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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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. M6 }+ }- E! s最近在研究JS 做了一个简单的逻辑来播放声音. b; Z( W" b: { z( U
- var pit = 1;//初始化音高(速度)
" w; ? G" Z% {, H- x - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]+ c- r1 d+ H% Q2 A: g- b6 f
- function create(ctx, state, train) {% n5 b; b, i3 v: M* C0 A
- state.number = new Array();' s9 M; e# s; Z
- state.soundsspeed = 0;//初始化速度
! r; T6 p9 h/ j% D8 p' R - state.speedsub = 0;
2 e& C* J% M1 x: d" |4 [ - for(let i = 0; i < 100; i++){- m( J' Y2 e* m" D2 B
- state.number[i]=0;//初始化数组9 k5 S. d5 V# g1 W' @# Y2 K- ^
- }
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- function render(ctx, state, train) {% u) g* m" {, @3 D# x, w
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
/ Y( ^# \7 H5 M9 ^* z - pit = 1 + train.speed() / 40;//更新音高(速度)
+ L! [$ g$ L- R7 ] - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
9 @2 W$ K3 o. ^5 J. s, T7 Z( ]; F - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差$ i: ] J- b! s, A# A( a6 F
- ctx.setDebugInfo("speedsub=",state.speedsub)- k( q4 V G$ p. G
- if(train.isOnRoute()&&gamerunning==1){//如果工作
, g7 p! j `8 s |2 |- n - for (let i = 0; i < train.trainCars(); i++) {2 }% `2 K" e7 T/ x2 I6 O
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
. ~) \0 K* A) F5 T5 P - if(state.speedsub<-1){//如果车辆减速
- g3 G! r( g9 Y) q+ S3 B+ E* Z' C - ctx.setDebugInfo("shache",1);//记录刹车3 U' W/ F- V! O9 B# t* V. Y
- 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
- L A. Y+ {( l T# b; @; L2 R - 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' }" Z" i; `- w. x! z, c
- }else if(state.speedsub>1){//如果车辆加速' P4 J6 G1 M* T1 i" S- k7 I. G
- ctx.setDebugInfo("addspeed",1);//记录加速- F; m. V( F6 L# G ?
- 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" P2 i, _6 w* u
- }' H r9 R+ l/ I1 ]
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声# Z( n9 {- k. E6 a" ~. s
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声; S' m4 g2 p3 B( t
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启0 i) W3 s5 \) |& x
- 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){
`8 y/ K! @, m0 e1 z1 P - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声$ ^' }: D# q; l; J
- 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 k( ]1 |; U$ k5 K$ V. I
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
. ]+ |+ h2 h$ |2 U; s8 W0 q - 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
% \8 K1 V+ S9 }& r: z - 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$ C; `7 D$ }" K s* k/ O. {9 `3 y& o
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- }
, z# D! \* o+ a) f& e& X$ ?% p - state.soundsspeed = train.speed();//更新速度6 s$ P6 P: d7 W3 |1 }
- for(let i=0;i<4;i++){
7 E8 M! \5 ^& N9 p9 f( n b& ?* w - ctx.setDebugInfo(i+"=",state.number[i]);8 Z* \8 {# ^# S# F' _- Y5 H
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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
% J' U' M1 g9 |5 [ - if(Timing.elapsed()>nu){//如果时间超过了播放时间7 f# T) A) ]) x3 O0 k. v
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
; L# H W1 q& f* o$ z( Z - nu = Timing.elapsed()+long; //更新播放时间
; O3 `3 j6 f5 d* t - }
, ^! y- G% z0 J" |7 g* R8 C1 j - return nu;//返回新的播放时间
" q8 U/ a' m- ?" c6 \% r7 C - }
- \ `: K+ F) V/ C - function grnn(min, max) {//随机小数 l3 G% Z) L8 A( y& R, D
- return Math.random()*(max-min)+min;
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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
+ e: [: ?, k$ k! \& J* I - // 获取列车从车库开出的距离0 q0 c" k" r& n: }
- let railProgress = train.railProgress();0 j8 _5 |* i N, |% f: U: _5 ]! G
- // 获取当前轨道的索引
1 ]( b4 O( l8 o; |* [! _. a% p# | - let currentRailIndex = train.getRailIndex(railProgress, true);
2 s5 S# |$ a& Q; I0 f2 v# r# F; m - // 检查当前轨道索引是否有效9 t4 a# o1 h; G/ s
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {: c+ x# q; W- E* o: s
- // 获取当前路径数据对象+ m; ~% q1 u" r5 x% G
- let currentPathData = train.path().get(currentRailIndex);
6 M2 a- w0 |, M! Q9 b7 N - // 获取当前轨道使用的自定义轨道名称2 u) w: g7 L, Z/ ~" k
- let trackModelKey = currentPathData.rail.getModelKey();3 ^$ r/ q7 u0 @, x4 I1 e* a& u( U
- return trackModelKey;* m" o, `) Q' B1 y& Q/ g. z
- }
) A1 p, S0 P$ X( L9 s+ D& Q - return null; // 或者是一个默认值
8 ]7 l8 p# N; A9 b3 Q - }
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# @. ?8 {# n* M' L5 s/ Y' e% U
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