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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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0 p$ g- ]6 U. h% A% G, p: N最近在研究JS 做了一个简单的逻辑来播放声音
* \* T6 S4 }% Z* e6 M, [' E- var pit = 1;//初始化音高(速度)6 E N. ` g9 D+ }7 R- z
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
$ `& m) p2 |$ m- A; D( s& n - function create(ctx, state, train) {' Q* g/ m1 y" J3 n0 B" O3 F7 ^* r% M
- state.number = new Array();& ]" s6 |% y7 T5 [( F' @ h
- state.soundsspeed = 0;//初始化速度
% R$ j2 E- b# ~( l: E, R - state.speedsub = 0; ]% H3 q) p0 G0 N" `
- for(let i = 0; i < 100; i++){
, x, a/ Y* G6 g" {' [* u - state.number[i]=0;//初始化数组9 I4 J5 P/ Y3 I3 T( o
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- }
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- function render(ctx, state, train) {
' j* `; a: X5 n# l0 V( \ - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
9 B& u3 Z% h; | - pit = 1 + train.speed() / 40;//更新音高(速度): F6 C1 q4 A9 r h, ?6 |8 U
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 + }' S9 b: j. e5 J
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
4 `- Q' F. W( E. ?9 G - ctx.setDebugInfo("speedsub=",state.speedsub)& g$ Y+ e! {/ |9 H$ R0 @- O; g; `
- if(train.isOnRoute()&&gamerunning==1){//如果工作. H) p% ~" k) X/ Q
- for (let i = 0; i < train.trainCars(); i++) {
& R9 C0 ]9 J) M( z- y% K2 _( B - ctx.setDebugInfo("soundsrun",1);//记录声音开启4 r) i: Y& J/ c- H# I% ^# l9 }$ g9 h
- if(state.speedsub<-1){//如果车辆减速
9 E1 C0 K4 v8 ?9 s - ctx.setDebugInfo("shache",1);//记录刹车
% k; T+ _8 f$ {, L - 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
+ \+ H+ ^" Z, b ~& S - 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 b$ o5 t. r7 g4 L3 Q, j* @& v
- }else if(state.speedsub>1){//如果车辆加速
" |& X& c0 J7 x+ s - ctx.setDebugInfo("addspeed",1);//记录加速2 n! @3 g$ U2 E- o! j8 _0 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! s# y1 T$ _8 m) X: i; M" T
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
# C( o8 e) V4 ^- E* I - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
2 ` m# j; D2 K0 C$ n# 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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4 u' z% |$ g# G3 P$ y( i - if(train.speed()*20*3.6>5){8 ^ _1 f* Z/ k/ m2 Z
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
' R2 \' [, u8 @" V7 D: e( A - 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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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){, M$ }- u& p7 x( m
- 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: l+ |8 s B; I, f' Y F
- 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, \# N" x1 d. M9 i" h8 R/ M
- for(let i=0;i<4;i++){" s% ]# z2 X. I6 L
- ctx.setDebugInfo(i+"=",state.number[i]);
, u- l' I, i$ q e4 s/ [! N, p - }
$ F3 u! A1 o; x. ^9 V9 @: r - }
; y7 [0 \/ U: Y1 F8 N - 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
2 X9 F$ q+ e) D7 v- A2 \5 M) T - if(Timing.elapsed()>nu){//如果时间超过了播放时间
1 ?8 P% e: _) m4 { - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
; \* w+ V5 F+ \6 N; z4 E1 [) J& }. G# K - nu = Timing.elapsed()+long; //更新播放时间& q& d+ R" H% t8 S6 U* X* O
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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
; N8 ~) f% {2 F$ E6 G - 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" S7 ` k3 T% X0 i+ }4 V! {
- // 获取列车从车库开出的距离3 t- n5 e6 t. x/ Z) z: k: a
- let railProgress = train.railProgress();0 R+ P) M2 D" e; `- d
- // 获取当前轨道的索引
! k# R2 b+ Q+ t! G, z - let currentRailIndex = train.getRailIndex(railProgress, true);- R" m) Q, Z4 Q( t* }: K$ o, n
- // 检查当前轨道索引是否有效' {0 k3 x6 E/ t% V% d% V* Y! j
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {" n" a" [# ]3 O8 }3 f, j
- // 获取当前路径数据对象
2 i" E( j) Y" X# W# ]* _ - let currentPathData = train.path().get(currentRailIndex);- y2 d# R6 M: q& w+ r$ m% E, Y$ P5 P
- // 获取当前轨道使用的自定义轨道名称
: v7 a5 {9 Q% z0 g# ? - let trackModelKey = currentPathData.rail.getModelKey();4 i& Z& o: q, i, O5 C
- return trackModelKey;
. Z* g5 O& R8 I! U7 J7 Q. G - }
. |4 s2 N8 _! f1 q - return null; // 或者是一个默认值7 a& G! w' H9 D; v" s K# T
- }
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0 ]( J' @0 ]4 N0 R
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