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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
8 Q3 d9 Z8 r+ r! E+ w. l4 T- var pit = 1;//初始化音高(速度)
8 w7 K5 n2 K% m - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
3 S. i+ e& g" m" p; e - function create(ctx, state, train) {
$ M7 d6 E0 N8 N1 {$ i# Q - state.number = new Array();
. k% c. v. j2 U1 }4 y5 W - state.soundsspeed = 0;//初始化速度1 P6 C. @% e. Z) ^- Q
- state.speedsub = 0;
0 p" T$ H* j: z - for(let i = 0; i < 100; i++){
4 f) j& E% Y i - state.number[i]=0;//初始化数组* t/ Q( u }. g- V" \2 s
- }$ j" D3 T+ y9 ^' Q6 }
- }/ y3 P! a7 V4 S8 S. Z
9 v9 \& v, i( y) [ ]- function render(ctx, state, train) {
0 A. }: Z* r3 @8 j0 v- U3 r - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
( i8 q! W8 w/ l+ H6 D$ J% h' ` - pit = 1 + train.speed() / 40;//更新音高(速度)- V1 Q: O* X5 H
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 . o# ~8 o4 m; D5 |, s
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
1 _" T0 v% T! [5 C9 R' t* W1 M - ctx.setDebugInfo("speedsub=",state.speedsub)
) F! N i+ Q' [( g2 D - if(train.isOnRoute()&&gamerunning==1){//如果工作
! U+ E" p+ k; a+ E1 v5 C% r8 x* y - for (let i = 0; i < train.trainCars(); i++) {
# p4 p7 ^0 R; ^! G - ctx.setDebugInfo("soundsrun",1);//记录声音开启
# ~+ I+ l: t/ X% w$ F8 H0 G) R, t - if(state.speedsub<-1){//如果车辆减速, v% B6 p" |" Z5 z2 w
- ctx.setDebugInfo("shache",1);//记录刹车
/ [$ w( ^* q) P - 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
2 @ L2 f9 O. D' ^4 t( _9 \ Q* q - 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
# T/ _, ]) R! W B - }else if(state.speedsub>1){//如果车辆加速
3 J0 Q, E8 Q. o& v% g2 b+ \* N# i - ctx.setDebugInfo("addspeed",1);//记录加速
3 K" n! J+ T5 {2 q4 q8 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( n/ w2 d6 D* j _4 a. a7 ~
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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 y d- h: H8 X, o
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
2 [) }% c( i3 s8 }# o+ y# l, b9 M: \ - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
8 U2 N$ [3 T0 ^; A1 [6 J+ C8 b$ @/ 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; _/ ~2 }6 h, V
- }
_0 \& ~/ _3 w$ v7 W - if(train.speed()*20*3.6>5){# u' ^" H# b6 F9 ^" Q! b/ J- P) M
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
* R A4 P! |' [7 H$ p - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
b3 H( h: ^* U1 G+ f. [& b, e - }
# K' E) M8 w+ r7 a# b. y - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){- Z% H/ ^/ p U2 [
- 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7 {8 u4 _0 c9 K1 ~4 r4 a2 e# N# C
- 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4 T: O' c* d: Q, a" r: r' e- r
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- }
/ x1 f. ?3 Z6 J X1 q0 a6 t - state.soundsspeed = train.speed();//更新速度
$ U9 h4 z) [6 b8 G( x - for(let i=0;i<4;i++){
, U" {1 X( \: |: |) r8 D$ U( R - ctx.setDebugInfo(i+"=",state.number[i]);6 T6 x; w/ _+ p9 \: y9 i% N" p( C
- }
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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
. _: v! U8 |9 M4 |7 p; C - if(Timing.elapsed()>nu){//如果时间超过了播放时间
/ k- \4 ~2 s( E& n. u7 f1 N( z( w/ e - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
1 {" b5 I$ Z) Z9 q' x; _6 V - nu = Timing.elapsed()+long; //更新播放时间
/ J4 q7 Z( z- D9 _; Y! S - }
: N. Y1 t# V: o; M+ r! [0 o - return nu;//返回新的播放时间8 ?( y: |/ c2 z0 y( B
- }
/ r* d! C( B, V - function grnn(min, max) {//随机小数/ B: B' X6 t- l& @! Q
- return Math.random()*(max-min)+min;
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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
2 j" _. A! ?$ \- Q1 K/ [& D2 ^ - // 获取列车从车库开出的距离
2 H1 ]/ | ]: U& m - let railProgress = train.railProgress();# i" I& {( ~2 E5 d$ ]+ t( T! S
- // 获取当前轨道的索引
# K# D- v5 P: \6 E; ` - let currentRailIndex = train.getRailIndex(railProgress, true);
6 u/ K! r, K) o! A( d - // 检查当前轨道索引是否有效
: W: W6 A$ e/ @0 t - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
% F/ p. W! E6 H r+ ~: k - // 获取当前路径数据对象2 f2 x7 p. Y2 E3 Z6 y; S M* s0 F
- let currentPathData = train.path().get(currentRailIndex);& i0 [( C8 h" n6 T! s. m; L1 R
- // 获取当前轨道使用的自定义轨道名称
3 d" V% n0 C: r& y5 j! }8 T - let trackModelKey = currentPathData.rail.getModelKey();
& P# m7 ^3 x' y6 C0 |0 | - return trackModelKey;
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- return null; // 或者是一个默认值
( w- S! y/ H4 B! a - }
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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