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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音$ K( j, \' g2 s
- var pit = 1;//初始化音高(速度). w) v. g! B+ B
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"], k- \! |0 M# n6 h
- function create(ctx, state, train) {
9 D, {" S' O3 h- W8 Z9 T. S - state.number = new Array();
8 v; E: A! g4 Q$ E7 o8 J - state.soundsspeed = 0;//初始化速度/ ]# }. e( H% {% a
- state.speedsub = 0;2 O- h/ a" g4 w p# `0 l) v4 `
- for(let i = 0; i < 100; i++){9 E! z: Q6 H' H3 M) w- ?
- state.number[i]=0;//初始化数组& P% X5 ~4 m" P# f
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- }
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- function render(ctx, state, train) {
, y, t& P# Z( R' o$ Q" @0 d* g) T - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
7 S' l% p$ j0 b* r6 I - pit = 1 + train.speed() / 40;//更新音高(速度)
+ q+ W* z6 S! B% |* Q; l1 g2 ?9 q - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 . W! L/ f; R6 |, L, _
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
$ q, \( l5 q* D2 c- _ - ctx.setDebugInfo("speedsub=",state.speedsub)& [3 W6 c# g9 ~4 p0 T& J0 x* `
- if(train.isOnRoute()&&gamerunning==1){//如果工作
+ x% A! x( H: R9 ~; k0 z: y2 ] - for (let i = 0; i < train.trainCars(); i++) {% M! D' x$ ^' Y& ?
- ctx.setDebugInfo("soundsrun",1);//记录声音开启; k+ Z7 I' L4 D4 d
- if(state.speedsub<-1){//如果车辆减速
( W; [( I# J+ T - ctx.setDebugInfo("shache",1);//记录刹车( }5 h* r2 b8 v0 @. g
- 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
/ M, Z3 _& @* i: _$ C - 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
* i3 q! J1 k, `' s1 y - }else if(state.speedsub>1){//如果车辆加速
2 f6 y. t0 G, ^9 m$ j3 B! | - ctx.setDebugInfo("addspeed",1);//记录加速
2 c4 _/ u+ x2 q5 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
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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1 k' C/ e9 B" {/ {9 e
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
?" v' ]4 q7 B0 Z# o/ s - ctx.setDebugInfo("horn",1);//记录鸣笛声开启: d) V6 [. L2 G( _# n" @1 {7 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% o/ N7 ]" c9 E3 E. h2 b% X
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- if(train.speed()*20*3.6>5){
& N+ k& x4 n: K: P0 R3 d - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声0 d# [0 q- ]4 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){5 M! g) r8 y h1 q
- 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 d. D$ |: X( m$ W2 V
- 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5 e6 n5 I6 d( D9 G j7 @
- }
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- state.soundsspeed = train.speed();//更新速度" @. w; o* j( t( d
- for(let i=0;i<4;i++){
9 i& B8 ]3 L; `. _$ Y$ z - ctx.setDebugInfo(i+"=",state.number[i]);) a; O- G6 @! k/ ]# T
- }
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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" F; [# l5 r8 y6 Q0 M
- if(Timing.elapsed()>nu){//如果时间超过了播放时间! \4 W1 M& x6 ~# D0 j8 z& Y3 Y. }
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
@( v6 Y0 v b - nu = Timing.elapsed()+long; //更新播放时间( y4 I' O* x5 t1 Z8 t: O
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- return nu;//返回新的播放时间
& L3 I" F; U6 M9 k - }
' k. _) b, ]1 N6 w - function grnn(min, max) {//随机小数: d' X# l+ F% \5 M, G; W
- return Math.random()*(max-min)+min;* ?5 T# y0 u8 Z! T" J; G; h
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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
: l* B+ H, L- j; C - // 获取列车从车库开出的距离2 p3 }1 B) C) A. o: e$ w6 \
- let railProgress = train.railProgress();
2 \/ l' W% n5 p: f- Q - // 获取当前轨道的索引3 X( {' E6 X& z2 t( v/ \3 W
- let currentRailIndex = train.getRailIndex(railProgress, true);
$ Y" Y$ V1 M+ n/ f2 |) K5 U - // 检查当前轨道索引是否有效
5 M0 m: j% `0 m, V1 `9 M - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {' V% y- L8 X, a+ [3 y1 U% o. l$ `
- // 获取当前路径数据对象6 @! p4 K5 P% Q" g9 m
- let currentPathData = train.path().get(currentRailIndex);
, e) c n( T8 r/ ]! r+ T - // 获取当前轨道使用的自定义轨道名称3 Q$ I7 n; B0 _6 p2 _2 W% G
- let trackModelKey = currentPathData.rail.getModelKey();/ r# z \+ C0 S3 o: X2 b3 K
- return trackModelKey;; i! b0 W! u! N0 X2 _' C4 b3 Y
- }
1 e. I' v3 ~/ _( H. { - return null; // 或者是一个默认值! R9 L9 S4 ?# j0 T( x& K% X; {
- }
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
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