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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 ; r* W. [- y' m) T3 k
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; O/ |+ _; ]& Y0 Y( ]# Q2 \2 ]5 `最近在研究JS 做了一个简单的逻辑来播放声音9 D$ S/ k+ u. J( m
- var pit = 1;//初始化音高(速度)
+ ~ s$ w" m: S1 f - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]- L/ H9 r- h g5 P' a
- function create(ctx, state, train) {
7 h! n9 T3 y5 K - state.number = new Array();$ a5 q! K; N: F1 O( c
- state.soundsspeed = 0;//初始化速度1 c# Q% H7 q2 @& b$ R0 |
- state.speedsub = 0;( a. R. @; x8 W$ S' g0 R: K
- for(let i = 0; i < 100; i++){+ z, a; f( L& u. u7 e3 d: g, P
- state.number[i]=0;//初始化数组
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- function render(ctx, state, train) {
\8 u" N' f* V8 S D: x - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
# e$ O+ a" d& a. t - pit = 1 + train.speed() / 40;//更新音高(速度)
3 {6 K' f; d# d# _! u ^ - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
8 F" `$ a! ~5 c - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差" j, I: ^0 l& @
- ctx.setDebugInfo("speedsub=",state.speedsub)
1 }, ?. h' [6 e* I" o2 T& i6 m' F - if(train.isOnRoute()&&gamerunning==1){//如果工作
; a$ C% U* u' {9 h) L' i - for (let i = 0; i < train.trainCars(); i++) {
" v( o2 [% [$ f& ^ I - ctx.setDebugInfo("soundsrun",1);//记录声音开启: `8 K+ T( S) O* T _
- if(state.speedsub<-1){//如果车辆减速. \ ^& _) ^0 s2 [
- ctx.setDebugInfo("shache",1);//记录刹车( _2 q2 L/ D9 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; M; ]/ t, U( X
- 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
0 x9 r8 q- Z: u+ e( I( v - }else if(state.speedsub>1){//如果车辆加速2 O/ Q; j, Y; O$ z0 R Z8 m
- ctx.setDebugInfo("addspeed",1);//记录加速7 ~9 t' K# w2 k& @0 g
- 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: e+ Z% {: X8 g. D- |6 a. `
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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
$ [5 W9 W: ?7 ^( U - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
5 Y7 R1 B3 G& O# e% R - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
. w! B3 p4 j2 d! M+ L7 l - 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){* a/ I" p: _2 m, |( j+ W! \ k
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声7 ?3 l5 d. O7 _% i% N+ M
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声* i+ n5 w6 v& P/ J- q2 P
- }' s/ V! N5 {; W. Z+ b: E0 j' ]& \
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){1 b3 G C7 M" y! f5 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. y# n) ^2 @, E+ ^8 \1 `
- 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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- }
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3 U3 b# `! q; l+ a - state.soundsspeed = train.speed();//更新速度6 l% ]0 J& L. u w: I0 B& b
- for(let i=0;i<4;i++){' Y& Y& L+ d" i- D
- 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' t$ t# v/ u' d
- if(Timing.elapsed()>nu){//如果时间超过了播放时间! c }9 Z6 b# ]
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
\* }; h+ c4 z, h* K* j' U - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间
4 V6 i5 Z4 d. _0 \' K - }
# l7 f2 B0 g+ T6 e. p7 { - function grnn(min, max) {//随机小数2 p, K4 V1 @+ E& L: ]
- return Math.random()*(max-min)+min;) j3 J9 z. B4 ]- @: A' ]
- }
* C! {! H# E ]$ U: J L7 [0 h - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的/ _1 P; T$ S" c+ ]& {
- // 获取列车从车库开出的距离4 S P9 J( @2 [& z; C
- let railProgress = train.railProgress();
/ o& i K5 h* J( k1 H - // 获取当前轨道的索引8 D8 u) i7 q" N2 R+ R0 o
- let currentRailIndex = train.getRailIndex(railProgress, true);
" {) g; |1 {; m/ ]; D: a! P - // 检查当前轨道索引是否有效
9 G. G" h( z( V - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {* \$ \* m" L1 M! R+ T: E, A+ R/ m! y: E
- // 获取当前路径数据对象
( z# M2 L4 ]7 Z: B - let currentPathData = train.path().get(currentRailIndex);
: T$ W/ t e) q1 K - // 获取当前轨道使用的自定义轨道名称) ~+ k2 i7 R" e0 N. h; G7 l c
- let trackModelKey = currentPathData.rail.getModelKey();2 X: c3 Z# M E
- return trackModelKey;( S/ n* l; K7 n, \) d
- }
& _, T5 ?, j' Z( ^. a - return null; // 或者是一个默认值0 F1 d. h5 F. ?/ d% L. w. K
- }
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6 [' [- U, e; Z! } e, F6 b: P) i
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