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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 0 {% {5 T% a( s+ Z
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! P7 q/ H h: E5 e" e( p最近在研究JS 做了一个简单的逻辑来播放声音% o* R+ ?! M9 u+ g' z, u) ?- Q0 A* Z0 x
- var pit = 1;//初始化音高(速度)
8 U% i% _% }* z+ G( A9 z - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
4 Q1 f7 E( ~4 r* I3 a, J6 t - function create(ctx, state, train) {; O. d0 E, }3 |0 _. q
- state.number = new Array();! D* e% e8 e+ E
- state.soundsspeed = 0;//初始化速度
) ^0 `5 O3 x# i% r; v - state.speedsub = 0;
( w7 g, R2 b2 N6 Y% p - for(let i = 0; i < 100; i++){( c7 ?! c5 n( K3 e8 G2 q9 J
- state.number[i]=0;//初始化数组3 r1 t5 [1 \7 d5 _+ H/ ]4 D. R
- }
0 K1 a. n: p1 X - }
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! S; [( q" X9 L2 K; f0 Z( @- function render(ctx, state, train) {
8 ^7 x6 D& q4 [4 U - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
* {5 C- U0 j9 M: V4 C - pit = 1 + train.speed() / 40;//更新音高(速度)
: q" t8 t. R1 A9 y' W$ T1 L - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 $ P" u7 A# o8 W/ |4 m/ G$ ^( {' A
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
d. `/ s& k# U6 [ - ctx.setDebugInfo("speedsub=",state.speedsub)4 t4 p, p6 j6 Z' C- L
- if(train.isOnRoute()&&gamerunning==1){//如果工作
' [8 R4 W) L* a3 Q - for (let i = 0; i < train.trainCars(); i++) {' R2 {% |6 }) U- X- K8 B0 ?, y
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
" @ P( ]$ p3 e7 A. l( S - if(state.speedsub<-1){//如果车辆减速6 M4 [+ c- `0 G
- ctx.setDebugInfo("shache",1);//记录刹车
# m! o# x: N1 B7 h2 V# D1 e' o - 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
+ N$ g. S- T) s1 k ] - 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
( p h& ~. T2 E9 W/ }( B - }else if(state.speedsub>1){//如果车辆加速
# P% k/ }# \! P `# ]. N c - ctx.setDebugInfo("addspeed",1);//记录加速* J7 v4 I0 k; I( V" i5 i
- 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* Y7 l5 i# e& v1 _5 _6 O7 r
- }
4 s5 r! E4 q% {/ R$ a a& s6 \ - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
! F3 I) O: J6 G9 ~# ^( f - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声# `- Y: }9 X: S' p! F1 ?
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
& {) M' y3 _% \( q6 e: O: U - 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0 V8 Y+ A6 I" l$ X6 p2 b1 @
- }
7 ~- \* Q$ O. O8 l8 F - if(train.speed()*20*3.6>5){
q" I* e8 Y8 w* z8 o' o - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声, D& I5 V% T# `5 y7 S7 l
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声4 U7 P' I7 S0 N5 R
- }" M3 G( Z* P# W: }* \
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
" Q l. p/ M/ x" C$ f - 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8 {0 {5 C9 r: z- b% C7 U
- 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' c* A/ Y, q9 Y% p2 W& c3 E
- }, s; @8 o3 f' V, _
- }
7 i' O* A/ r4 W( Z - }
) e X+ i" @, k - state.soundsspeed = train.speed();//更新速度
$ ]& f6 q# Q2 J5 n4 E# F+ x - for(let i=0;i<4;i++){, p* q% }% ~; {7 F8 b8 l# a
- ctx.setDebugInfo(i+"=",state.number[i]);
* D4 l% H; S S3 G - }
% Z& U( o( c& ~ - }
, L8 z3 x6 H; D% A4 j' R s3 m5 X - 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! I# K0 p! m1 Z: _; n b4 k
- if(Timing.elapsed()>nu){//如果时间超过了播放时间$ L8 P3 j9 E: W& Y
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
, c9 X6 R" S) B+ e3 X - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间; t6 I% j3 ~9 D+ P1 J
- }
$ J; X! @* R6 G3 {' q$ W" Z - function grnn(min, max) {//随机小数
% h: U1 V4 {1 X' i6 ?/ I5 m - return Math.random()*(max-min)+min;2 A* M# Y' O5 X: v* W# Z k/ D A+ \
- }
; c0 K' k! W/ M5 D$ g6 y! t; v2 N+ _* r - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的" O7 j! i$ E7 D3 `: T
- // 获取列车从车库开出的距离* J! h3 L: g; a' R k5 X' p
- let railProgress = train.railProgress();1 W; j, ?: T: J% n: D( r/ V
- // 获取当前轨道的索引
8 p+ I* h) y# {2 G4 I - let currentRailIndex = train.getRailIndex(railProgress, true);% B% U# P) s: T) g8 Z, ^
- // 检查当前轨道索引是否有效6 i! l4 ?6 ]2 Q% v- F" b
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
+ u$ T1 E }. c - // 获取当前路径数据对象
% w7 t# y/ v$ a2 b7 P, T) j i) e. E( ] - let currentPathData = train.path().get(currentRailIndex);
% V3 x, s' f9 [" c5 r. L6 m" l - // 获取当前轨道使用的自定义轨道名称4 b4 {) N! J9 a. \2 o8 X
- let trackModelKey = currentPathData.rail.getModelKey();' G/ x I% P6 t! y
- return trackModelKey; Q7 x( v" `2 X6 ? k
- }
' s0 m x) h+ G2 n! d - return null; // 或者是一个默认值8 r8 |1 i. N& k- h$ ~* W) O# 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$ @8 l5 M& _3 F$ u
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