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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
+ t* W5 N, p' }1 {0 P- var pit = 1;//初始化音高(速度); n8 A% r( _' {- {4 R G
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]# ?& Q+ Q& R% W, ~
- function create(ctx, state, train) {* T- J( D5 E; C4 m- A* L# a
- state.number = new Array();2 k9 }* C+ x5 S- z
- state.soundsspeed = 0;//初始化速度5 T% a7 h' W" `
- state.speedsub = 0;
% q( a' d- v- E4 S4 |+ d - for(let i = 0; i < 100; i++){6 n$ J. i8 S* @
- state.number[i]=0;//初始化数组% Q# m9 F( D3 q3 U& G
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- }
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- function render(ctx, state, train) {
& o6 w. Q& I5 y# f - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
6 I6 T T& E/ ]6 \7 Q9 x" t! Y - pit = 1 + train.speed() / 40;//更新音高(速度), H8 _3 [5 G. m N2 {5 ~6 N
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 9 h( X1 i4 A3 O! Y
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
1 m4 _# Z- ? Y, q, ~& F, F5 j - ctx.setDebugInfo("speedsub=",state.speedsub)% ?5 o# I2 A* |2 _# c
- if(train.isOnRoute()&&gamerunning==1){//如果工作- r. j6 d3 J+ E* m! k6 c5 }
- for (let i = 0; i < train.trainCars(); i++) {
, o, e5 h" `+ V, u: O, t. W" R - ctx.setDebugInfo("soundsrun",1);//记录声音开启
% }4 `8 e9 Q4 {& o( p - if(state.speedsub<-1){//如果车辆减速/ T6 k( O# v# y. Z B3 x( _% J
- ctx.setDebugInfo("shache",1);//记录刹车
- e4 ]/ R3 o% q" Z3 y! m - 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
+ K3 M& t& u: b) A - 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
- l4 W1 p7 v: k5 h& ?1 K - }else if(state.speedsub>1){//如果车辆加速
6 r) e* ^- ~ U% A5 B, l - ctx.setDebugInfo("addspeed",1);//记录加速
7 ] U7 X& S* x+ P! g8 \7 S4 ?. C+ |4 t - 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1 u7 |. E9 G9 k
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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
0 y/ @6 b9 _) M9 G0 B6 ~5 m# O - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
8 x0 J( K! H; H( i; x3 j& V - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
+ G6 ~& A7 X }/ E7 s. r* Y9 ~ - 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& ?2 G" p6 ?2 Q1 w
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- if(train.speed()*20*3.6>5){" ~* X- }( |6 ~( `4 s+ y8 b
- 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, o% Z7 M; B- R" F9 \. B; 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
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){# S% O3 E; {# m$ l; I
- 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
! ]4 A# v3 K' s8 u% I( E - 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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6 P0 ~. o* e$ }( @ - state.soundsspeed = train.speed();//更新速度
9 x' I3 m8 z/ w" Z - for(let i=0;i<4;i++){
) Z5 _- M1 f7 I - ctx.setDebugInfo(i+"=",state.number[i]);
4 a8 M# H5 n6 i6 W0 \# u - }
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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3 J9 Y- Q/ v2 [5 @
- if(Timing.elapsed()>nu){//如果时间超过了播放时间# i' V* V3 T9 I, T5 F. h
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
, j3 p# E; O; C7 z% W - nu = Timing.elapsed()+long; //更新播放时间9 D& F9 ^/ E9 m) W5 |
- }6 m% z% A7 v2 a# q6 {- G# _! j; p3 v
- return nu;//返回新的播放时间
0 \2 x$ I# H- T1 O+ z# p - }
/ \2 c$ K0 Z1 G* t - function grnn(min, max) {//随机小数4 V9 [0 r/ t% {. m; D! ]5 c( v
- return Math.random()*(max-min)+min;3 D0 q7 i" N; E, M3 H
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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
2 d$ T8 j, S# i* Q, Z - // 获取列车从车库开出的距离+ Y" ?% q4 ?+ ^- @' v6 W5 U
- let railProgress = train.railProgress();* R% }; i/ U5 D# O( U W
- // 获取当前轨道的索引
% W/ d& T2 _3 ~+ i - let currentRailIndex = train.getRailIndex(railProgress, true);5 t/ @6 m! v" V+ Z$ [: a' @
- // 检查当前轨道索引是否有效0 p' ]9 p x, c0 D; b8 x
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {; H% @5 C# z' f' `5 ~
- // 获取当前路径数据对象
4 \! i& ]- w! ]6 k* A/ G' ~; ^' M - let currentPathData = train.path().get(currentRailIndex);* @ f [2 I9 u; [5 a2 J+ a, j3 x
- // 获取当前轨道使用的自定义轨道名称7 A5 [# D6 ^( l
- let trackModelKey = currentPathData.rail.getModelKey();- c: V5 U6 ^4 y3 B
- return trackModelKey;3 L% }) h: S2 R. ]) N( ^
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- return null; // 或者是一个默认值8 \) L) r7 b) N {
- }
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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