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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
: r3 J$ ]/ f3 [$ D0 |# `5 j# |- var pit = 1;//初始化音高(速度)
4 K1 m; W0 V3 _- I - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
# I& o8 x6 W+ _$ M9 j p: v% X' w - function create(ctx, state, train) {
5 d9 G) P( w! q - state.number = new Array();, A% \3 k- {; O$ w9 k
- state.soundsspeed = 0;//初始化速度
: z5 L8 K) j d0 c! ?6 _1 m - state.speedsub = 0;
0 u/ z# n4 C' E, j6 W - for(let i = 0; i < 100; i++){0 @0 B8 R) d* [5 N
- state.number[i]=0;//初始化数组/ K b3 t$ A& r9 [+ s
- }
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# ^+ d; s6 j; S: B- function render(ctx, state, train) {
# R" f0 A7 k, ^9 g - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动8 u$ k% J8 |8 D! \
- pit = 1 + train.speed() / 40;//更新音高(速度). A+ E; i% y6 T# X- r. L5 A, k
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ' n0 I7 F6 H8 a1 B7 H- W8 E( `# s
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
# t2 k, \9 ^# x/ f7 ^ - ctx.setDebugInfo("speedsub=",state.speedsub)% ~2 w0 W( T6 [
- if(train.isOnRoute()&&gamerunning==1){//如果工作
" r: y& Q% C, }: C- O% d8 [/ J - for (let i = 0; i < train.trainCars(); i++) {
* N* V& z( j! b! @% |. H - ctx.setDebugInfo("soundsrun",1);//记录声音开启
8 \) A5 @9 Y6 u) W' A1 A. L! y - if(state.speedsub<-1){//如果车辆减速' L( c! i% C i
- ctx.setDebugInfo("shache",1);//记录刹车0 `" i. o3 P0 E% o$ M: T
- 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
) i/ `" \0 C' u" i! d! }# f6 s5 ] - 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" }: O& _: d3 o+ O$ c+ {
- }else if(state.speedsub>1){//如果车辆加速1 P( E* |5 i( j" B
- ctx.setDebugInfo("addspeed",1);//记录加速
; D3 v1 b/ ^1 _0 k - 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
1 j1 ]0 X1 l" a' _; t - }
2 F2 q( g3 Z4 L0 z6 Z% s4 s+ k - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
3 s W2 y! j1 V+ a. D - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
0 \, O5 |$ l- u+ [0 U - ctx.setDebugInfo("horn",1);//记录鸣笛声开启% y; ?, u) S/ 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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- if(train.speed()*20*3.6>5){' c' f7 T, d3 U
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
* N/ C# {7 Z8 k9 ^& ` - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
! s1 }4 w: o4 A- I; z+ h9 u2 v% \, ? - }
( w) o: n; \7 e* ^ - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
! b, v; X# T3 G1 E8 B - 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* B! {6 E- w7 j& {8 o5 l4 w5 j
- 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* A+ S1 S4 h6 k4 O3 s5 c( T
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- }
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- state.soundsspeed = train.speed();//更新速度
+ k/ {! a% E+ Y6 D8 N - for(let i=0;i<4;i++){
) o8 {+ S8 ^3 {: S3 y8 r$ @4 _ - ctx.setDebugInfo(i+"=",state.number[i]);
% q+ J9 z% q6 E+ x* s - }
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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% \2 `& c4 H: _8 ]. M6 ]
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
' c9 ]6 i; k$ M; M6 m ~/ N1 f5 X - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放+ ~ a, y6 t/ D. i# [
- nu = Timing.elapsed()+long; //更新播放时间& H8 I& H9 {& s+ } X$ r+ ^
- }+ s7 C( V' l1 C! q
- return nu;//返回新的播放时间; g) e) c3 J$ W4 p1 e, Z' R
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- function grnn(min, max) {//随机小数
+ c% W$ V/ w- P, t - return Math.random()*(max-min)+min;
t3 p1 `; h( z6 W2 F! Y+ |# m/ S - }
3 A: ?" T" C$ t x4 w0 C' ~6 L - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的7 g. p7 y4 s9 ^# ^! S8 k
- // 获取列车从车库开出的距离
E/ N+ A+ T% m0 I1 w* q - let railProgress = train.railProgress();! _$ A+ [7 c* ], E& _# f! P5 k
- // 获取当前轨道的索引# H g6 h2 y6 M4 m7 L' W* x
- let currentRailIndex = train.getRailIndex(railProgress, true);$ s: {* a: T, F' W
- // 检查当前轨道索引是否有效
( m, X" d& v" B - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
. w, w! y+ W, U* ^7 { - // 获取当前路径数据对象5 h+ I. R# {$ S, }, w% Q; o
- let currentPathData = train.path().get(currentRailIndex);
9 f1 [# [; w3 Z3 ^( R0 c! ?' j5 ? - // 获取当前轨道使用的自定义轨道名称
. D9 e( J) ], @. R - let trackModelKey = currentPathData.rail.getModelKey();) |% a- v9 t5 w2 v/ z
- return trackModelKey;7 i9 \: F, J( h0 D- O, |( ^
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- return null; // 或者是一个默认值
7 W4 E) h; O; ^ - }
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! b9 A8 G! X& m7 [
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