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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 W% t& k1 e3 P$ _8 Y/ V" `. M
- var pit = 1;//初始化音高(速度)
0 H# x4 Q& _4 E. j. z- N2 ~6 [0 H - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
; N5 T2 _5 L" D$ E1 w - function create(ctx, state, train) {1 M$ v' [0 ?. Q
- state.number = new Array();! r3 w+ J/ o; ~3 V
- state.soundsspeed = 0;//初始化速度' s6 `4 i8 V* P
- state.speedsub = 0;3 j! c. D' i" {+ w: M8 g7 u o+ J3 }
- for(let i = 0; i < 100; i++){
/ I3 u$ r' ~2 g% ]: [. x - state.number[i]=0;//初始化数组3 T) v, R+ {) T
- }: L. Y3 h* m, _: `$ b m" C
- }
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+ @7 Z' z0 M+ P- y0 ~7 U6 ?- function render(ctx, state, train) {! |; I" T/ K' d' t, W2 Z5 w
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动7 t9 a l& c" I) E. k0 F5 n, }7 o( U
- pit = 1 + train.speed() / 40;//更新音高(速度)
8 S8 @' E7 L) m. l' ]5 S - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
( g: n' @. g+ e& ?* ~7 y - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差 o8 ~$ ?1 e1 J) R& e& Y9 |' ]+ Q! ?
- ctx.setDebugInfo("speedsub=",state.speedsub)" X& t% h' e' @& ]/ [6 W( l
- if(train.isOnRoute()&&gamerunning==1){//如果工作1 R1 n" f3 @, E/ e, n( `$ O# ?: y
- for (let i = 0; i < train.trainCars(); i++) {/ m. Q" l0 B6 k/ M
- ctx.setDebugInfo("soundsrun",1);//记录声音开启. h7 P& U, P6 x4 y4 J
- if(state.speedsub<-1){//如果车辆减速
0 N6 B4 b/ \7 ~, A - ctx.setDebugInfo("shache",1);//记录刹车) U- m! G- f! h( Q
- 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13 ~! h1 R8 R$ l: t5 |0 [
- 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25 l5 S0 }$ o( x/ ?% m' n+ {- \
- }else if(state.speedsub>1){//如果车辆加速
- w$ E+ a4 k2 ?" F0 o: T& ?1 y( C; ~ - ctx.setDebugInfo("addspeed",1);//记录加速1 d3 {4 Z1 }# l
- 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* a0 h0 o0 M5 H+ ^! E. w% c
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声. J$ s* O6 t( z
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
4 r, L, k' A% @# N4 R5 F2 U9 O/ s - 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& o' u2 P2 B8 a0 E: H
- }
5 C! o: B+ j% y+ m0 r - if(train.speed()*20*3.6>5){
v! i7 @ G- {9 }7 T, l# d7 @. [ - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声4 _9 _/ z& c! o, x5 ?! 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
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* a$ k1 w, M# b2 r3 q- P; g; k5 Z7 X/ T - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
1 ~ G. b& Y6 H3 { O - 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2 W' H* P% G4 v$ H2 @/ V
- 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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- }
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- state.soundsspeed = train.speed();//更新速度9 Q7 {) ?% k { Y" k: }- k; X- e
- for(let i=0;i<4;i++){! E7 I! }8 e" | E# ]
- ctx.setDebugInfo(i+"=",state.number[i]);
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" v( a7 }( z' G. y, N - 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 N+ h% D9 A t _7 r# P& }3 Q v - if(Timing.elapsed()>nu){//如果时间超过了播放时间( a+ c9 O# V( A2 A; k F; k6 y
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放5 K4 s' O9 Q2 x F- A
- nu = Timing.elapsed()+long; //更新播放时间% r; k c% I& e; s" k3 z8 g
- }
) d- k5 o. k" n" ? - return nu;//返回新的播放时间) r1 F4 O+ R7 I
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- function grnn(min, max) {//随机小数; K0 c* J8 H5 R# b4 o! T) B$ e
- 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
: h. b4 s L9 d1 N* g7 R x; \ - // 获取列车从车库开出的距离; B- _' F1 Z0 O4 c- Y- T* C6 \
- let railProgress = train.railProgress();6 k; `/ C4 U: {( B
- // 获取当前轨道的索引
" Y/ n1 c, ^. c/ Y1 G7 @( l0 U) y - let currentRailIndex = train.getRailIndex(railProgress, true);/ e+ Q7 K2 Y( F- A* X! v
- // 检查当前轨道索引是否有效
9 }* w" M! t* R& N% N6 v - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
* |1 W2 Y1 f+ i6 b - // 获取当前路径数据对象
2 ?( f2 ^) ]. J6 O* G - let currentPathData = train.path().get(currentRailIndex);
3 x/ ^. S5 @2 w7 T5 H - // 获取当前轨道使用的自定义轨道名称' `; A$ a/ x5 S/ T
- let trackModelKey = currentPathData.rail.getModelKey();- y4 f. W# p0 ^: Z2 i
- return trackModelKey;7 F, \% k6 r5 Q1 v" J
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- return null; // 或者是一个默认值0 E$ n- K, u5 R; S6 o' T
- }
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
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