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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 - X% K+ Y: f8 B$ M7 ^9 d" n7 j
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最近在研究JS 做了一个简单的逻辑来播放声音
3 q# Q. n6 z$ D/ j C5 G. L: _- var pit = 1;//初始化音高(速度)5 [) o* D9 |7 ^5 a. [" A
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
. |# L8 J9 d" L2 F - function create(ctx, state, train) {
2 l1 P3 O" x$ o$ Z4 J - state.number = new Array();
5 s! U5 W" `& W* b6 R+ w$ b - state.soundsspeed = 0;//初始化速度9 A8 J5 I' ?0 d& K' a! [) z* S
- state.speedsub = 0;( }" L! S# Y$ h0 l4 u- }& m
- for(let i = 0; i < 100; i++){- T3 {- f" e0 R/ ^/ q' u
- state.number[i]=0;//初始化数组
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- }
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- function render(ctx, state, train) {9 }* M% s0 Z3 V, N& B+ L
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动# U2 p" l0 i9 s( F" J1 P3 U
- pit = 1 + train.speed() / 40;//更新音高(速度)
6 q% F9 Q' Q' p; n - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ' n1 y; J- a8 P1 F
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
# J$ I5 _0 T, M3 w% m8 j( j - ctx.setDebugInfo("speedsub=",state.speedsub)
1 H1 w5 W( s0 f. C9 L8 z V2 J# | - if(train.isOnRoute()&&gamerunning==1){//如果工作2 k. v3 d. m" i( H3 Z! g3 t$ X8 e/ M
- for (let i = 0; i < train.trainCars(); i++) {
p- ^/ O, e% J p( y) w5 {# [ }4 G - ctx.setDebugInfo("soundsrun",1);//记录声音开启
5 u2 W9 y7 Q9 l4 R8 j) Y - if(state.speedsub<-1){//如果车辆减速8 W b5 G- x" \" I9 k; o/ c7 x
- ctx.setDebugInfo("shache",1);//记录刹车) [4 X5 z1 l' N9 `( B. C8 f8 k3 k
- 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 Q% K4 _1 |) o) |
- 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, f/ ^" C! M0 M, v" A. ?! X& X3 y9 s
- }else if(state.speedsub>1){//如果车辆加速+ |" C B: Q" R* M- g
- ctx.setDebugInfo("addspeed",1);//记录加速
( ]6 L" D' g# v1 {' C. e" T2 Q - 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$ v& d- q- n" P9 ~& E
- }
; J2 H @9 w* y- S. {& H - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
, K9 W! v1 I2 i6 z- H; y; R - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
$ x9 ~/ m Q6 h w - ctx.setDebugInfo("horn",1);//记录鸣笛声开启: a1 I) h) ]1 ]. ~+ ?4 [
- 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 L$ F" Q' i7 x z0 ~
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- if(train.speed()*20*3.6>5){8 ~% |9 m! T2 g3 [
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声' k7 Z1 E$ D( Q0 f' I2 V; m* L, x
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声% O. C% ]8 |* A9 G g
- }
( T& ~4 u3 d) L& ]- |, e - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
; }" f" I; e* V" W5 N/ Y5 { - 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& X* ~! U1 p* B( B
- 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
9 }/ p! N# z1 P: W* k2 G - for(let i=0;i<4;i++){
0 R9 {" `8 D. i# ^2 V - 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/ C7 W& q* N( X! \4 N6 n) O% R7 f
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
9 s! W2 Z: C6 Q: U3 O+ P/ @( b - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放# n' D! M( J7 v3 Q6 X
- nu = Timing.elapsed()+long; //更新播放时间9 \7 _' T/ e' z/ r S
- }, P( T8 z4 D7 l' d* v, P
- return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数
A8 g- ?5 [8 O+ g9 r - return Math.random()*(max-min)+min;8 u) x& z# \. o5 j1 x; Y4 ~* X
- }
2 b* d' W n2 R - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的4 E; \* P( \9 E L
- // 获取列车从车库开出的距离
3 ?0 s# s6 O7 W5 ` H& E - let railProgress = train.railProgress();- T! [! ~. k( A
- // 获取当前轨道的索引
0 w, R) D9 i/ n1 [3 F1 | - let currentRailIndex = train.getRailIndex(railProgress, true);
: H! g& c8 K& G) _" G/ J5 ] - // 检查当前轨道索引是否有效- P$ P2 e% _: T v6 V. V
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
: G* {" N( s, L( Z: u5 D3 D - // 获取当前路径数据对象
2 P. h* \8 M4 f. _ - let currentPathData = train.path().get(currentRailIndex);8 R! c% i1 o& S% h6 F
- // 获取当前轨道使用的自定义轨道名称8 d) c& ?7 K* U; r- V
- let trackModelKey = currentPathData.rail.getModelKey();0 n4 g/ J/ T) @1 t* }; p6 n+ Q
- return trackModelKey;. ?" P: {& K) x
- }
8 }8 g* q9 V+ w: h: U' A: P2 s - return null; // 或者是一个默认值
4 G0 t+ R$ U/ i% e* k; R# S+ P) a - }
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* B$ c2 x: h- k2 T/ r8 M3 Y
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