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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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3 [, j( @- t* Y# D! @最近在研究JS 做了一个简单的逻辑来播放声音
, d$ K# E' Z0 c: ^- var pit = 1;//初始化音高(速度)
! I1 T+ W3 W+ ^ - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]1 ]% |" F! C; a- d
- function create(ctx, state, train) {
6 X" M: c1 R) w* K; _( L - state.number = new Array();& A; ^7 K1 n- k; g! B
- state.soundsspeed = 0;//初始化速度& Q, h% p+ L' C. _6 ~( x
- state.speedsub = 0;' ?; j9 k* r: d2 b1 g- X5 t
- for(let i = 0; i < 100; i++){
9 x0 c4 D( H2 s+ Z, b3 v( T) M - state.number[i]=0;//初始化数组6 N5 g# E( a( H! l, G
- }
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0 c+ E* A9 R& x% L2 w- function render(ctx, state, train) {: k+ K0 ~$ W- d o: {5 j5 U* E% X# P
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动) ]8 P5 j" o5 W0 n" j' F/ H4 o
- pit = 1 + train.speed() / 40;//更新音高(速度)
1 e f/ T& S: K4 E* C& L - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 7 s0 y7 k4 [3 `0 Q5 o
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
1 g5 o$ ~. u8 C, H4 [+ H - ctx.setDebugInfo("speedsub=",state.speedsub)+ z4 t; c8 @+ L" }$ S, a0 D T1 K4 z
- if(train.isOnRoute()&&gamerunning==1){//如果工作
# \! D7 I/ O2 S- J% i3 n - for (let i = 0; i < train.trainCars(); i++) {4 M# X' q( F/ s, Z# u1 L7 W3 f, S
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
5 C' Y8 X3 p! T2 H, ?0 S - if(state.speedsub<-1){//如果车辆减速
, l0 i6 E+ z& U5 B; n: H! v" `2 T - ctx.setDebugInfo("shache",1);//记录刹车
* t! W% z+ C# {& l: g - 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12 ~( p9 a2 Q0 D
- 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
7 G7 {" d' R( V/ h2 @ - }else if(state.speedsub>1){//如果车辆加速$ G5 G. ^ ^3 U+ N Y+ g) v) F
- ctx.setDebugInfo("addspeed",1);//记录加速
' m% E; `2 d5 I; o - 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! V) d7 M! K1 d! w" i
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声5 k% X5 R0 N: t/ ^3 z9 S! {1 `: D. j
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启! \. v# m5 l3 B9 w8 z* H5 J( N( x2 g
- 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){
# G! H% U \' 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+ a' F( t) X% C7 w& r1 C5 t
- 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){
~# `3 A" i' R7 O9 e U' p - 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6 w$ d4 d) C- m) K% o9 K+ i% \6 T
- 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, k; l8 b0 x L! L% ~
- }
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- }1 n: F& [4 G D
- state.soundsspeed = train.speed();//更新速度
4 x9 y4 F- W6 N1 V) {& ` - for(let i=0;i<4;i++){) i- h, j& |6 U. D; ]" U2 @( I/ K
- ctx.setDebugInfo(i+"=",state.number[i]);! h# X9 @$ _0 R9 F
- }
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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. m- i! h3 D5 W8 Q4 t+ f) U2 Y0 R
- if(Timing.elapsed()>nu){//如果时间超过了播放时间6 [' F4 t" c+ S) c* |. \
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
: E& [5 y i3 H' f - nu = Timing.elapsed()+long; //更新播放时间
7 Z# e" W7 O! t8 y: k; @ - }
3 _. W9 d7 c2 F - return nu;//返回新的播放时间8 T/ A0 r9 j, E& t- I
- }* ~+ B/ R7 S) a& l7 l$ w6 l% l, t: [
- function grnn(min, max) {//随机小数
: G, X: L3 c4 h) c% K - return Math.random()*(max-min)+min;% p' l4 V3 J; m1 N
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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" e% y1 t' b" u; G6 i0 r
- // 获取列车从车库开出的距离
1 l) P9 g& y5 t4 r5 |8 w - let railProgress = train.railProgress(); [2 w1 ?( C! e. Z+ D* r, @7 I& a
- // 获取当前轨道的索引
3 r! _( q$ k5 A2 y9 e - let currentRailIndex = train.getRailIndex(railProgress, true);9 M% B9 R* P7 w8 x, H! `4 G+ E
- // 检查当前轨道索引是否有效: `4 J6 h4 E: L. O) m4 a4 N9 [
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
: s1 j6 {; @% ~' ^# {4 t- ` - // 获取当前路径数据对象' ?2 a- x$ }% k4 y
- let currentPathData = train.path().get(currentRailIndex);
( k5 `5 t) D7 {" } - // 获取当前轨道使用的自定义轨道名称
3 q3 V3 w, |8 k - let trackModelKey = currentPathData.rail.getModelKey();
1 B/ c& p+ T7 ^2 t8 ?, S - return trackModelKey;8 x( O: @: h$ q7 Y0 X& E3 _6 K
- }; t4 s& b1 X3 j. Z
- return null; // 或者是一个默认值
& ]9 b) p% \6 A x0 K+ b+ f8 c - }
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9 S: C' n5 a+ W2 u( D0 s8 h3 r
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