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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 9 h, b3 @& Z% N5 o( A9 ~; [6 m
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最近在研究JS 做了一个简单的逻辑来播放声音7 v. |/ {, r8 I" B: v. z# P
- var pit = 1;//初始化音高(速度)6 R9 S+ x$ S: ]# t! Z0 j# ~4 q
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
' P/ z8 w1 c; @; e, i - function create(ctx, state, train) {
' A- y+ V* V6 Q/ t' {2 D - state.number = new Array();& ^8 `$ y; d2 u b4 d) e
- state.soundsspeed = 0;//初始化速度/ Q: c, A i3 U1 ]
- state.speedsub = 0;* }, U* {6 Q& E: {# y$ O4 v
- for(let i = 0; i < 100; i++){
1 u# K0 i* D$ i6 H - state.number[i]=0;//初始化数组0 K' A/ Y7 V/ M8 ~3 M- x2 z
- }
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! N1 R) N8 I$ \/ T! F2 I& i- function render(ctx, state, train) {" W8 W! n: T, h6 m1 j- A
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动* ^9 s$ Q6 ?6 a) J
- pit = 1 + train.speed() / 40;//更新音高(速度)! O; @- I5 U% L
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
7 o- j! @+ Z& Q& m- ]5 D - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
' [: n& ^* L+ H - ctx.setDebugInfo("speedsub=",state.speedsub)
4 A8 S U, g0 h$ f, ~$ L4 | - if(train.isOnRoute()&&gamerunning==1){//如果工作0 d. t) h- ]4 K- h" N
- for (let i = 0; i < train.trainCars(); i++) {
6 }/ |1 n/ c" L2 S - ctx.setDebugInfo("soundsrun",1);//记录声音开启
: R5 N- f0 F2 w D5 {& s - if(state.speedsub<-1){//如果车辆减速
$ a$ O) e0 C- s3 M - ctx.setDebugInfo("shache",1);//记录刹车0 a# S- ~! C0 e2 \& d7 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19 c5 I+ ~" P; \, E, T
- 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
, R7 z) q/ y+ n" o* p2 s - }else if(state.speedsub>1){//如果车辆加速9 e y! Q2 }# i5 B
- ctx.setDebugInfo("addspeed",1);//记录加速
! N* R/ m4 X i* G - 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8 C7 e3 H1 j: g
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声: E& s% \! ^8 s9 Z- I, e
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
9 F# T' a& A! h' O - 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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" Z9 y5 i5 g. f - if(train.speed()*20*3.6>5){4 T- s! {% R% U, g; D
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
* X9 w% z. n) f* t" r+ \, ? - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声" t) j# s( \4 `1 `" v0 P+ {9 r
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){. Y! p8 p# B1 X4 m/ E$ d
- 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
& x% I. O# I5 Y l5 ^ - 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* A, i' E( m/ l5 B I
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- state.soundsspeed = train.speed();//更新速度
# D. y& {& Y/ q/ G' v0 l - for(let i=0;i<4;i++){3 T7 G0 m, a, }
- ctx.setDebugInfo(i+"=",state.number[i]);" E3 \# [) B. |
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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 w* L% v( Z) i
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
, S" S1 \4 n" q+ S - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
# k! G! {( I; ]! ?* o' j - nu = Timing.elapsed()+long; //更新播放时间0 r* Z1 B0 v! _5 |
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- return nu;//返回新的播放时间" }$ U. `. H2 A$ [
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- function grnn(min, max) {//随机小数9 B' G l V8 y( s- M
- return Math.random()*(max-min)+min;( F5 r$ [$ c4 d4 {8 A3 q
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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# i. x3 H; j4 ` ^
- // 获取列车从车库开出的距离
6 C1 r7 i; \) x7 x l - let railProgress = train.railProgress();
; `1 w1 J3 _& y/ A! Q1 m3 @ - // 获取当前轨道的索引/ b0 W* f9 O. l/ C1 a/ H
- let currentRailIndex = train.getRailIndex(railProgress, true);
$ A2 D; \3 u5 s$ B - // 检查当前轨道索引是否有效
6 }4 y j( }" ] - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {6 M2 f, z0 Y A! B& t5 R
- // 获取当前路径数据对象0 y$ j. E7 l1 X8 \
- let currentPathData = train.path().get(currentRailIndex);" Z8 c8 p: c0 f$ b
- // 获取当前轨道使用的自定义轨道名称
0 x: U( _7 ?/ c) Q - let trackModelKey = currentPathData.rail.getModelKey();
* e5 Q [) w2 B& f+ i" s# U - return trackModelKey;
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- 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
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