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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 & x) R9 @3 D- n( z# |
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/ \% h( \( z' I5 ? o5 l4 v最近在研究JS 做了一个简单的逻辑来播放声音
: [. y8 T2 q8 R& B# J" d- var pit = 1;//初始化音高(速度)+ e! ]- u- Z. P4 L" ?
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
! Y; W/ u0 e' T, T2 f( `$ b - function create(ctx, state, train) {8 Q' x, n5 z! ]$ N# n
- state.number = new Array(); N, q8 g& F) D
- state.soundsspeed = 0;//初始化速度
i1 v+ ]! n/ h. w* e+ h' ^4 | - state.speedsub = 0; `3 O& `: X% h% [7 j* Q/ n
- for(let i = 0; i < 100; i++){& H' m% ~3 I7 _- |, H1 e
- state.number[i]=0;//初始化数组
8 s* i/ S1 ^) i6 w& A& I; { - }
9 X6 |. C: l/ z/ s( l - }
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- function render(ctx, state, train) {# M5 T+ U7 B8 z5 t" y/ K0 i4 t
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动* [6 w" q2 H/ O. h! ?: q* R" v
- pit = 1 + train.speed() / 40;//更新音高(速度)% m! o6 _5 ?+ u1 M" g& x
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
3 Y7 u1 J0 `7 C - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差: L& B& s6 I! P+ f
- ctx.setDebugInfo("speedsub=",state.speedsub)
0 v6 D- b4 v0 Y O8 s) D3 M& [ - if(train.isOnRoute()&&gamerunning==1){//如果工作2 \& `$ V; W& J
- for (let i = 0; i < train.trainCars(); i++) {
% N, c3 q. Y9 y) g - ctx.setDebugInfo("soundsrun",1);//记录声音开启
% M8 p. D" `. L. ? - if(state.speedsub<-1){//如果车辆减速% A. \$ T9 c& n; J) _0 }
- ctx.setDebugInfo("shache",1);//记录刹车
7 `# v* r) E) T0 R" b - 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
( N' O) j6 G: v- K" \( B: 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
9 z: x7 N4 H. V. e - }else if(state.speedsub>1){//如果车辆加速6 H$ M( @ `/ y9 f# y+ B
- ctx.setDebugInfo("addspeed",1);//记录加速* X( R% u1 [+ D3 v: z# n
- 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* F5 ] O4 A0 x# ]+ x/ ?
- }
- Q9 Z+ J, |, r. z( u - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声" l) V+ d1 z& j8 Y$ ^& ^
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声; f; L$ G* p! _
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
8 ~" U, Z/ |$ L$ H$ ~ V - 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){; {% F* K; s) u* E* u$ e1 x' `! w
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
. {; x, p/ \- G; 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
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){. e3 Y# m2 d* 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
! u/ C" g% x" C9 u) v, 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8 }# U) C/ P. a
- }
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- }
% _- u+ ?1 f; j* X8 g/ C5 X& ~ - state.soundsspeed = train.speed();//更新速度: l- K, M3 q, y% Y) ?
- for(let i=0;i<4;i++){
: W/ U, v& S q6 N. N+ n L2 N - ctx.setDebugInfo(i+"=",state.number[i]);" {8 M% c" p# V0 g4 O. W
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- }: M6 m1 Z0 V' `* B# K3 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
; J+ c, f# }$ G, P3 n; R* i - if(Timing.elapsed()>nu){//如果时间超过了播放时间
/ Q" j# ^5 _7 F) t" i - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
: ^/ S; O8 v7 q - nu = Timing.elapsed()+long; //更新播放时间 |7 v3 W2 u" @( P r# p) |
- }
3 e( x! m8 ^+ |4 t2 f/ S - return nu;//返回新的播放时间 V @7 k, ~! z# B' P
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- function grnn(min, max) {//随机小数0 `4 I0 T2 r2 J7 |, `6 o" v+ C v
- return Math.random()*(max-min)+min;
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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6 R# o3 @; S2 D
- // 获取列车从车库开出的距离
1 Z% o5 q* D6 t - let railProgress = train.railProgress();
: Y6 {" [; D; z6 b4 T# N/ J - // 获取当前轨道的索引- D, K4 i6 W v& V, ~. |) D5 |' S
- let currentRailIndex = train.getRailIndex(railProgress, true);0 b7 I2 e+ O( G3 H5 F1 W6 h' H. D
- // 检查当前轨道索引是否有效- H# v! }- `" v4 X) j8 g2 b
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
4 b6 Z/ v |7 O4 {9 \( v- C" d3 Z - // 获取当前路径数据对象
1 ?# i, J* M) M6 ?# e& V. G) w4 F& ] - let currentPathData = train.path().get(currentRailIndex);
0 S. n% g4 n# D; t - // 获取当前轨道使用的自定义轨道名称
$ B) v1 Q) g6 u J1 a - let trackModelKey = currentPathData.rail.getModelKey();, a" }' {" d) x% n ^$ k+ L5 G
- return trackModelKey;! L- X( }) S% i" n- m1 c
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- return null; // 或者是一个默认值8 Y: w5 n5 T2 s1 G
- }
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- U( V! n {3 s1 C f
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