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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 # s6 R' o( W! D Y3 H8 O, A( f, Q) |
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' T1 _/ x& G- G最近在研究JS 做了一个简单的逻辑来播放声音. b, V& ~' y# _- [: N6 r2 ~
- var pit = 1;//初始化音高(速度)
! r0 E) V- h! N% ^9 c - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
3 W0 Y* s4 b- W3 o' a1 q9 d - function create(ctx, state, train) {$ T# {& E; Z: E! v% a
- state.number = new Array();
8 I1 Y# ?* z# M% C - state.soundsspeed = 0;//初始化速度
5 x# R! _, K4 h* ^4 _ - state.speedsub = 0;" N+ H8 K! p6 ~9 T8 \2 B% j
- for(let i = 0; i < 100; i++){2 v5 C* ^* e4 l3 l) ?: r+ T
- state.number[i]=0;//初始化数组
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- }
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- function render(ctx, state, train) { Z/ Y% g$ k6 v" u
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动$ ]" D; T) ]! F, X, G/ h, n
- pit = 1 + train.speed() / 40;//更新音高(速度)
1 N) a: D/ N! l) F% U - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ) c' N# T% Q' u
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
. z% |) ? ?0 o9 v - ctx.setDebugInfo("speedsub=",state.speedsub)
3 [8 p& P1 ^4 [- Z# M( h - if(train.isOnRoute()&&gamerunning==1){//如果工作
) A3 x& \$ T* I q9 m# q - for (let i = 0; i < train.trainCars(); i++) {/ q, r9 f, S1 q) X: X% R5 V
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
" a0 N! S6 k7 x3 ? - if(state.speedsub<-1){//如果车辆减速
7 n. M4 M$ U. _5 e3 T+ Y2 Z - ctx.setDebugInfo("shache",1);//记录刹车
+ p1 u$ B0 s1 V2 v - 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. I6 R2 }% D 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2- J( g$ T0 _* y2 d* f
- }else if(state.speedsub>1){//如果车辆加速1 e9 }0 @% q$ q# Z7 w0 r% p# A( U
- ctx.setDebugInfo("addspeed",1);//记录加速
+ ` P8 ?0 h& X - 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4 v r0 B/ ^; F" c$ E
- }
) q2 `$ A& v" ~( s6 L - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声( H& j5 K# \0 C. a2 R3 l% |
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
( O X7 G) p4 C% f5 a - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
# d. K5 n( n2 B3 U - 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){
& j. m! [/ I1 o7 d7 s( d - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声3 S7 f8 \, {4 m( v; q# y" W. d5 [! ?
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声5 U0 K1 l6 N+ Y
- }6 @, E+ p* p3 `$ A8 n) @, \& ~
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
0 r4 [! k4 p- a - 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
* o5 n$ c! t; h7 G5 F7 Y. P+ ? - 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& h1 {, i7 J2 d
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- }' e) n8 i* O2 y! M }) {
- }
0 C/ P/ h3 r+ x5 B/ I" n - state.soundsspeed = train.speed();//更新速度" S% ]. x, k B
- for(let i=0;i<4;i++){% K; X0 g% t5 w+ y: l) W% ]6 n
- ctx.setDebugInfo(i+"=",state.number[i]);
3 h4 l% r7 N; }4 L2 x - }
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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0 }+ ?5 j, a* v7 I: Z5 A
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
1 M3 B' e# v4 K- M5 a0 t - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放& j: Y6 d3 W U
- nu = Timing.elapsed()+long; //更新播放时间/ w. k; J! x! R% j2 d7 }% Z1 C
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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& W7 G" @- x* }) p
- return Math.random()*(max-min)+min;
! q& ^0 l: {7 |& T7 A) d2 A - }
# C0 h9 o8 n9 |5 Y9 Q5 L9 o - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
4 U- U R# M3 p2 y - // 获取列车从车库开出的距离
! [: K: X' k* `7 H ?- `( @! Z - let railProgress = train.railProgress();, N4 X* Z% ?% [5 b) B/ ~/ D
- // 获取当前轨道的索引5 T9 H4 O% @ w) j3 P( D, ?
- let currentRailIndex = train.getRailIndex(railProgress, true);
- r9 S* x3 D4 D: M - // 检查当前轨道索引是否有效
+ @# U( z7 J1 n1 m, W4 x4 t9 u - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
4 g1 ]9 l) ?7 n- p8 H6 I% [ - // 获取当前路径数据对象
: U5 r. R6 [) K0 u( @ W$ i - let currentPathData = train.path().get(currentRailIndex);
! c9 A9 I B- n) D; c) Y - // 获取当前轨道使用的自定义轨道名称0 H$ l' G* {: k f' s) p+ S' F
- let trackModelKey = currentPathData.rail.getModelKey();
2 s4 b8 j6 f* z& Y - return trackModelKey;: m, T. r8 S: ~0 y1 P
- }
) V( p. w$ K: g - return null; // 或者是一个默认值7 i$ o$ }0 h* c r. H, ]
- }
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+ P8 U7 O2 B9 Y; |
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