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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 / ]$ ?& i Z% g! t1 [# r
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最近在研究JS 做了一个简单的逻辑来播放声音
( _: Z' p2 a4 _3 Y9 [- var pit = 1;//初始化音高(速度): R% Z* X: C4 T% I6 q. p3 |$ Y
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]! f% _0 L1 o3 X' h7 A
- function create(ctx, state, train) {
: V0 P- c n: J: h, z5 c5 B, j1 P - state.number = new Array();
; H s) R2 C; Z. W; Y+ s9 S - state.soundsspeed = 0;//初始化速度
6 r1 b' w. y4 g* B# v8 Y7 g. Q - state.speedsub = 0;3 Z$ }( S& R% D5 e4 x/ ], `0 a
- for(let i = 0; i < 100; i++){
+ l/ q, k5 a+ J7 Q( C - state.number[i]=0;//初始化数组
+ n) {+ ]% ?$ g8 i, Z! M - }
. U. i8 L# B0 g! r0 t+ ?1 J% G* H - }
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- function render(ctx, state, train) {4 r' k# r* {0 ~
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
5 u' A3 g9 h. S* E' J+ ` - pit = 1 + train.speed() / 40;//更新音高(速度)6 y6 I3 o* K- A V
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 % K2 y9 }$ w7 B1 {2 s
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
/ [+ m" w( g- t5 z2 X- i - ctx.setDebugInfo("speedsub=",state.speedsub)
$ z' ?$ R& G j7 }" @# c - if(train.isOnRoute()&&gamerunning==1){//如果工作
8 A6 M; t1 v! r# E5 N; w* c+ O8 Y: H - for (let i = 0; i < train.trainCars(); i++) {6 G& f P% l9 o/ E+ X
- ctx.setDebugInfo("soundsrun",1);//记录声音开启3 _% V, C0 C1 u. ~9 F2 C
- if(state.speedsub<-1){//如果车辆减速- I0 a4 x; e- [/ @
- ctx.setDebugInfo("shache",1);//记录刹车
& t. D: _( j! w$ E; { - 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
: K. n$ u+ m9 p% R - 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
( {$ H! R: c% [$ e& o - }else if(state.speedsub>1){//如果车辆加速0 ~2 z: U+ I/ b0 m8 e- z4 D; p; d
- ctx.setDebugInfo("addspeed",1);//记录加速4 M% H7 r( [& V# [: V3 i: `
- 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
# l( u5 Z% s$ u' y# P- E2 g! v - }; j! T0 s) R4 W5 j( x1 [
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
+ b" n$ x: o& W2 @ - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
2 d& v1 d6 W9 \3 ? - ctx.setDebugInfo("horn",1);//记录鸣笛声开启7 {" S! Z5 M1 a" d8 R5 r
- 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
8 w* @8 l' f# Y7 E' Z# t2 F" a - }. X) h# w5 n2 [- C. m
- if(train.speed()*20*3.6>5){
% u/ n6 B" D$ V* d - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
! h5 |4 F) ]/ R: o( l - 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){( r% \2 f/ i% E5 [- v2 L* t- _. x5 W: |
- 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
s6 W+ q Q6 X - 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2 o8 C j. f# o. y$ z6 x
- }
8 G1 o/ G1 g* y" @7 L" W - }
9 g2 H+ C" H0 ~5 a9 T7 [ - }
) f4 \2 b0 P! r0 H - state.soundsspeed = train.speed();//更新速度, h- |+ V$ o3 o
- for(let i=0;i<4;i++){2 N4 T; ~; u* s
- ctx.setDebugInfo(i+"=",state.number[i]);
& `( z) G# R1 v. v - }
, _: b: z3 p$ S+ H8 g3 i; X5 M - }# n1 l, C! v: k* u, K' B
- 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: ]" U" a1 v! t6 G# f0 B
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
0 \7 y! F( \* _9 O' c2 K - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
7 ~8 J' N& u# I* |: @1 T - nu = Timing.elapsed()+long; //更新播放时间1 L3 D5 S# A. K- L
- }
- G1 g9 _1 {0 {6 G - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数 B+ d4 g: K' j8 v7 }# u; g% _
- return Math.random()*(max-min)+min;
5 Q1 I7 O* p* T1 E5 } \3 W - }
) \- D; V7 M& Z6 Q# |+ s - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
1 W& B: i$ c/ x7 ]( V - // 获取列车从车库开出的距离
7 f3 c; B1 d4 g* v) p P# l& O: f3 O2 o - let railProgress = train.railProgress();! C* t" @7 Z y- Z. ^
- // 获取当前轨道的索引( w! ~- s+ K0 `! `- R- U
- let currentRailIndex = train.getRailIndex(railProgress, true);
. J3 n' C9 v e$ \ - // 检查当前轨道索引是否有效1 o$ R6 M4 |- v, @8 y
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {2 i: J9 q* i, Q' d, w; K2 t$ x* a
- // 获取当前路径数据对象8 _" x* b; V( [4 v; U, t. M$ a/ P m
- let currentPathData = train.path().get(currentRailIndex);1 l/ @* f8 _5 e9 X2 m z( i! g
- // 获取当前轨道使用的自定义轨道名称: q" Q& u0 H1 ^- z) h7 [! K5 ?
- let trackModelKey = currentPathData.rail.getModelKey();
7 |9 |* }4 l4 r8 E8 P7 J; p7 F5 O - return trackModelKey;. E2 q& I/ N, J- E, B9 L
- }. B, X2 V% G; R' H' n
- return null; // 或者是一个默认值
9 |- i# E% i: k" j9 ?# ~1 B- _ - }
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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