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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 : U! _; Z( y/ V
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最近在研究JS 做了一个简单的逻辑来播放声音
7 x' O9 Y, a) O& Z) u! j5 s- var pit = 1;//初始化音高(速度)
$ R/ G. ^4 q- C - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
, P* t. q$ J9 x0 P - function create(ctx, state, train) {
2 E I+ |) w3 o/ `! \1 z - state.number = new Array();
& A2 w, I1 G0 |; I+ `& T( P4 s - state.soundsspeed = 0;//初始化速度3 I6 C+ B8 L5 T1 a& m& k0 X
- state.speedsub = 0;: s. @, C6 H# r! {
- for(let i = 0; i < 100; i++){
! ^: u9 G' G/ M6 @ N - state.number[i]=0;//初始化数组. Y+ i3 ?9 w% C) w! _3 D
- }
- g, E1 e" _; @% t$ i - }
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- function render(ctx, state, train) {& F; h, Z1 ~7 R, u
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
( T- B) k7 [3 p% j$ H' n% r - pit = 1 + train.speed() / 40;//更新音高(速度)& h. u' d" h4 w( Y' n- \% X
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
( R* l3 u' }, F1 m3 y8 L0 t - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差) T% t4 G* h5 i \
- ctx.setDebugInfo("speedsub=",state.speedsub)
3 f, Q( _& V( ^ - if(train.isOnRoute()&&gamerunning==1){//如果工作9 @/ g0 N3 w4 L' @; _2 d
- for (let i = 0; i < train.trainCars(); i++) {0 d: a0 n& q" |" a% w( E
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
0 e) d6 R3 b: R - if(state.speedsub<-1){//如果车辆减速- o6 K2 \, I% ~% I
- ctx.setDebugInfo("shache",1);//记录刹车; {( F4 k% k- q7 `0 V$ _
- 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
+ E) W8 L& N0 C7 p - 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) `3 M8 f: V+ @4 ] p
- }else if(state.speedsub>1){//如果车辆加速( P' E* A1 a6 f; l% v! F9 _- A( b* j
- ctx.setDebugInfo("addspeed",1);//记录加速" G4 D: f" r) Q% u5 p6 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& {% w1 i, Y" |/ v# 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; y. K" a5 l/ h P9 I5 `, M* M5 Z
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声- D% K1 F, X/ M4 S3 w! e7 \0 r& d) S
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启4 R: w: u& `) K) K
- 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- `# v w" i0 f7 ~$ g0 i
- }
4 I2 V1 H7 n* n( @, |' z - if(train.speed()*20*3.6>5){2 A R! h" Y; h' {* }: {
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声/ T3 s3 K/ e4 K$ 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# S9 M. }+ h0 Z4 @3 T
- }, b8 u: \+ F$ g2 {
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
5 G3 {; K* n" D/ C2 h9 ~ - 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
7 l8 h8 K/ w" E; ]5 F( I4 V" a - 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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- }
6 d9 c- d7 K+ u4 t - state.soundsspeed = train.speed();//更新速度
6 b$ L+ I. j) H3 B- j0 A - for(let i=0;i<4;i++){
; I: x6 l+ n+ ^5 H" v0 c0 W - ctx.setDebugInfo(i+"=",state.number[i]);- } c9 }2 s2 u
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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0 C$ b5 j. C! ~. {2 D* c0 x+ H
- if(Timing.elapsed()>nu){//如果时间超过了播放时间4 ?5 s* n6 W" k* m
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放( x$ }' l2 R# H4 G' ^# v$ w
- nu = Timing.elapsed()+long; //更新播放时间, B( \. [' p: M& e* v6 w' \
- }
$ Q; j( j0 }* }; [5 c3 f9 z4 n2 _ - return nu;//返回新的播放时间$ x& ]# t1 ]7 s9 ]) V; P
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- function grnn(min, max) {//随机小数
% h1 t- h& x2 P8 h - return Math.random()*(max-min)+min;/ Z' W4 d$ s2 g& z/ @
- }
0 x- W( D3 m# d8 U1 @ - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
* F/ \9 Q% ~# m; N - // 获取列车从车库开出的距离" L) k( p+ ~3 R1 s% k O7 Z
- let railProgress = train.railProgress();# A& ~, F( q" N% |3 J* t
- // 获取当前轨道的索引
$ c9 a+ Z1 h7 b - let currentRailIndex = train.getRailIndex(railProgress, true);6 W4 R) n7 m# A- V( A
- // 检查当前轨道索引是否有效
) i& w; ~; V' h! j7 I& }' X - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {6 B# a5 ~3 Y+ k5 e% |. ^* n4 z
- // 获取当前路径数据对象% |% ]$ U4 W0 Q h6 W4 Y
- let currentPathData = train.path().get(currentRailIndex);- ]" q3 t$ L% _5 T
- // 获取当前轨道使用的自定义轨道名称
# l- C3 m D' G9 X. W - let trackModelKey = currentPathData.rail.getModelKey();
6 }0 ~" N! i+ C! v5 j* y' x - return trackModelKey;
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6 x5 t) R" \7 V* d9 j2 A - return null; // 或者是一个默认值' P) i9 F2 `. M/ G5 M, w7 d/ M
- }
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) t; X& W2 M( P e
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