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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
1 p4 R$ i+ u! i$ h* [- var pit = 1;//初始化音高(速度)! S0 j. S0 a) r6 ]& X9 e
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
m- R: T, N% `$ n - function create(ctx, state, train) {5 E1 C0 I* Y5 L3 s% C0 m% T
- state.number = new Array();
) @5 b$ W, l1 _" \/ X - state.soundsspeed = 0;//初始化速度
; P% D, M( J/ [1 a. {- I# G - state.speedsub = 0;3 }! T# \1 r$ ?
- for(let i = 0; i < 100; i++){1 z7 X \% k5 G6 E) P! W$ ]* D5 q
- state.number[i]=0;//初始化数组
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- function render(ctx, state, train) {. L5 C: w1 ~) S! S& h0 M
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
$ e* I) x" G$ i! X# W' t - pit = 1 + train.speed() / 40;//更新音高(速度)1 c0 C1 D4 \2 }- U4 Q( _8 W: e
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
3 K+ X8 S, @7 V' g+ z0 z7 M - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差% u& ]- E( h4 b, X4 [! H' U* x
- ctx.setDebugInfo("speedsub=",state.speedsub)
8 x- q, c* Q D" l- {& \9 A9 u4 J - if(train.isOnRoute()&&gamerunning==1){//如果工作
" x% b+ z( D# R - for (let i = 0; i < train.trainCars(); i++) {0 |1 L& n1 m, B' O3 w. B8 C
- ctx.setDebugInfo("soundsrun",1);//记录声音开启4 R# s" D% e) d/ Q L& [( \, }
- if(state.speedsub<-1){//如果车辆减速* U* S9 e2 a4 R; M4 i5 V
- ctx.setDebugInfo("shache",1);//记录刹车
, l1 B1 P% D ^: ^# u/ _# y - 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
9 z% R# T% m, B - 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 L) Y' }' q; T. {
- }else if(state.speedsub>1){//如果车辆加速
( C! V2 O# z$ X# U6 p - ctx.setDebugInfo("addspeed",1);//记录加速
# T1 n9 f- Q+ x6 {5 K) M6 a - 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
; n6 y& K# `, ~' _6 A - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声+ N% J( t: i2 e! m$ \
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
" @( G5 O- `! P. T7 R( ]2 @" n - 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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+ n* {4 D) q# h, E, P" ^8 I - if(train.speed()*20*3.6>5){' s/ n& Z# K" Z' y
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
/ T, m1 V v8 l% J1 {9 D" }, [0 g - 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){
( N6 A/ D% i/ }' i% s6 Y3 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% i5 p P2 f9 n* Q
- 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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- state.soundsspeed = train.speed();//更新速度
+ q# |* \9 v1 z! y2 G - for(let i=0;i<4;i++){2 ?9 z7 g5 o; Z5 M6 a0 E9 D5 O
- ctx.setDebugInfo(i+"=",state.number[i]);
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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
% S7 x! V- s/ X6 m& Y - if(Timing.elapsed()>nu){//如果时间超过了播放时间# u' c, `1 \7 R7 k I
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放7 B* J7 A% {9 R7 p
- nu = Timing.elapsed()+long; //更新播放时间
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1 w; e r, T# M/ D- N C4 z$ j: ? - return nu;//返回新的播放时间% T+ d% N$ r9 c" J
- }
2 t5 A4 ^* b" h" A- S - function grnn(min, max) {//随机小数4 S9 R& ] p" |- |6 N9 O
- return Math.random()*(max-min)+min;$ \5 u Y* |, A& B$ B* t- a' t+ `' S+ o
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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) m# P; R) l4 S% K! X( K
- // 获取列车从车库开出的距离; P% ~' k+ M. E- `
- let railProgress = train.railProgress();
) S3 F4 a% c1 v) V - // 获取当前轨道的索引
4 s) v5 X, }6 L0 S8 G1 U - let currentRailIndex = train.getRailIndex(railProgress, true);0 ?, r5 J! G$ D9 ] s! a
- // 检查当前轨道索引是否有效
8 }" ~4 g! L' w$ [+ v8 k - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
. N3 \2 w+ P/ N7 Q, Q - // 获取当前路径数据对象: ?: \1 } Y7 i/ i$ m& M
- let currentPathData = train.path().get(currentRailIndex);- D! H" }0 ~( y1 Z8 \* V
- // 获取当前轨道使用的自定义轨道名称# Q0 Z( y* W: V1 q
- let trackModelKey = currentPathData.rail.getModelKey();, {: N+ W/ A2 S2 x
- return trackModelKey;: B( ?3 q$ b. E" i( I
- }
n+ _: e8 G+ T( @) d - return null; // 或者是一个默认值
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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% ?$ t7 u( Z3 e& r: v
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