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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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! U* M4 d9 W/ |) x% _; E% m最近在研究JS 做了一个简单的逻辑来播放声音
' y* C2 P1 h$ R" z& D: I0 l- var pit = 1;//初始化音高(速度)5 x3 D) E: {. Q" B. b {6 A" F" q5 s
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
, W/ s% n' K' j; Z - function create(ctx, state, train) {; R2 Z/ G9 p4 @+ B& F- l1 G
- state.number = new Array();
( u N+ c! f* {" [/ ~, r& J5 ? - state.soundsspeed = 0;//初始化速度
- M8 M! k& \- Z1 |- P" p7 U - state.speedsub = 0;3 ]* a4 f0 }0 J' h j
- for(let i = 0; i < 100; i++){# R5 d. Z, u' U) d4 B- n) A: L$ G& L
- state.number[i]=0;//初始化数组4 D( E1 y% x$ w9 g3 t7 j7 T
- }
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) S/ n/ S* c# z- function render(ctx, state, train) {
) P. G. R2 Z# u- i1 I - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
+ P. ]- i6 s. D: d% H- D# F- e - pit = 1 + train.speed() / 40;//更新音高(速度)
/ m* H% _) y, n6 v - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
/ a! j* \$ w B7 R6 {$ W% v0 X - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差1 A& R; |- G3 X" Y2 B$ E
- ctx.setDebugInfo("speedsub=",state.speedsub)
1 [, z. q- U8 I5 U7 _ - if(train.isOnRoute()&&gamerunning==1){//如果工作
% T1 ^, g" U. p) v' _ - for (let i = 0; i < train.trainCars(); i++) {2 s/ ]6 x& v$ _- I0 s! I d( Y
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
0 o1 C) V4 y% L6 U - if(state.speedsub<-1){//如果车辆减速
@- x% Y5 d- u& G' u% p - ctx.setDebugInfo("shache",1);//记录刹车
, B- q! k% W( Z d' k2 z$ ` - 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
5 F' W" u) G, p" q6 x- j* { - 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27 k7 n ~ V( e4 ~8 P6 l9 ?4 z
- }else if(state.speedsub>1){//如果车辆加速
" Q h ]: ~9 ]; o' y1 A9 N - ctx.setDebugInfo("addspeed",1);//记录加速0 ^+ H7 L: p' E' 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 _( C2 f8 H; f
- }- |* p# [! I5 j4 }' @* P; f/ \) z
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声; L9 G0 q) A3 ?; K0 q% y+ X$ t5 |, G
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
( ~5 ^1 V# D9 T+ @$ C4 s! N# N - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
. L1 P, I5 y9 x! G |! G: O - 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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* U- E/ r; b4 ~* H, b& T$ Q$ N - if(train.speed()*20*3.6>5){
0 S+ x2 E+ m, j- f' \ 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
8 E! v- [& Y, e% T' t5 h - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声; h5 ]9 F* p7 ?8 K0 c1 R
- }
! o# R; }& y$ K" Z r- X - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
" p3 c3 h2 p: l6 R* 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
" a) p p0 n2 G' | - 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8 m) s5 Y9 s- |, e1 ]7 M
- }
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- state.soundsspeed = train.speed();//更新速度# w, H7 Q6 B# ~
- for(let i=0;i<4;i++){4 A9 ]6 o6 |& U1 ]7 S( P: E; z
- ctx.setDebugInfo(i+"=",state.number[i]);, y5 [2 L( f8 C( n9 d+ S2 ]
- }
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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& ]# p* ^7 Z2 J0 p- F5 t$ |
- if(Timing.elapsed()>nu){//如果时间超过了播放时间8 P; i* n' a$ O5 e- {6 n
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
- n9 B3 o" }5 R% T6 O - nu = Timing.elapsed()+long; //更新播放时间: B4 Y6 }8 j! U! v
- }
- |' r4 N0 d/ S - return nu;//返回新的播放时间/ r- D4 H V% l4 V9 g; y9 o3 J
- }
) D1 Y; @/ h8 r9 ?+ z - function grnn(min, max) {//随机小数. M0 f% t; l$ e4 N r1 J0 ?3 E0 k
- return Math.random()*(max-min)+min;! G7 |% K/ E' I& b; n
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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
( A% B7 ^: g) X$ Z0 T" f - // 获取列车从车库开出的距离
6 G( y+ ?7 V6 g; E* J - let railProgress = train.railProgress();0 r1 A: U' F7 V3 d' X
- // 获取当前轨道的索引# r1 I" x7 t2 s5 {# c, t }/ ?
- let currentRailIndex = train.getRailIndex(railProgress, true);
) Z; L* g0 c6 y9 q0 h! {3 g - // 检查当前轨道索引是否有效
( p7 |" i$ h8 r* E/ q' s - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {' E) c$ }( q( n
- // 获取当前路径数据对象* `: H2 O4 M9 k) B
- let currentPathData = train.path().get(currentRailIndex);
- s& Q" l6 p4 o$ l - // 获取当前轨道使用的自定义轨道名称* w2 r) Q, U7 l7 c, n! c1 \' c
- let trackModelKey = currentPathData.rail.getModelKey();! b }4 U8 |1 z, _* K: A
- return trackModelKey;/ ^+ k8 k' W; ^ J* h& _
- }
, d" [3 }1 |% p6 f- t6 A - return null; // 或者是一个默认值
4 q6 v3 a) O8 z% w - }
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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