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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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2 C6 e( o3 T" |. F最近在研究JS 做了一个简单的逻辑来播放声音
# j2 C' g) l5 q' c: j4 }- var pit = 1;//初始化音高(速度)
Z) G r+ F5 n) X; F7 G) k: j - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
5 ?/ h3 i+ f$ y9 \0 g J - function create(ctx, state, train) {2 g1 v" q& a/ K1 T% W
- state.number = new Array();
1 ]7 u( ^7 E! m/ E: M' K8 M8 V - state.soundsspeed = 0;//初始化速度
# c% X2 j6 s4 |2 s! e - state.speedsub = 0;
. f2 T- z& S* c2 i. G" k - for(let i = 0; i < 100; i++){- t9 \' |7 x6 {) J* m5 r. c
- state.number[i]=0;//初始化数组
. T2 K1 `- {, K, p! H/ Y! C6 A& B9 ~ - }
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% i ^. m* ^) M3 ~$ o- function render(ctx, state, train) {: z) n! V. L% j* g" w+ ^
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
9 I7 _0 y# w& x - pit = 1 + train.speed() / 40;//更新音高(速度)
: q6 s! R% k& t7 T - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
3 h; A. N% p( @, ? - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
0 s1 V( {( w& o5 L/ M7 p, @) x - ctx.setDebugInfo("speedsub=",state.speedsub)& I, u; W( y; |# p
- if(train.isOnRoute()&&gamerunning==1){//如果工作( m+ u" W/ D" h1 R! z; `5 m! J, V
- for (let i = 0; i < train.trainCars(); i++) {
) q9 P2 v, E: S {$ h% M - ctx.setDebugInfo("soundsrun",1);//记录声音开启
- v# m5 Q4 p2 @: ? - if(state.speedsub<-1){//如果车辆减速, k0 o& a0 Z- O0 S% s6 O6 d
- ctx.setDebugInfo("shache",1);//记录刹车& u: I$ l5 F1 }" _' \
- 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
' N" X9 `4 w% S) T! Y4 B+ ~4 O2 x - 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
2 J/ ~7 g4 K# F" y* \) x. ` - }else if(state.speedsub>1){//如果车辆加速
5 j( E, i. s! ~" B! X - ctx.setDebugInfo("addspeed",1);//记录加速
5 |9 b2 o3 x. T; U - 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( t& F& o# B9 P$ T; a, c4 d
- }
& o8 J5 f/ W" i+ @4 q0 S3 L - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声# I4 x# F+ `9 C
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
( P9 O! J) N/ B7 ~2 Q& ` - ctx.setDebugInfo("horn",1);//记录鸣笛声开启1 G$ D* q5 `6 r) N% Z$ G* H
- 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
( v/ K# D3 S- B: R - }
& m" h0 \8 b7 b" s ]( _ - if(train.speed()*20*3.6>5){
8 r( V' l+ _. M- u; X# |# b! v: 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
1 F0 a0 D1 F6 E/ w- [- k* @; L/ 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. c1 N! {) K6 ?4 M/ R! s
- }
; t% @! o& X1 D3 K0 X4 ?# ]; U - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){! R) P2 S( j3 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9 P4 g( [9 [( j( L
- 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3 [. r# r, r' w5 ~
- }
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- }$ h) G m3 Y' p( f
- state.soundsspeed = train.speed();//更新速度
9 u7 ]" W X; q; K' o0 W - for(let i=0;i<4;i++){
6 O; F; q: M% f. V( c! p) \ - ctx.setDebugInfo(i+"=",state.number[i]);
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- }
( v3 N" E: K( ?& K - 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9 E9 ^: U7 N* }, G; I& Z5 C Y
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
" N1 C8 ~$ d: `/ q% W. D+ C - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放6 r" p; p2 w! Z! N2 ^, H
- nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数" G$ _9 c" b1 c( b- i% d
- return Math.random()*(max-min)+min;: O0 n" k4 q; Y' I) W
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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9 a) x% ]0 b1 {: o4 i2 [
- // 获取列车从车库开出的距离
# T( w4 [, J. K+ k* } v; v. ] - let railProgress = train.railProgress();" _2 n4 I0 r% o+ v$ ~* |( ]2 f x
- // 获取当前轨道的索引* ]/ X5 a( V0 \/ ^ f3 Y" N
- let currentRailIndex = train.getRailIndex(railProgress, true);& `, i) b5 |9 B
- // 检查当前轨道索引是否有效
4 N/ ] r3 f% Y( Q# ` - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
* d* M' M$ @) X% q7 y - // 获取当前路径数据对象7 l" P2 I- ?3 m( I3 ^+ z
- let currentPathData = train.path().get(currentRailIndex);
( P+ h) [9 a2 f: \6 X# u - // 获取当前轨道使用的自定义轨道名称7 a/ o5 h3 ? I* \9 i: Z9 N
- let trackModelKey = currentPathData.rail.getModelKey();
. R7 Q& u) K( }' c! f1 k3 ^6 ] - return trackModelKey;8 k- J0 A8 f* n5 b4 S/ O, Z; A
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- return null; // 或者是一个默认值- E$ V; `/ q( ]. \! S
- }
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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