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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0 Q- } }. C, b) O, R
- var pit = 1;//初始化音高(速度)2 Z! [: H+ f3 b+ F& F
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]0 y! X+ f4 [( G+ ^- p
- function create(ctx, state, train) {
2 F3 `* d' s3 ^! E! [- g - state.number = new Array();. w" m7 E4 ]2 O7 o! g' H0 k
- state.soundsspeed = 0;//初始化速度- i# v. J3 V! ^8 {# y
- state.speedsub = 0;+ Y4 ]/ I9 X# C
- for(let i = 0; i < 100; i++){
3 @' g. u0 d, K" ^ - state.number[i]=0;//初始化数组
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- }) o' F$ N' I. W& j
" s4 N, z( ~* [8 g7 g% n, d- S) _- function render(ctx, state, train) {
: b0 Z8 X7 D) G( `% P7 V - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动8 h2 c4 T; F. j$ T
- pit = 1 + train.speed() / 40;//更新音高(速度)
+ q& M% m0 Q+ h5 ^' S - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 5 g5 J J6 h2 |0 B7 M) Z
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差. o/ h1 }: U% Y X8 t+ v
- ctx.setDebugInfo("speedsub=",state.speedsub)
( K! p" b$ _" \; d) j1 @: f - if(train.isOnRoute()&&gamerunning==1){//如果工作& K+ f9 N3 K4 Z! A6 f! a3 T
- for (let i = 0; i < train.trainCars(); i++) {
# @% a. X2 M( z5 y" L/ c; s - ctx.setDebugInfo("soundsrun",1);//记录声音开启) ~9 ~6 J1 `+ V% `4 ]3 a' u3 [
- if(state.speedsub<-1){//如果车辆减速3 j/ |, T) R7 h! u! S
- ctx.setDebugInfo("shache",1);//记录刹车
8 j/ h% t1 ?1 W( {% 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1
1 w0 f3 M8 N8 z - 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28 J4 }+ `/ ?" \7 Q- F
- }else if(state.speedsub>1){//如果车辆加速
) E" d" X' U/ p0 H- o - ctx.setDebugInfo("addspeed",1);//记录加速
9 Z8 c7 a2 E, x4 b: W( ? - 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; G0 }7 K2 D6 J P% {8 B' C
- }
( H; B# |5 C% h - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
1 q4 N1 n4 x7 J$ T/ d" ?# k7 T, e% T - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声5 T7 d6 l) n# U$ A
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
8 F/ Q/ O! O8 ^! l/ I - 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* G( R9 M4 e8 _4 `4 I( Q/ ^- B
- }
7 m2 R% _7 s) _+ d' f! D - if(train.speed()*20*3.6>5){0 M+ Z. k( P+ t8 t' A" c% L' P1 Q
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
% J% E/ o% o1 s0 O: d' h - 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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! t, \# ?5 H# ?. D, X - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
7 v8 ^- }! K% U, E4 D9 `& x- V - 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
' u# f5 n7 S8 b - 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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- }
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- state.soundsspeed = train.speed();//更新速度- C4 s2 @8 j% g6 P$ ~/ e- C! f, Z i
- for(let i=0;i<4;i++){
! k8 T9 ^" }' U. E0 b6 Y - ctx.setDebugInfo(i+"=",state.number[i]);
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- }
5 ~( W( J7 }" O9 U" L7 y - 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. X. Y4 R9 \ t2 z) H! n. H3 R
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
2 M4 Q+ z# T2 |/ g% x - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
' N0 G) b3 J" q( i5 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
% u: |; N5 B) M - }
/ @: z- B0 L. p% I" F6 f - function grnn(min, max) {//随机小数
6 U% O$ n" Z/ F; Z3 Q- Z& E6 z - return Math.random()*(max-min)+min;0 D$ }- [0 R5 p( a, d
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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
) D" X! }' W2 v! t - // 获取列车从车库开出的距离+ p, k8 p3 y. ]$ p) x
- let railProgress = train.railProgress();3 W6 f$ X- ?0 d. L9 X K; G# @
- // 获取当前轨道的索引% I5 d% d* t. C! q5 t
- let currentRailIndex = train.getRailIndex(railProgress, true);
0 E! F" E0 F3 O# @/ _9 ?# x s - // 检查当前轨道索引是否有效
1 G! X" X, e: Q' b; ^0 m/ O - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
, R/ E' V# a) m$ N3 `4 d/ x/ | - // 获取当前路径数据对象* p* o% ]' p' C" P, y, v
- let currentPathData = train.path().get(currentRailIndex);
: H2 L+ P! A! ?! R4 w - // 获取当前轨道使用的自定义轨道名称* L3 a) n% g2 x- P( c% R" C9 y
- let trackModelKey = currentPathData.rail.getModelKey();
' x3 z2 j" ?% A# q- M) E) q u - return trackModelKey;, P% L* V! w2 z
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- return null; // 或者是一个默认值, H) x6 c/ w0 \* P
- }
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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