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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 ) U- ~/ L" ?, Q5 j. ]. W+ B( p! ]
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( J3 o& u1 X4 k* Y$ U4 ]最近在研究JS 做了一个简单的逻辑来播放声音
3 ]0 ^0 V" I4 @6 d4 I5 H" j% x- var pit = 1;//初始化音高(速度)
; k0 T/ k3 m$ i8 z+ r+ m9 K! ] - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
1 y3 A& k8 s2 d [) A$ w9 P - function create(ctx, state, train) {; g$ p$ D, s i' c3 \# Z
- state.number = new Array();
0 S( P! C0 _; ?% t! B, Q: W - state.soundsspeed = 0;//初始化速度$ ~' u! {$ P' I! Z0 G! n1 U8 i$ J
- state.speedsub = 0;
3 R& \! A H9 }- E( a$ l - for(let i = 0; i < 100; i++){
8 r$ L/ J3 t" i - state.number[i]=0;//初始化数组
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- function render(ctx, state, train) {* x! V: E6 S2 x$ q3 W' A- ]2 J
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
! s$ y& m: T! P% U - pit = 1 + train.speed() / 40;//更新音高(速度)8 n$ c; D, w% N6 a: |9 g
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
. R3 {- l) ~1 J6 l. K6 B$ n - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
' M9 n( C3 f" Q& U. Q# M' o - ctx.setDebugInfo("speedsub=",state.speedsub)
. |1 h/ @! Q3 T5 r - if(train.isOnRoute()&&gamerunning==1){//如果工作
& g1 x+ y: p5 T - for (let i = 0; i < train.trainCars(); i++) {
' M: c1 O. j E( ?+ E) o - ctx.setDebugInfo("soundsrun",1);//记录声音开启4 O9 h1 P. V' S1 s2 h
- if(state.speedsub<-1){//如果车辆减速
+ ~) z& X! w9 @0 I8 @ - ctx.setDebugInfo("shache",1);//记录刹车0 h2 \- I- R9 {7 P1 P! N$ v. 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18 b, ?$ m( V* R4 E
- 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
6 s4 @( v! c7 `' k$ r$ [6 q - }else if(state.speedsub>1){//如果车辆加速
M- |2 V; C) f1 w. ^ - ctx.setDebugInfo("addspeed",1);//记录加速3 e5 _+ U9 A v9 _* E8 _0 X
- 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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9 O) u+ w& j1 H, j8 q - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
- }- Z; l& O4 `/ ~4 W, a* u - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
; V; N- I" @! Q/ E - ctx.setDebugInfo("horn",1);//记录鸣笛声开启+ S, `1 R+ t3 m" O8 C
- 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){" D' f+ d6 s: a. @$ U
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
6 P" t) q! H3 x) w6 h0 _+ K - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
9 d/ q$ a# F+ ?; L- h+ C* m: u - }0 q% ? n, Y/ }" u# y' @
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
& H1 q3 p+ d' U9 T3 k; y9 K5 f - 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
$ K7 A s8 j+ X7 r - 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. j- p: y' | G j$ m5 N) g% y; q
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- }
* S# E J. o$ M: X" ] - state.soundsspeed = train.speed();//更新速度1 R L2 a; |; v8 b' J6 b& b0 A
- for(let i=0;i<4;i++){( H0 {" [9 p5 Z! s7 A+ I r
- ctx.setDebugInfo(i+"=",state.number[i]);2 B8 B, ]2 ^$ `" X' L k; 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
5 I% F5 H0 n1 j% v+ d9 P% T - if(Timing.elapsed()>nu){//如果时间超过了播放时间
$ u! w. ]+ T4 \! _2 d# @ - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
( }3 }9 X2 Y* X f( { - nu = Timing.elapsed()+long; //更新播放时间7 Y; I- ]4 B( { Y: N
- }
4 c1 F3 u" E: P" V4 H - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数. J( P; M+ V( {5 l
- return Math.random()*(max-min)+min;0 k }5 i: o8 u( Q9 E
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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, e5 d: Y1 e) B1 Y
- // 获取列车从车库开出的距离
S! k8 k# V, y, _ - let railProgress = train.railProgress();- D3 V& @8 `: u! \* q# M7 K
- // 获取当前轨道的索引
$ b# ^5 D3 @% a3 V4 j% `) M - let currentRailIndex = train.getRailIndex(railProgress, true);# V7 S' d% J. `- Q& ]9 d
- // 检查当前轨道索引是否有效$ i1 o8 `( y0 z8 B4 Q. A% N
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
) r( ]& s6 n8 i) |$ x9 C; n8 m - // 获取当前路径数据对象5 W; `- E% }+ M7 h
- let currentPathData = train.path().get(currentRailIndex);+ a0 C2 X9 m6 i
- // 获取当前轨道使用的自定义轨道名称, U, V; e- A; l
- let trackModelKey = currentPathData.rail.getModelKey();
& u4 U9 s, @. w - return trackModelKey;
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- return null; // 或者是一个默认值
8 A+ k- `: N/ L - }
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% f& c2 u3 n, \; x0 r! r
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