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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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$ i) u% T( V3 C: `" h最近在研究JS 做了一个简单的逻辑来播放声音& O1 W) ?3 J& Y3 u: D
- var pit = 1;//初始化音高(速度)3 g* B% w, i0 o$ @) J1 A6 h/ d. K
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]1 S% _( K1 e8 c
- function create(ctx, state, train) {
6 f5 y; _% W' b6 O$ W - state.number = new Array();5 h0 N( b' S4 \* ]" ?7 p" r2 @ q
- state.soundsspeed = 0;//初始化速度
2 I, }3 N5 ^& l4 R6 y* X - state.speedsub = 0;9 x( p6 W# ^! m4 v
- for(let i = 0; i < 100; i++){
$ W/ M9 C7 L# e+ E) X/ S+ A4 Q - state.number[i]=0;//初始化数组
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- function render(ctx, state, train) {0 v4 ]( O, Q* _* c1 e
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
" W9 k: ^/ z. [3 u/ P- ^; w - pit = 1 + train.speed() / 40;//更新音高(速度)" V: _# \' e1 K! ^& \ {5 E
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 & ~; F8 D& }/ a0 e' n
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
+ L& Q- h9 z% l8 L3 A - ctx.setDebugInfo("speedsub=",state.speedsub)! e7 A" _- s# S d- M
- if(train.isOnRoute()&&gamerunning==1){//如果工作" K2 f% L' Y( u* I
- for (let i = 0; i < train.trainCars(); i++) {( G8 T5 ?# c3 x( b" L1 |1 o: j
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
6 u! p7 U, N# k - if(state.speedsub<-1){//如果车辆减速5 c( C8 l7 I+ S( G' l& e1 U0 n3 }; B
- ctx.setDebugInfo("shache",1);//记录刹车8 \2 I7 u5 P3 q) H3 F. ^2 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
3 K! L7 P0 c5 G7 f - 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
5 Z5 q/ C9 k9 U, n" ? - }else if(state.speedsub>1){//如果车辆加速
* M8 H* u' K0 r$ p - ctx.setDebugInfo("addspeed",1);//记录加速
) ^. X0 a3 v# |1 `+ F; s Q o# t) 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
* z+ C, W* _' r, W9 E+ [ - }
# t8 y9 M, z: R/ V; x- e# e - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声' |- L$ Z5 A3 _! S! J3 \" V5 V
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
: Z: L+ m! e4 Q' L. s - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
2 l. Q0 d9 L3 ~ - 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
8 ]0 u! z) A1 P: A* c - }
: |& N, {* }" O# r5 i$ ]( P - if(train.speed()*20*3.6>5){$ V' R4 G% d" |) B; v5 @
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
1 F2 K1 w- X" |/ b - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声5 V6 s! C) o7 c& w- T
- }
6 T8 Y/ u$ Q3 m. z- V# } - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){+ q; p# a M4 R7 _
- 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 {+ {! V! W) { g8 D4 p) ^
- 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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- }
+ ]1 k) @! E" x! n: e - state.soundsspeed = train.speed();//更新速度- F0 U7 H4 q# b5 \$ s4 X% h
- for(let i=0;i<4;i++){
! i* a5 a! O! R" s - ctx.setDebugInfo(i+"=",state.number[i]);/ q/ N ^) ?/ S3 {7 y
- }
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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3 _" j# J1 v& Q8 T9 x$ S& P8 g
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
- G) H* x1 E6 r/ U7 V% a, H - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放! \5 n% o1 V/ E- y2 s; {! E% L
- nu = Timing.elapsed()+long; //更新播放时间, E& A# W2 \ N0 C5 i( u
- }
6 o1 ^, k9 t4 A% C# F2 J# | - return nu;//返回新的播放时间: I1 c% P, |3 g2 ~/ @, ~3 X
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- function grnn(min, max) {//随机小数
& C1 z& `- X& h0 |. y' |: o - return Math.random()*(max-min)+min;
2 P j! C/ q h+ u: m - }
. \8 A% h8 Y7 ~5 U - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
( E# z7 j& w0 b6 @8 N3 `; l" |1 b9 G" T - // 获取列车从车库开出的距离
2 S0 \4 a7 q/ h, A" I+ v - let railProgress = train.railProgress();* I4 f; J: E# Z; ^0 F j4 v) @
- // 获取当前轨道的索引! B( G5 B. `; | U7 L/ i
- let currentRailIndex = train.getRailIndex(railProgress, true);
# H; x% w" w- t3 } - // 检查当前轨道索引是否有效2 h, i. g7 y# j; I
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
# w# n" Z0 Z2 t- O - // 获取当前路径数据对象/ R7 Z) C3 M1 H" h# b3 ?6 n, h
- let currentPathData = train.path().get(currentRailIndex);- c2 c( M$ \- Z8 r/ I) w
- // 获取当前轨道使用的自定义轨道名称0 K3 g/ T2 H! |" ~7 y4 v
- let trackModelKey = currentPathData.rail.getModelKey();2 O: U" `0 L O8 ~+ Q
- return trackModelKey;+ e! a5 P6 X0 }& E+ M5 ^
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- return null; // 或者是一个默认值( b& {% m+ H+ r" |% G9 r/ x6 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
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