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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 : |; C: C3 i6 ^! a& R. _: E
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; l( W: [2 ~% V Q* w9 h$ S0 q- M8 U最近在研究JS 做了一个简单的逻辑来播放声音1 I `$ Q" p ~) I
- var pit = 1;//初始化音高(速度)
" s" N# y6 L& C; K4 Z) i - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
- R% @6 D8 O! o @# \& @0 H9 a - function create(ctx, state, train) {
* n1 M2 ? H, G3 h; C' ]& A - state.number = new Array();; N) Q5 v, ]7 @7 v
- state.soundsspeed = 0;//初始化速度
5 i& \3 v5 f0 {+ e7 a* @1 B - state.speedsub = 0;
5 i: N: M* ~% W# s l) o3 d - for(let i = 0; i < 100; i++){$ k7 R6 N p2 P/ J
- state.number[i]=0;//初始化数组
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- }6 m0 P6 B n3 ]7 a: d2 h' f
- 5 f0 v0 A, n) ?# `% m: b
- function render(ctx, state, train) {/ r6 a6 K7 @6 a& k* s3 e- }' G
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
: B% ~% Z1 G& Z) V7 B7 E - pit = 1 + train.speed() / 40;//更新音高(速度)
* N' \8 C- R$ x; ?: m) i - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 - O% @* r# y+ P4 Q; X" E
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差/ a H; b/ W5 U+ a0 J K! l
- ctx.setDebugInfo("speedsub=",state.speedsub)
! Y2 D( Z) f! k- \) Y# }$ ^# I/ A - if(train.isOnRoute()&&gamerunning==1){//如果工作/ k' q2 b/ A/ d- b% P
- for (let i = 0; i < train.trainCars(); i++) {- j0 d$ P1 \* O/ O! R
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
4 t2 u) ?3 [( D3 ^ - if(state.speedsub<-1){//如果车辆减速
7 t m7 }1 g% Y% ?3 B4 I - ctx.setDebugInfo("shache",1);//记录刹车
1 [3 w; t) ~! j: j - 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
+ ?3 t: i: t/ `$ D5 I - 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
; {8 S+ K; d! p8 _ - }else if(state.speedsub>1){//如果车辆加速
/ Y/ O9 `8 u" u( Y! g - ctx.setDebugInfo("addspeed",1);//记录加速
0 S4 o4 q. O/ E - 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
) o5 a+ F- ?9 i+ q - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
: U2 x4 | \) @- G - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
& k" {' D0 M1 j' @ - 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){
! {. I0 X/ ^4 o3 C - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
- ?# p. ?+ w. w - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声3 d& y4 q/ j% j% l
- }
2 y0 t2 [8 t+ p( u9 G - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){ |( k- ^6 I5 N0 u/ 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
% p- }& A& Y) K2 r4 M - 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 _ W- u- y& s( n - }
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7 l5 ^, q) Q+ {* P - }% e: Q4 N/ d; A" o
- state.soundsspeed = train.speed();//更新速度% p; x( c* `9 w1 {
- for(let i=0;i<4;i++){, g; j$ B7 z+ K! Y A- g7 ^
- ctx.setDebugInfo(i+"=",state.number[i]);
) t% u$ i# @* E - }
- _+ l, @" ]0 S - }
) i; S A% h9 W O. f - 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 d8 B& s2 Q) R# ^1 E
- if(Timing.elapsed()>nu){//如果时间超过了播放时间' g0 P7 u( c" i
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放( x. o5 L, p; z7 b; I: D
- nu = Timing.elapsed()+long; //更新播放时间
0 {" Q0 N5 O/ q& C$ O - }
/ y# k2 l3 D+ Q. Q) X/ E - return nu;//返回新的播放时间' Z* i2 C7 e% ?( U
- }! f$ u/ H: w5 w
- function grnn(min, max) {//随机小数9 M! h% y7 B& [% n1 r1 R
- return Math.random()*(max-min)+min; s# J! A" ?1 I6 f
- }, s6 A, Z, z/ V# x9 I: t) w
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的$ Y/ D2 a1 ] ]3 r# ?9 a
- // 获取列车从车库开出的距离$ ?& s, t- u: `* r7 l$ S
- let railProgress = train.railProgress();
7 P' W* u" u4 K# J" U; u - // 获取当前轨道的索引5 v; W+ U' ^2 B2 O( m
- let currentRailIndex = train.getRailIndex(railProgress, true);& L/ o6 C% U1 s- Y' W5 R8 J
- // 检查当前轨道索引是否有效: k8 e L, k0 o2 q% P
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
+ @' G, V& E/ `5 {8 w& G. b; X - // 获取当前路径数据对象
0 ?* v6 ~ p ?8 A% G - let currentPathData = train.path().get(currentRailIndex);
9 Z4 V% Z8 \; y, |5 z9 ?! F - // 获取当前轨道使用的自定义轨道名称
& l: M7 |$ ~+ c& P! r; t - let trackModelKey = currentPathData.rail.getModelKey();8 F( U7 H4 { a# ^" L+ {
- return trackModelKey;% ~- t2 R7 u1 F! @
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- return null; // 或者是一个默认值5 r7 I" Z( i1 _' K6 D
- }
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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