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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 9 c" M0 H3 O* S
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- w: r) g$ `1 W. n- x& Q最近在研究JS 做了一个简单的逻辑来播放声音( `# Q, `+ e9 `( u$ f [
- var pit = 1;//初始化音高(速度)9 J: q+ |1 h' C; u$ x3 `
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]& c8 f+ ^9 R% Y q' V
- function create(ctx, state, train) {" l( [3 D. w) V! u7 _: X( k
- state.number = new Array();. a; I g8 o* _) J
- state.soundsspeed = 0;//初始化速度' L6 c) H$ q' C { E _
- state.speedsub = 0;
( ]" }# ^4 ~0 i+ Z - for(let i = 0; i < 100; i++){
" w9 e. K7 l9 f5 @ - state.number[i]=0;//初始化数组0 i# q( v) H G
- }
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9 `/ J" o% ~( y9 k- function render(ctx, state, train) {. r, c* R3 J/ [! Q4 \) A8 \
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动4 Q6 k, {4 a6 }" O& W
- pit = 1 + train.speed() / 40;//更新音高(速度): \. j, v4 [" |
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
8 h" J* c A: M* E" ]* v, H - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
+ i$ q$ }, T/ O F ~, @( q6 K: Q - ctx.setDebugInfo("speedsub=",state.speedsub)! p! t; B5 i0 A, O3 e! R
- if(train.isOnRoute()&&gamerunning==1){//如果工作
; I8 v* Q4 S. W- c1 ?/ k2 S - for (let i = 0; i < train.trainCars(); i++) {
: Y% R/ s; C% r5 t - ctx.setDebugInfo("soundsrun",1);//记录声音开启
5 w1 @& J4 L B: i( C" Q - if(state.speedsub<-1){//如果车辆减速# @" }( Q" q" Z. o1 J. K m
- ctx.setDebugInfo("shache",1);//记录刹车6 F' J. p1 M5 g* ~' \6 Y- B! 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* Z. h' y7 |% m e
- 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' `$ x. ], D - }else if(state.speedsub>1){//如果车辆加速
& Y& G" o2 q! l - ctx.setDebugInfo("addspeed",1);//记录加速
; y1 L3 V8 U' W- q8 y5 s- 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
0 [; x- |' d3 R s2 p2 Q6 T - }
0 M- T0 ~% Q3 v: P1 O0 i7 f* r. v - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
, d# a( L+ u5 T' ? - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声( E$ v( M$ K% L6 w! v
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
6 M! a0 s& l" 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
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# |& |* ?# w5 B. S* a/ @" v: [5 x - if(train.speed()*20*3.6>5){2 H( a) h+ o7 |1 P2 \$ d) W3 g
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
7 D6 [, s3 \5 L$ J; D - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
7 r. d0 b5 H3 Z4 s5 ?5 ? - }
7 O$ X# S0 Y" O5 _, F" R" p - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){ `/ x) g) {. s" S5 P$ W; }* r8 }
- 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! V0 N4 i, q2 E& V8 d" J" C
- 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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- }
' b0 [7 Y% i' y; n( F' H6 s - }
8 F3 T7 J" p; Y8 t. p& T8 d- S - state.soundsspeed = train.speed();//更新速度0 V1 E* u: o) b
- for(let i=0;i<4;i++){/ V: |- z8 Q7 i% T, l) k$ Y- C
- ctx.setDebugInfo(i+"=",state.number[i]);
, \ Z+ ~: s3 W5 H* Q' W1 ~; P8 Z - }
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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
6 p: x/ C Y% z) e - if(Timing.elapsed()>nu){//如果时间超过了播放时间
; ~" z% m. S5 c* y - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放1 v# B( L( s8 @9 s, C
- nu = Timing.elapsed()+long; //更新播放时间% I$ Y5 C' R4 q$ x2 x, L" Y4 r6 G
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- return nu;//返回新的播放时间# m0 X6 L: G! N Y; Z% n; s( t
- }7 I4 l' S/ ]+ k3 b' X8 e% K
- function grnn(min, max) {//随机小数2 f3 W$ m6 q. f7 Y
- return Math.random()*(max-min)+min;
8 w0 o2 P4 v- w0 w+ j" M - }
; W! j! _& g$ y - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的& W W% ^; F( ^( W/ y
- // 获取列车从车库开出的距离/ X: @: d/ p/ g: M% j6 D1 _ a
- let railProgress = train.railProgress();# j$ f- D/ K( W
- // 获取当前轨道的索引
7 r* Q' q* Z, |- n7 p4 x - let currentRailIndex = train.getRailIndex(railProgress, true);
7 ]1 L/ O* p }& \; L0 C - // 检查当前轨道索引是否有效
! M4 o* q5 a( \$ x1 ?: v - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {( y! @4 T1 S6 k5 i+ g! w
- // 获取当前路径数据对象
) J( k1 x* `( h, Y/ k, |& l9 V - let currentPathData = train.path().get(currentRailIndex);; y7 H! M. h3 ] ?, x. G& R
- // 获取当前轨道使用的自定义轨道名称1 A# f- ~3 {4 {# J- v; z. S: S" L
- let trackModelKey = currentPathData.rail.getModelKey();
- T Y! m3 b+ v9 F4 D0 Q! h5 h - return trackModelKey;. k! p4 M2 J6 w v3 n) ~; H. C
- }
! ~: D8 E2 D# K& C' J. p7 {1 Z - return null; // 或者是一个默认值3 }( _; f% x- i( g; x. r( G
- }
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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