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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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6 ?! y/ @0 e7 f8 U0 m最近在研究JS 做了一个简单的逻辑来播放声音
) ^. S3 n, q" s7 h+ G1 R- var pit = 1;//初始化音高(速度)
! ~" V8 [- }# B- g9 y3 C2 H2 K - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
# D1 [& m# }* G* P2 Q8 r* W9 x8 \ - function create(ctx, state, train) {3 N8 E; K& B: j
- state.number = new Array();/ _$ I; N4 }) h: J9 u1 H1 ~1 u
- state.soundsspeed = 0;//初始化速度
4 g; W( D0 G2 }) s - state.speedsub = 0;
" E: `. W6 i' F A8 X - for(let i = 0; i < 100; i++){1 J+ o* `6 e8 R' ]: u' {
- state.number[i]=0;//初始化数组$ t: L( _8 T+ \9 M
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- }
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- function render(ctx, state, train) {$ m" e0 p; c U/ ~' e
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
9 X! }2 I- S S1 g1 i, W7 o - pit = 1 + train.speed() / 40;//更新音高(速度)0 c& R, t1 N' K4 {6 V- |: {7 o- N
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
+ j3 V5 u+ e( y y* s& K0 o - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差# q! q1 @7 j- b
- ctx.setDebugInfo("speedsub=",state.speedsub)+ b1 j8 s6 i5 @6 A
- if(train.isOnRoute()&&gamerunning==1){//如果工作
: @* O0 N2 G8 E h) j - for (let i = 0; i < train.trainCars(); i++) {$ i7 G& O8 u+ e2 {% ~! p
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
+ o; g2 ~$ I* b- H, m+ K. \8 N. d$ G - if(state.speedsub<-1){//如果车辆减速
$ H2 E6 ?1 O2 m& g' m$ C9 O, G - ctx.setDebugInfo("shache",1);//记录刹车, r* \! z# T1 c- j- \4 M3 x
- 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
4 H# J' V; A, V - 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
) q1 O6 D" X9 ~( Z5 o- g - }else if(state.speedsub>1){//如果车辆加速
! L: x9 g. X- b8 B - ctx.setDebugInfo("addspeed",1);//记录加速5 Z5 V) j+ s3 j
- 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& Q( s, {; Z/ }2 \! V' T; P
- }, [% `* w: O0 g- N/ P
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
: p4 q9 M0 U6 R$ t5 l9 ` - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声* y9 ~% i! D* k# G" f) L
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启( _! l5 O. r1 n: g2 Z& 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6 S7 s2 D; m# e: w) ^5 L, z
- }
2 O& D2 m9 O* f' b7 J - if(train.speed()*20*3.6>5){8 e9 h. ]' j9 g0 l. h5 L/ 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+ [) C/ `6 M T- N
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声( \( i+ W% a2 N% }! [! J6 f
- }+ n2 o3 o7 j4 X8 Y: a2 {
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){/ w$ f- b' Q- a3 ]1 M6 {+ ]; v
- 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7 I( D6 F7 y" O: S
- 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1 X# l2 }" V& J
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- }
' Q5 P3 O' G6 l5 \ d2 x1 T3 | - }
- t6 k9 P" {* j - state.soundsspeed = train.speed();//更新速度
8 j/ q6 ~6 U* S - for(let i=0;i<4;i++){% B$ ]4 O o) V5 B8 T3 V
- ctx.setDebugInfo(i+"=",state.number[i]);& d$ N6 h+ c9 \ S3 E8 [8 C+ ~% G
- }
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6 h; r- b& s3 N P5 }) q: Z0 v - 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. X! T+ Z* I) C3 o
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
6 ~4 {9 b+ }" v$ N - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放( M/ q* q7 D$ a1 z$ y' X; n9 k/ X5 z
- nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间
- B4 @# V( m+ Z; ]( a - }
s# {; S" j* G - function grnn(min, max) {//随机小数
4 ]% @# }# `9 Z' E# }- G9 F% y+ | - return Math.random()*(max-min)+min;
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K2 F! S, G4 l' h, n1 N - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的. S0 U$ b4 ]' d6 n: ^- i( N
- // 获取列车从车库开出的距离- K* E: m Z9 V" O; }1 _5 Z
- let railProgress = train.railProgress();3 Z& Y/ A X' P3 b+ N# s$ N; ?# I
- // 获取当前轨道的索引" S( ?4 |5 C0 E
- let currentRailIndex = train.getRailIndex(railProgress, true);1 j. U( T) m' B3 i# @% H
- // 检查当前轨道索引是否有效* v/ j( O% K6 v. @
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
: t! i% { ~& V) @! [ l - // 获取当前路径数据对象 r& u2 Y1 V9 }5 u# u& c
- let currentPathData = train.path().get(currentRailIndex);
/ C5 k8 y+ F- |* C1 N: V - // 获取当前轨道使用的自定义轨道名称9 ?$ Z" `- C7 B9 Z: s0 a) q6 ~
- let trackModelKey = currentPathData.rail.getModelKey();( j4 p6 a! {5 @0 y. L1 U; V, \
- return trackModelKey;
& |1 ]0 h5 P/ r$ _8 S - }
! M' q. C/ b8 E; F, X1 {% v - return null; // 或者是一个默认值
2 Z/ ~6 Q+ \7 `' j - }
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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