){//如果时间超过了播放时间
, K! R' ?6 h9 B9 k0 n/ D9 c! \ - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
$ [7 l( k3 H8 a) ^' | - nu = Timing.elapsed()+long; //更新播放时间+ A8 k* K; @0 ^7 \& i7 V$ } l
- }
6 h+ W' ^0 v6 @* k- h2 H# i' N, ^ - return nu;//返回新的播放时间) d4 ]) P, U4 @% r; i* W
- }
0 Q* y6 v! ^: J' q" x1 a( A - function grnn(min, max) {//随机小数
& w3 l% j4 F; y# Q6 P! J9 Y- q% j - return Math.random()*(max-min)+min;- |( Z# j, p- _0 [
- }; Q' V. C% p8 M3 |
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的6 ]# Z* ] @# w5 v D! X$ |
- // 获取列车从车库开出的距离0 B4 J, G* r9 [% f. I
- let railProgress = train.railProgress();
% P* `( Y" Y7 Z9 _: U* Y% z5 t - // 获取当前轨道的索引
& M- m; b) `3 J! i- `2 O! s. | - let currentRailIndex = train.getRailIndex(railProgress, true);
: Y3 l: p; l. X& ^% j - // 检查当前轨道索引是否有效
3 V: X5 X) C) B1 p5 N - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {3 e9 B5 G# I9 J
- // 获取当前路径数据对象
# g( g# a" B! R2 K( W7 F; _) a - let currentPathData = train.path().get(currentRailIndex);: b4 D8 M) t0 H; j8 w
- // 获取当前轨道使用的自定义轨道名称
7 F& P% |; z$ E% u. r8 l# E9 V$ p - let trackModelKey = currentPathData.rail.getModelKey();) T. T' ^8 j6 R- d0 b
- return trackModelKey;
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- return null; // 或者是一个默认值
+ @7 C. T8 K) n1 Y6 q! v - }
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/ g# [% s* q0 t2 s) G
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