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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 ' {( U7 |; o0 O% ^$ _
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最近在研究JS 做了一个简单的逻辑来播放声音. c3 N8 p4 Y2 x
- var pit = 1;//初始化音高(速度)" @% ~. Z A) O0 H
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
. m( F- O/ h& E; K - function create(ctx, state, train) {8 }; ]% D1 L9 P9 u
- state.number = new Array();
) Q5 [2 Z" f. Y6 o4 ]6 Y - state.soundsspeed = 0;//初始化速度
% E4 e0 l( h0 F3 z- F9 r8 c* ^ - state.speedsub = 0;
, n1 l, X( o3 e- P/ { - for(let i = 0; i < 100; i++){* x" r0 T4 l, U" b# h( I
- state.number[i]=0;//初始化数组: E' B: M# ~, I- t# U
- }
- u _& q/ G8 |) N - }
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% |+ H. b1 e, h+ B# k! [# p- function render(ctx, state, train) {
% v* H1 e/ L1 O1 ` b$ a H - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动0 z" {! @$ P; [& F, P% Q
- pit = 1 + train.speed() / 40;//更新音高(速度)
, [/ J7 @- x- w( m5 r8 C; m! v8 v: v9 b - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
! z) o: b8 Z/ m) Z - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
v* L g0 r( Z! Q% Y - ctx.setDebugInfo("speedsub=",state.speedsub)$ D0 u; H, T" Q) M
- if(train.isOnRoute()&&gamerunning==1){//如果工作
# A* O* c6 }- T9 T7 J - for (let i = 0; i < train.trainCars(); i++) {
% F* a# e% H% K7 v) X - ctx.setDebugInfo("soundsrun",1);//记录声音开启8 {& N$ Q$ F' C s& s- y
- if(state.speedsub<-1){//如果车辆减速8 b2 Z6 K4 J4 m$ K7 }* ]; \
- ctx.setDebugInfo("shache",1);//记录刹车. x" J3 j" C1 Z+ V$ {! U5 W6 X
- 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! _; F6 M2 C0 z6 w - 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
- [( g$ @$ s6 J/ q - }else if(state.speedsub>1){//如果车辆加速* u, t* o5 ^& C9 t* _
- ctx.setDebugInfo("addspeed",1);//记录加速
1 x% Z+ e% ^0 d4 p+ ^ - 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$ R/ u2 p6 @0 \- i* }* i9 q
- }
/ n1 B$ m9 j7 L5 y/ y; g' w - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
3 ~( H5 R. h0 N, ?6 X: H0 K& f9 D# D - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声9 [0 d, S" c# k9 Q1 ?0 s, C
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启# t, O+ Z& L* d# A
- 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5 K' u9 O3 a/ W- s2 W8 `& g
- }' Y. Y+ T/ M( u. h) p
- if(train.speed()*20*3.6>5){) o# v% l' E) e+ 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, f" t7 _/ ~' k6 l+ r8 H0 \
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声: O6 H4 k/ j% N' s z2 q: a+ H
- }1 E. V4 w, `) T H
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
0 C5 ~) N0 a Y: s& X) {( Z8 e - 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
: P9 f! s' y7 \$ `4 Q( i( 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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- }( }; P; W5 a4 Y+ ]
- }
$ e& \& j4 P4 \7 p& Z - state.soundsspeed = train.speed();//更新速度
$ V% b; L0 O' Z4 ?9 X" x6 _ - for(let i=0;i<4;i++){4 v9 q$ o+ e. A# v! s
- ctx.setDebugInfo(i+"=",state.number[i]);% C m) {2 V' G
- }8 \ }, ^7 t9 j2 V4 J% X5 y
- }
& N z6 F$ S1 l0 X" O - 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
: O4 Q# B5 a& I2 n, _5 N, h - if(Timing.elapsed()>nu){//如果时间超过了播放时间
& q9 \* w( ?7 q m - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放% t+ h+ w* Y/ d3 p: ^2 ]( Q- _# s7 a
- nu = Timing.elapsed()+long; //更新播放时间
0 ^- g4 U0 R$ u8 R+ t4 z) C6 A - }
% k! H# S% b; g% V+ @ - return nu;//返回新的播放时间3 A+ h% {2 V! s4 x! V: D% M$ E' B
- }4 b% r+ r5 m* X0 [& N" z% I
- function grnn(min, max) {//随机小数
+ W2 H% }! M( _- o2 a/ {8 `+ b - 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, R3 S0 T( l/ ?6 E
- // 获取列车从车库开出的距离1 A+ o# ~8 Z2 E+ p7 a, ^1 g
- let railProgress = train.railProgress();
9 d+ p# b) T3 M T4 Z - // 获取当前轨道的索引
8 H/ v4 V6 M! X$ B5 O, R P - let currentRailIndex = train.getRailIndex(railProgress, true);
: C* v3 f G5 {" X8 s; l$ M - // 检查当前轨道索引是否有效5 x5 _5 p4 H" F' ?! P; W# |: C
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) { [ F0 }6 b) G6 F& W/ d/ S; v
- // 获取当前路径数据对象 M" S1 T! H3 C, [: T6 o
- let currentPathData = train.path().get(currentRailIndex);/ R5 i8 \/ m7 q" b# G1 N
- // 获取当前轨道使用的自定义轨道名称
. l3 @$ A6 ~8 x5 g3 l - let trackModelKey = currentPathData.rail.getModelKey();
6 g- O- C/ d# _, y - return trackModelKey;
. T& B" |5 g5 T - }
5 V5 X3 E" z3 S - return null; // 或者是一个默认值. ~ }% l7 I, L6 C& z* G) 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" @, I$ m7 H( Z4 L
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