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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 ' _% i, R+ h. }
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最近在研究JS 做了一个简单的逻辑来播放声音
* K, l9 \- z# k* w1 c2 I* e- var pit = 1;//初始化音高(速度): n1 I" F8 [7 d h' {: Y4 J
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]2 s0 q- T: e; {% }7 Z
- function create(ctx, state, train) {
" B5 L) X7 ^- u1 h& f4 ^6 z - state.number = new Array();7 X& n, T( L- C: `2 y$ G
- state.soundsspeed = 0;//初始化速度
g4 U7 W* J/ a7 i( ` - state.speedsub = 0;9 w& Y/ K6 t- n
- for(let i = 0; i < 100; i++){
; B u! j( N3 A2 \9 w% d - state.number[i]=0;//初始化数组
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- }
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- function render(ctx, state, train) {+ J; O8 t# x y8 f9 |
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
% _& u6 I- f) A# H8 a5 f$ l9 ? - pit = 1 + train.speed() / 40;//更新音高(速度)
, w" c: ~0 Y% x% I% @- g - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
% j& A( o" C w, @8 f D - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
% y9 W% V/ I. K) T, G4 o - ctx.setDebugInfo("speedsub=",state.speedsub)( I5 `3 Q+ g. o: a/ a4 ?
- if(train.isOnRoute()&&gamerunning==1){//如果工作( L6 R; S' K2 q' A* c
- for (let i = 0; i < train.trainCars(); i++) {
/ g2 }; R- i7 b2 `# }4 |1 [ - ctx.setDebugInfo("soundsrun",1);//记录声音开启
2 V" v# N2 Z, [% V" Q. \: V6 P+ y - if(state.speedsub<-1){//如果车辆减速
) ^3 d# K7 E& C u% ?2 o - ctx.setDebugInfo("shache",1);//记录刹车+ K3 _# j2 |5 {
- 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
( t0 l5 g6 q$ p# v5 P/ ]& B* \& J - 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
' t* ?# Y; s8 t+ e' ] - }else if(state.speedsub>1){//如果车辆加速9 w* G7 b ]# e3 p8 ]3 d/ ~
- ctx.setDebugInfo("addspeed",1);//记录加速; V A0 w+ @2 u' B, U. V6 x4 n X6 s6 f
- 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& s$ J e) ?5 u% O# e. ~5 q
- }
# {& o; v% j3 T3 q- `/ D - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声* {/ F- H$ [' I( r4 m5 g4 ]5 K' N
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声- R$ n* x% P+ c4 e# f; e; t A) L) h
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
5 w" o& X: p- ]! i5 r! P3 D% R - 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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/ Y4 ~; c- L, f( X* W- ^ - if(train.speed()*20*3.6>5){+ S* }, x/ y8 n0 }( 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/ v/ R$ n g* j& @8 J
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声" c+ C% V7 K4 n* p, [
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
: j: O* b7 v$ n2 \" r - 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
) ~ h& g4 ^2 u4 ?3 O! x- o - 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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- }
p0 [4 o$ h7 z4 C - state.soundsspeed = train.speed();//更新速度3 x0 B2 w% i# } f& a* E4 N5 [
- for(let i=0;i<4;i++){
0 s; i& v; s8 f3 h - ctx.setDebugInfo(i+"=",state.number[i]);6 L8 n0 b. H9 N; s
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- }
( T0 k, M: K7 ? - 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
7 x- z; ]" E. Q/ X9 b: g - if(Timing.elapsed()>nu){//如果时间超过了播放时间& }/ [! m8 l9 o% Y( Q
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
4 l9 ?! Z5 P A6 H: N - nu = Timing.elapsed()+long; //更新播放时间
9 V" |: v- y- A2 W/ b0 b$ } - }
, o2 O. x: o' E7 G1 \4 _ - return nu;//返回新的播放时间
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( N% ]( l* U6 y: W) `" ~: n - function grnn(min, max) {//随机小数8 ^) g: `& [4 C+ Y' {4 P
- return Math.random()*(max-min)+min;
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$ G: M# {7 R( {; X - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的. `" _; E, j( K5 L- w+ [+ i
- // 获取列车从车库开出的距离
9 @* k1 D+ q r2 z - let railProgress = train.railProgress();! v; Q4 P. u! j& I
- // 获取当前轨道的索引- U! S @4 I; @ y" O
- let currentRailIndex = train.getRailIndex(railProgress, true); [6 L! @% \& q; M1 H9 N
- // 检查当前轨道索引是否有效' w! u9 |2 M+ U! C( k
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
% j) y; ^0 l3 e$ T, C - // 获取当前路径数据对象% J# K! ?/ z& g: @0 {4 W* |4 ]& Q. n
- let currentPathData = train.path().get(currentRailIndex);
/ N* i+ e! {4 b; b: K4 A: J! z) r - // 获取当前轨道使用的自定义轨道名称# s% t9 R: d ?3 I/ _) ?
- let trackModelKey = currentPathData.rail.getModelKey(); t! @2 _. W+ Y' ]; b. O
- return trackModelKey;
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- return null; // 或者是一个默认值
: ?8 b0 p5 b/ P7 g4 K - }
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. Y# B. q9 _! a/ [0 Z% f6 I2 K
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