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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 9 o+ l2 J: x+ _6 W9 K( x7 u
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最近在研究JS 做了一个简单的逻辑来播放声音2 v- A% Y2 N+ M! @( K) E
- var pit = 1;//初始化音高(速度)5 k4 N! ~) t' c' \0 u( `/ u
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]( m8 _' c: @0 a5 \6 E
- function create(ctx, state, train) {
9 X- H- S+ n6 v e& N4 a% _# v - state.number = new Array();
$ [4 x$ K8 T9 e' Y" G* k - state.soundsspeed = 0;//初始化速度
% _- E' N4 M4 L. |- [ - state.speedsub = 0;
6 O0 n3 m' O$ q( X) h$ \" p# @, U3 ^ - for(let i = 0; i < 100; i++){6 \! x3 m$ `) G
- state.number[i]=0;//初始化数组
8 X1 w( k' ]7 A5 S' }" F" y4 U - }
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+ Y+ n6 O, L% P% q- function render(ctx, state, train) {
" O$ M: L; \! C4 u/ I - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
! ?: e+ \7 c( n* w - pit = 1 + train.speed() / 40;//更新音高(速度)/ u! g' X& B ~( e
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 * v4 r) ]3 p0 D. S# \2 z# M- f+ y
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差+ f9 X* i) G5 X' F6 ~& K; ]
- ctx.setDebugInfo("speedsub=",state.speedsub)" n) y6 b& O8 l4 {! D: ?8 {6 d' \9 Y2 v- e
- if(train.isOnRoute()&&gamerunning==1){//如果工作
* f k0 w5 [4 D - for (let i = 0; i < train.trainCars(); i++) {
: z+ T8 }' C( T% i4 u. y - ctx.setDebugInfo("soundsrun",1);//记录声音开启' m v" m8 Z+ {: [' n9 }( j0 G4 J8 o
- if(state.speedsub<-1){//如果车辆减速+ ~) r+ M0 Q! @4 a) w
- ctx.setDebugInfo("shache",1);//记录刹车
1 J" \+ [4 m6 p' h# 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12 ~1 ^( U$ h0 L( ~' l- ^/ s
- 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 u# x# Y- i6 j3 h - }else if(state.speedsub>1){//如果车辆加速
- V: [. N" [( i4 N - ctx.setDebugInfo("addspeed",1);//记录加速
' e* U: L4 r$ [ - 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; x3 |' W( ^: u7 z, r8 o
- }
6 M( m; ?( z) [( Y2 t - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
; ~' Y( n: Q- ~ - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声1 S- E2 C+ o* Z0 B! D: h
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启; F8 Y4 B3 P3 {1 F6 P* c, 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; w! t& K. Q7 n
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- if(train.speed()*20*3.6>5){
, t% T( D/ h6 A8 E1 l2 ^0 q - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声, f0 n9 y% [6 M0 J/ r
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
" Y4 c- K+ `9 C6 U: o - }
b f. m$ u5 h. N+ e( M" [& w" V: K - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
% ]) ^, l3 B% C; {4 X0 s - 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
9 Y& l4 e* o% M; c+ {1 W; F - 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+ }) f& b. s4 h. l8 p+ m
- }
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- state.soundsspeed = train.speed();//更新速度. S; t! [; L, n; P' ?0 ^
- for(let i=0;i<4;i++){; Y, G+ j+ g/ P# c
- ctx.setDebugInfo(i+"=",state.number[i]);7 W, J H0 Y8 ]. w( P
- }
. e, m+ [; m2 f! w6 S - }
3 G9 t$ r& d1 ` - 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' w( K3 F5 K- n
- if(Timing.elapsed()>nu){//如果时间超过了播放时间# K; i8 Q' k7 x
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放8 }- S" Y4 v4 c# \( H- y
- nu = Timing.elapsed()+long; //更新播放时间
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6 B e- a: S: S1 ~( f5 q9 B+ @ - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数
7 j" }. d6 Q5 B! [3 p/ }( L v - return Math.random()*(max-min)+min;0 Q4 G; U% o$ l3 L
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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" p, Y3 I4 \5 t* s, j0 @
- // 获取列车从车库开出的距离
' s) v" c: g" t1 a8 Q: a - let railProgress = train.railProgress();4 P% k8 u+ A, @5 H. ]: w
- // 获取当前轨道的索引" s% e& B; Y3 {2 ~
- let currentRailIndex = train.getRailIndex(railProgress, true);2 H% Z$ g" v# z7 s7 G( j
- // 检查当前轨道索引是否有效 F5 G* ~8 Y' @! K' E
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
: @8 @0 y3 `. M4 I7 @$ m - // 获取当前路径数据对象
+ p1 v0 H$ o) H6 G - let currentPathData = train.path().get(currentRailIndex);
! i( c6 V4 R- `8 l! J - // 获取当前轨道使用的自定义轨道名称
! U3 q3 @2 W7 M, y& [5 _0 X - let trackModelKey = currentPathData.rail.getModelKey();
W1 z% z% T. r" i. X2 l A/ z8 X - return trackModelKey;
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- return null; // 或者是一个默认值
2 z2 M5 M& N( v+ D - }
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$ y+ |2 _2 R/ k1 `/ O3 q
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