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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5 P3 `0 q$ f2 S& `: W
- var pit = 1;//初始化音高(速度)7 C& V( s" f+ G/ U0 J
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
" a3 ]5 }/ H C, i- [: c - function create(ctx, state, train) {! c5 x% K7 O7 Q, f/ {
- state.number = new Array();
9 \6 [# A4 F7 E5 p! L, b1 \ - state.soundsspeed = 0;//初始化速度
! {3 y+ v& j# \: E - state.speedsub = 0;% x, y# p1 S- Z( _. f. k6 X
- for(let i = 0; i < 100; i++){3 ?% _2 D" o/ [0 `. d
- state.number[i]=0;//初始化数组
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! u! a0 ?, X" ]& k& ~" u- function render(ctx, state, train) {6 S* B. b& B1 T3 W" P
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动( B) I4 q g1 w) ~3 P
- pit = 1 + train.speed() / 40;//更新音高(速度)0 @. \. b7 o8 {3 m+ W6 p" w
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 9 Y; U0 j+ V9 L# w5 n- m) ^ F
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
3 g; `# R% t! D& {7 Q - ctx.setDebugInfo("speedsub=",state.speedsub)( e" N# [6 S( A3 Y" u7 j8 Q, B
- if(train.isOnRoute()&&gamerunning==1){//如果工作) E. e( D3 ^ _ @
- for (let i = 0; i < train.trainCars(); i++) {
; R" o# u* ]- z) W6 y. d - ctx.setDebugInfo("soundsrun",1);//记录声音开启; j" ]+ b8 |: c+ D- P
- if(state.speedsub<-1){//如果车辆减速! R8 H: z ?( }: ?) O7 f
- ctx.setDebugInfo("shache",1);//记录刹车* l) y3 |9 K L$ F- e: C/ G* y
- 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
) R0 o, h! A3 L y/ s& R. H' h - 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% s1 t5 J5 Y1 ]4 k
- }else if(state.speedsub>1){//如果车辆加速
1 t0 J* v; {4 p6 N6 Y" G/ f - ctx.setDebugInfo("addspeed",1);//记录加速
% b+ y% d4 E+ H - 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
! \5 S0 J9 }7 ~ - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声7 Z- ^( C' @+ x" i9 x
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
1 T9 Y A4 o0 u" y - 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; g- D8 I+ [' U) l
- }
0 S l" R" t5 M - if(train.speed()*20*3.6>5){/ b8 X m" X8 |" h5 L: l+ H- j: t
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声! {( k g( c8 h! R* R8 e" \, n) G
- 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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# L: t2 R1 F1 o: ], y. m9 | - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
3 q5 t4 a9 w: a6 Y% U9 O - 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
$ b' ^" d8 o$ K# \ |4 ?3 u - 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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- state.soundsspeed = train.speed();//更新速度
8 q4 d9 i: g) H' {" ^ - for(let i=0;i<4;i++){( a- g* i9 Y3 n; r q6 ]
- ctx.setDebugInfo(i+"=",state.number[i]);
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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
* Y- h) ~7 z5 w" L7 }6 [: B9 L& k - if(Timing.elapsed()>nu){//如果时间超过了播放时间
% |) @* R5 g5 n% I - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放$ \ B* ^- E5 ?$ q# _" E4 e! D; I" s
- nu = Timing.elapsed()+long; //更新播放时间% |5 I3 J- B* a
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- return nu;//返回新的播放时间" ?$ d2 T8 i9 ~9 D* N
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- function grnn(min, max) {//随机小数5 M3 _4 a* M3 }
- 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 P0 u2 q, e+ U9 S
- // 获取列车从车库开出的距离
+ Y7 L# r# \6 m+ T# s6 W - let railProgress = train.railProgress();
) M2 L$ i1 Y" S. j - // 获取当前轨道的索引
3 n7 E/ e; O: y+ o$ c* I - let currentRailIndex = train.getRailIndex(railProgress, true);0 d+ d# `: I3 G' @0 J
- // 检查当前轨道索引是否有效
3 g" H* z: u0 W1 Y3 d$ x1 Z - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {8 G9 P0 O' |" W( M& d; ?3 k# X
- // 获取当前路径数据对象
' D& h4 y- X, } - let currentPathData = train.path().get(currentRailIndex);
8 F% Y+ B$ o6 ~6 _3 j6 L - // 获取当前轨道使用的自定义轨道名称7 c7 i* O) V( q& a7 v
- let trackModelKey = currentPathData.rail.getModelKey(); r8 B% X. W; F
- return trackModelKey;9 \; h+ D3 A7 e3 m1 n* e4 `- h# f0 o
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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1 {' Q: g# i& D; Y9 j6 [1 j7 z! p
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