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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 1 Z* g) m* F/ Q9 s3 L. @4 L/ k
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最近在研究JS 做了一个简单的逻辑来播放声音
, J0 d: h5 O. ^. u+ v- var pit = 1;//初始化音高(速度)
" K3 ~. K2 H; [1 S - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]& v( D- O" C% d" f! t
- function create(ctx, state, train) {% g* J. i ^" R( d& b- W
- state.number = new Array();
4 N8 P( z, M6 B3 Y% i - state.soundsspeed = 0;//初始化速度- J. X: g, [8 R$ u/ A
- state.speedsub = 0;, x/ V$ w9 H; U* P
- for(let i = 0; i < 100; i++){( `5 d8 T. U& b, h
- state.number[i]=0;//初始化数组+ p5 }/ r! t2 \* V( t
- }
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: r Y* m3 z. ~7 n0 K$ D1 Z- function render(ctx, state, train) {, g7 D' ]' g# j
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动$ t, z* ^( t* U1 D( I2 }! Z8 k7 ~
- pit = 1 + train.speed() / 40;//更新音高(速度)9 t' ?- C% L, e( d. F. I
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
& j3 T/ y# F5 O. b# k - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
' u8 L7 M: d0 u - ctx.setDebugInfo("speedsub=",state.speedsub)" k* i' O9 [. v
- if(train.isOnRoute()&&gamerunning==1){//如果工作, D" e" k& \( k U9 L# t
- for (let i = 0; i < train.trainCars(); i++) {1 i8 ~2 G0 r+ ^+ o$ G
- ctx.setDebugInfo("soundsrun",1);//记录声音开启5 @2 u. ~: v5 B; @9 E6 M! ?! h
- if(state.speedsub<-1){//如果车辆减速3 T9 g, c6 S5 K
- ctx.setDebugInfo("shache",1);//记录刹车6 M, s/ s8 i W7 J2 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
0 f$ ~7 W7 Z( b# y" J% u( o+ k - 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
A1 n |6 ^% t* E - }else if(state.speedsub>1){//如果车辆加速
9 b1 O5 Z/ H1 K/ L' j+ q4 k% l - ctx.setDebugInfo("addspeed",1);//记录加速, }. p9 C- a$ \: Y
- 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. `$ K7 R8 u4 G4 f
- }1 W7 e5 D) A" n6 T; `9 ~; H- e
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声* N9 T' P& m9 S! p
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声! @$ m9 m X, K, L* E G! e
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
% j% i. T; ~7 A& E - 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
4 n5 n/ x& W# G: f - }
5 L$ s3 j( e5 [3 C2 O+ ?! w; g - if(train.speed()*20*3.6>5){: k) L2 M% a- ~
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
, x6 k7 t! c: ?9 x' y# U( j - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
+ _0 ?& v8 E( w% c - }
# V/ i5 ~9 o3 n# ` - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
% n& _& E4 ~0 h u; c1 ?% W( }7 G - 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2 H9 y- G( G4 q$ t2 n. 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
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- state.soundsspeed = train.speed();//更新速度/ U) f8 B5 s) T
- for(let i=0;i<4;i++){: t& F- Q$ P& t" S# s8 E
- ctx.setDebugInfo(i+"=",state.number[i]);
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- }
" z, W9 v. w6 J: V# e( K; S - 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7 r7 B; ?4 F# t! D
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
2 M4 l# z; f P8 X9 E( L6 Y - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放 Y) X' z) G* s' L0 L. s# e
- nu = Timing.elapsed()+long; //更新播放时间! B# O8 L Q4 v9 r4 H0 \
- }
/ n4 \" j+ O5 F - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数4 i% K; k& ?* w; \! Y
- return Math.random()*(max-min)+min;
$ }1 J+ r% U4 J$ R! R8 r- ?) B - }
]4 P% r2 ~6 G1 h6 l& t8 W - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
: D: E, Z+ Q, T0 k - // 获取列车从车库开出的距离) s! K+ J: g7 k) U! x
- let railProgress = train.railProgress();% I* ]& M- Q& d: m3 [
- // 获取当前轨道的索引" T+ e/ d4 j# T: l6 M( {1 B
- let currentRailIndex = train.getRailIndex(railProgress, true);) T2 k. V3 k) v/ f1 \+ z
- // 检查当前轨道索引是否有效# {$ h4 M }# ~! h1 ]1 {3 S
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {2 P% u: t, V0 N' R+ q% F+ [
- // 获取当前路径数据对象3 G5 }0 Y" E* Y0 x l
- let currentPathData = train.path().get(currentRailIndex);% J) _$ m* d& Z J J" K( P+ j
- // 获取当前轨道使用的自定义轨道名称
, J% s$ W0 O! I1 I2 {5 C7 `+ A* E: T - let trackModelKey = currentPathData.rail.getModelKey();
! f2 K6 ^0 ~" M; E! u, d. r4 _ - return trackModelKey;7 \0 D0 a3 r) t g+ e' d
- }
& |0 n, R+ I2 Y) z4 B6 _* |7 \ - return null; // 或者是一个默认值+ A- z! s/ u7 ^. ?8 K0 b9 y
- }
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1 F' y Y. b! G! l7 b
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