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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 : J- g# ?( B, Z+ U
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最近在研究JS 做了一个简单的逻辑来播放声音
* O. E7 p, c. L- var pit = 1;//初始化音高(速度)3 H( G! C( W$ l; }9 ?$ q
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]: C9 d/ k' \# s1 _: W
- function create(ctx, state, train) {
6 m" d/ W! q# y. @( k% U - state.number = new Array();
* S7 W/ {2 S% m5 ]. J$ c - state.soundsspeed = 0;//初始化速度! k' f( n T7 k- s9 e0 G
- state.speedsub = 0;
% l0 e2 i' U; P9 L - for(let i = 0; i < 100; i++){
+ a1 x0 @6 o- F6 h# k4 A8 V1 d - state.number[i]=0;//初始化数组$ b4 q% G1 J8 R* I2 A, a+ P
- }
0 X2 x- n5 _6 ?: B2 X - }
( _# E3 ?% n* {- y: Y& f - 9 u5 J7 d9 b& Z9 D; I2 z- r" J0 C
- function render(ctx, state, train) {
, {1 ^( v3 S7 u1 Q/ H z1 D - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动0 t+ ?7 f: F5 X7 L+ z
- pit = 1 + train.speed() / 40;//更新音高(速度)7 I. ~. [" \, _$ Z/ _7 z
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ' U1 x. N5 x& \
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差7 A3 a' L3 X/ \/ R V0 S
- ctx.setDebugInfo("speedsub=",state.speedsub)
5 H: v* Z: w% p# m( o+ l f - if(train.isOnRoute()&&gamerunning==1){//如果工作
/ W! y8 i+ B5 g2 d - for (let i = 0; i < train.trainCars(); i++) {
. \/ r! C+ j1 q - ctx.setDebugInfo("soundsrun",1);//记录声音开启& n' q3 T4 }- `' c8 q1 B
- if(state.speedsub<-1){//如果车辆减速; [; q, k+ Z( [9 u | R2 h8 W
- ctx.setDebugInfo("shache",1);//记录刹车& ?% s' O" v/ O% D
- 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- R5 N3 |2 n5 b v# J
- 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21 q2 q" I+ {& I# S/ E
- }else if(state.speedsub>1){//如果车辆加速$ v7 ]& [ C; Q$ U
- ctx.setDebugInfo("addspeed",1);//记录加速" h; M4 c+ ?; _1 R8 h5 P
- 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
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- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声* b' [2 s- X$ g _1 J# q
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声3 ?! S- L5 E" L' q Y% {9 n2 M
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
7 H" d- r' ~* H0 d3 W - 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; ?" J0 k" V* [) p U4 w: v
- }
- x" Y. q3 M+ {% a8 [ - if(train.speed()*20*3.6>5){9 X# C3 X7 q: d9 \$ V
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
' D1 L' J3 ^( \$ i - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
6 M$ E. L5 S# Q7 @4 ~ - }: L' b9 D' A# [. j, F
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){( i5 O' B) [3 ?/ b3 S
- 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
4 o( B$ A/ n b* P( F7 _0 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
# R" l8 u* ~- C+ j - }) i2 y9 ~7 d) \; c3 V" ]! X
- }
# f: F4 _; i' p/ G# p+ Q* z% z; e - }
! O A3 a3 w0 R* m - state.soundsspeed = train.speed();//更新速度% h. u2 \3 q b9 S- z& M6 s+ W
- for(let i=0;i<4;i++){
4 ~9 ^6 ]1 v0 B+ h( `" r3 H - ctx.setDebugInfo(i+"=",state.number[i]);0 D. S- X; E! H1 y% h0 R% i. o
- }3 Y& p( \$ r+ m
- }
* c: [- K' q# F) m+ H& l( E - 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
# j4 t# ?2 s9 E* q$ |+ f! ? - if(Timing.elapsed()>nu){//如果时间超过了播放时间
1 `! v; V3 N: \+ J - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放3 C1 Y% t1 d3 ^, e
- nu = Timing.elapsed()+long; //更新播放时间: W* f! u0 M, o j- U- I# K
- }
* F, M# `- q8 X3 t: d - return nu;//返回新的播放时间
0 {7 C$ @! J; \% v; [7 N/ W( p - }5 ?. O/ D: Y* K% \/ S1 C
- function grnn(min, max) {//随机小数
" ]/ h8 Q8 I5 U1 H- Y - return Math.random()*(max-min)+min;1 a6 a; y. X% ?, b3 X
- }& z( D7 ]# _# W: V( ]3 f0 S
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的6 A0 p9 d. T+ G9 P$ e
- // 获取列车从车库开出的距离
. g6 Q. C8 |) g; u5 y- H# T5 l - let railProgress = train.railProgress();
( |% I( d- Q0 w& t, W( A - // 获取当前轨道的索引! W7 {3 x) h5 S6 {, ~# y
- let currentRailIndex = train.getRailIndex(railProgress, true);0 g g- Y7 w# b6 G7 X
- // 检查当前轨道索引是否有效" q. u7 _& s1 ~5 U
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
' a9 r |1 i3 k- M- B+ |' m - // 获取当前路径数据对象
5 g$ N$ y B# Q( @1 B" O5 k - let currentPathData = train.path().get(currentRailIndex);
0 v0 _: x3 l3 d% H. j/ f l b - // 获取当前轨道使用的自定义轨道名称
- F; E& x/ _3 U - let trackModelKey = currentPathData.rail.getModelKey();
, o" p* N) | t. ^6 N - return trackModelKey;
% Z/ v/ B) i" B; @1 l2 @9 g9 ` - }
/ ~: l0 L9 l: {2 S2 [! } - return null; // 或者是一个默认值: t; g; _( c. \) X7 w# [
- }
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& l$ @# I3 H# z' ^0 w9 r: H. Y3 v
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