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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 ( S d2 o T8 u& D
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) r# Q+ N# z4 y! D) K! \0 o最近在研究JS 做了一个简单的逻辑来播放声音- Y" B9 o5 o! n6 [5 R$ [/ k
- var pit = 1;//初始化音高(速度)
& H. Z0 ~2 I6 `1 S( q - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]$ b* g- u( i. ^
- function create(ctx, state, train) {( W( S Q, j' x# Z
- state.number = new Array();+ a K* g. u2 ?1 s% d- I. A
- state.soundsspeed = 0;//初始化速度4 W0 K& _+ H# m
- state.speedsub = 0;
0 L3 }: {) B" `' l- M - for(let i = 0; i < 100; i++){
) |" w1 L& X+ V0 N B - state.number[i]=0;//初始化数组
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- function render(ctx, state, train) {! Q$ i0 W; j1 p3 |# I
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
# E/ X& s% o2 z - pit = 1 + train.speed() / 40;//更新音高(速度)
9 ?1 r+ a" t, B - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 " g r1 n( `. W; l& u
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
' j# h3 v) N) a9 ~ - ctx.setDebugInfo("speedsub=",state.speedsub)
* [$ k: p; v9 u% z* ] X# j' B6 ] - if(train.isOnRoute()&&gamerunning==1){//如果工作% w! u7 b* L4 c# ~ [
- for (let i = 0; i < train.trainCars(); i++) {& ?4 y7 a& J# Q. i
- ctx.setDebugInfo("soundsrun",1);//记录声音开启! v- y& {) Z7 n Z
- if(state.speedsub<-1){//如果车辆减速
+ q) H4 E/ {0 c( \ V - ctx.setDebugInfo("shache",1);//记录刹车
: n$ d( H! D! [6 i2 w: 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14 O/ i0 L3 i, ^# @7 ~6 K5 c- T2 c
- 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
7 ~1 |" E1 r- I' f* R- J/ n - }else if(state.speedsub>1){//如果车辆加速
) t" b- P& o5 Z0 b - ctx.setDebugInfo("addspeed",1);//记录加速6 e6 V. ]9 K8 b3 ~2 J& k
- 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# Y' g6 }" W
- }
& a. p- |0 ?. g U( Z4 C - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声+ }; q' E9 Y7 b) {8 _8 N1 @
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声, M/ q8 d# U' k
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启1 Z2 ^' Z) h) Y8 N( o0 d
- 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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- if(train.speed()*20*3.6>5){
$ X" x P+ q" O x* S4 S, N1 S* e - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
p; K7 K/ p7 F/ ]7 [ - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
- m* u7 s3 y1 y! c - }
, A2 `" g( a6 C - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){# z5 p9 s. \2 V6 {" q
- 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 @ A1 P2 a- I' t( D. K) G- J$ D - 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! _7 C# _: a, [& \- S n5 Y
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- }
. f0 K0 v+ o7 a2 e - state.soundsspeed = train.speed();//更新速度! w" t+ s; M; f& B6 O
- for(let i=0;i<4;i++){
0 U0 H+ M1 w. I. u8 v3 d/ l - ctx.setDebugInfo(i+"=",state.number[i]);
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- }
1 U' A1 x4 u2 Y4 r) I" q - 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
7 I$ [& J+ Q9 D) } p l - if(Timing.elapsed()>nu){//如果时间超过了播放时间
4 T G4 r- W9 d/ T$ l ? - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
# G. d2 ^% n' D m/ e - 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
' [# N& j# z: p5 a3 R% E( @7 y - 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5 ~* {1 U/ P" x4 n* }
- // 获取列车从车库开出的距离
0 S; k3 c5 v- D9 S - let railProgress = train.railProgress();/ }; r9 h0 T' Z& j+ d& c0 o4 W
- // 获取当前轨道的索引
o! Y% p4 ?* e3 I2 X1 Q! ? - let currentRailIndex = train.getRailIndex(railProgress, true);& P5 d X N7 f
- // 检查当前轨道索引是否有效
& V3 l) z. V) l& x0 M/ [4 v8 h - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {" k" m1 @1 O4 N* S* M4 Y
- // 获取当前路径数据对象
. ^- N4 s9 r' |% k7 ~' n - let currentPathData = train.path().get(currentRailIndex);
+ z7 A" P" B1 ?+ ]; o - // 获取当前轨道使用的自定义轨道名称
8 U$ f5 u3 p% y1 w0 x0 r% L - let trackModelKey = currentPathData.rail.getModelKey();9 V; J* s" p9 g2 y5 } ~
- return trackModelKey;* c, k( S4 u: ]& X" w
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- return null; // 或者是一个默认值& Y+ a L7 L7 q0 T/ K9 N, n
- }
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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