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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 , r2 k. t: H* V- }6 q! w
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最近在研究JS 做了一个简单的逻辑来播放声音" u% \! u% Q7 m X
- var pit = 1;//初始化音高(速度)
$ ]5 S [/ Z* i8 r) A - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
8 T& ]! M/ b; _/ ]! y( o: t - function create(ctx, state, train) {
[# f: n/ ?0 Q) r - state.number = new Array();. K: T8 ]: P/ W, m; [" p
- state.soundsspeed = 0;//初始化速度; x& ~; K. v1 o1 }* ^1 s
- state.speedsub = 0;
% [1 s0 @, ]; y, w' U1 {% t+ N1 E - for(let i = 0; i < 100; i++){
9 _/ ]" k& |" t/ z7 x - state.number[i]=0;//初始化数组
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- }
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- O7 H: Z; L% K& T$ w+ b! M. b- function render(ctx, state, train) {
7 Y: h3 Z# _: i - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动# m9 ?2 ]% h* A
- pit = 1 + train.speed() / 40;//更新音高(速度)' u/ R3 ^) O3 W/ I1 Q; {6 @1 h
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
* B" ?5 y5 q2 Z) ` - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
( t7 d) J8 N% i C) [ - ctx.setDebugInfo("speedsub=",state.speedsub)$ d' v8 j4 S! }) D0 w" N
- if(train.isOnRoute()&&gamerunning==1){//如果工作
! ^4 e* k- @2 l# K0 k$ t - for (let i = 0; i < train.trainCars(); i++) {
' v4 q# B: K: d6 R) {, a( F- G$ C - ctx.setDebugInfo("soundsrun",1);//记录声音开启
0 w r( }+ O$ W- x9 z; Q# F) g - if(state.speedsub<-1){//如果车辆减速
( K+ B9 ^! a. E4 e3 W. Z8 P: y* D0 _ - ctx.setDebugInfo("shache",1);//记录刹车" \3 ^* K: I8 u6 t) [# ?8 W
- 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
, y3 z% X7 I1 \+ n( H: b5 L - 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
& ?8 f5 s' \ e - }else if(state.speedsub>1){//如果车辆加速; }$ x' o! c' E* b
- ctx.setDebugInfo("addspeed",1);//记录加速
( O; i) u+ z2 m6 R$ d) f) N - 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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+ _" g* s6 j8 p$ |) w0 W! h, u. m& O - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声: G8 L# r2 }, ^8 ~8 v
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
. k1 J, F; x1 A5 O - ctx.setDebugInfo("horn",1);//记录鸣笛声开启+ w' J7 @* T; F& n5 [ s2 L; a$ _
- 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" S e$ T3 _- O, @) ]" J
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- if(train.speed()*20*3.6>5){0 B1 w% W8 U5 E- p4 A2 K% ]: i, H
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
7 y9 }: s+ J1 x3 k4 \% |9 Y - 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){/ ?2 z9 N5 a. P- S: P' g
- 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
8 p* h" j3 w$ 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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- }
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/ Q0 D5 F6 }4 W& M - state.soundsspeed = train.speed();//更新速度: o8 t9 e1 Z$ n. r& `7 x$ r
- for(let i=0;i<4;i++){$ z) w& U. P7 c' h: P0 M% O J8 o ^
- ctx.setDebugInfo(i+"=",state.number[i]); ?/ D; w% F5 {# g% p! _
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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
6 l0 U' T6 z$ q& j1 M - if(Timing.elapsed()>nu){//如果时间超过了播放时间
+ n6 D7 t+ Q# u- r; `) J1 u/ D - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
7 ^$ E* G6 p. C2 T/ q: s - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间% N. P+ Y; v* ?1 L \0 ~: v% @
- }
5 A3 _4 W0 P e - function grnn(min, max) {//随机小数
+ w( J% x5 A! a, u - return Math.random()*(max-min)+min;! v" N8 h( _7 e5 R3 p
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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
& O6 c+ z a) f3 z; I - // 获取列车从车库开出的距离& {' k; _5 @5 V3 m
- let railProgress = train.railProgress();) h0 c- j: z8 v2 [
- // 获取当前轨道的索引5 P. M% g; G4 m ~. x
- let currentRailIndex = train.getRailIndex(railProgress, true);- ~6 v; G2 N& S& K* }: X
- // 检查当前轨道索引是否有效" t( Z* ]" {5 b% L
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
9 ], [ C$ j) p9 R9 t* G6 L - // 获取当前路径数据对象
* k2 N; ^4 l' K5 q5 p - let currentPathData = train.path().get(currentRailIndex);
/ A4 W, o& j5 M" n1 V - // 获取当前轨道使用的自定义轨道名称
" `+ r4 M, K4 Z. [ - let trackModelKey = currentPathData.rail.getModelKey();
% v c1 f: [% {9 }1 D1 _ - return trackModelKey;
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- return null; // 或者是一个默认值
3 z. o1 R; G1 `0 O - }
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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