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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 t+ L/ l$ o# g" K5 k8 Y
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$ L- j3 ?9 i! r8 Y- f最近在研究JS 做了一个简单的逻辑来播放声音
# R( K+ J2 x- `, `7 O' ?- var pit = 1;//初始化音高(速度)1 t8 ~- i1 b) x7 z* i5 q5 m6 r
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]% s5 u s: @3 j& h' M
- function create(ctx, state, train) {7 {+ q0 k1 H7 ?$ V2 K
- state.number = new Array();
, S# w' E- j4 g- h3 m - state.soundsspeed = 0;//初始化速度) ?! J% F6 Q8 _0 O: ~
- state.speedsub = 0;
& F W1 e6 ~. E& n# @ - for(let i = 0; i < 100; i++){- c4 a; b/ ~! M. n$ d" s
- state.number[i]=0;//初始化数组
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- }
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) q; b* `5 l2 H7 L* C- function render(ctx, state, train) {
; A. o! V* w* _( c( T! i7 o - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动3 P/ z1 T) ~- q
- pit = 1 + train.speed() / 40;//更新音高(速度)( q: K6 `1 \8 U
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 # x, i7 X9 j# t; C/ [( P
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
( r' q5 ~8 X# S4 i( `' z/ L - ctx.setDebugInfo("speedsub=",state.speedsub)2 j3 {4 ]1 g, y0 [
- if(train.isOnRoute()&&gamerunning==1){//如果工作
! f& i7 b4 h& Y6 j - for (let i = 0; i < train.trainCars(); i++) {4 X; W2 L2 q4 R
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
6 c% ]1 d1 D) C - if(state.speedsub<-1){//如果车辆减速
) `) v+ Y% ?+ K# ] d - ctx.setDebugInfo("shache",1);//记录刹车
% i! P2 h" D0 r+ ^4 h: U - 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! D; G ]% T) m" x. V" 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
1 n d- A1 h. t4 `! v. w2 t9 g/ G - }else if(state.speedsub>1){//如果车辆加速
$ H/ g; M$ C( d9 J4 M! |& ~ ]5 a - ctx.setDebugInfo("addspeed",1);//记录加速3 m; r, Q. i0 M! z4 z
- 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/ G3 @ M5 G5 L
- }
& S/ c+ x/ a* s9 Y4 Z8 u( c5 I - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
6 \$ ~+ d, F0 w; L+ a5 s - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声" F% i/ K0 }" ]( C5 v) y
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
5 ~* `: r* y, A& B* z3 J - 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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! l; _( O" f8 I# u# k3 \, Y - if(train.speed()*20*3.6>5){ K1 a# S4 E" a/ n! d& v: D! a9 o
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声2 [! y1 ~8 }. E8 H% d) K/ M
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声% Z5 h2 M' b2 M) w" E1 R1 R8 X
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){: h9 }+ d3 [+ t3 f" ~$ p$ D
- 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4 D/ f4 B# e0 b6 z
- 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6 _' m7 z( V) K O! h' k" o2 B
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- }
+ q6 s/ W+ p' {2 ?4 o2 D - state.soundsspeed = train.speed();//更新速度
9 ?4 q* H$ T& B - for(let i=0;i<4;i++){) }) ?, L" _( [; Y5 `3 ?, V
- ctx.setDebugInfo(i+"=",state.number[i]);
" [5 n; q# x- o - }
& I* \1 B7 W: i4 ~; M4 T' A" b - }
" X8 }% `" [' m1 o3 j$ w9 l) X1 H - 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
3 x. O( g2 R" R# | - if(Timing.elapsed()>nu){//如果时间超过了播放时间6 `" E9 q \: o
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放* O: F# g+ s' O* Q H
- nu = Timing.elapsed()+long; //更新播放时间/ I" [8 D: u+ r+ g: N5 s$ B% w- G
- }
! z. P( c+ X$ I" D - return nu;//返回新的播放时间# Z4 K- ]0 r# j& B
- }
" S- j& l! Q0 d+ d" U7 F u - function grnn(min, max) {//随机小数/ d6 f$ f3 ~& Y5 C2 e& b% m
- return Math.random()*(max-min)+min;
& K$ _ r+ u6 I' C( N- }7 o1 o - }
/ u) b! f* |) Y/ K$ Z6 X/ N. X - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
6 a3 q. O3 b" {' C" _( D- d - // 获取列车从车库开出的距离! n* J. X% p7 D6 Q, Z, v# P
- let railProgress = train.railProgress();, B5 n/ G5 j2 s( e8 Y4 q5 S I$ @
- // 获取当前轨道的索引2 w7 U% a/ f. H
- let currentRailIndex = train.getRailIndex(railProgress, true);
. @6 l& Y [0 O% n# b2 ^ - // 检查当前轨道索引是否有效
5 D/ k, a# |/ | - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {: G3 e( @; i9 ~6 a+ h9 q
- // 获取当前路径数据对象
1 u: l; i6 C. q6 g( O# S - let currentPathData = train.path().get(currentRailIndex);
/ z, F. A& r) [% W - // 获取当前轨道使用的自定义轨道名称
( N J5 D3 h, B) x! }2 Q/ \ { - let trackModelKey = currentPathData.rail.getModelKey();2 k' Z( _( T, t/ t5 q' h
- return trackModelKey;
6 |$ ?3 z& X% {4 U1 H& Y3 u' H - }
' \, r( Q( {+ `6 Q - return null; // 或者是一个默认值$ Q" Q) o, k" ?1 {4 Y3 \
- }
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" `8 Q6 u& T5 q" K: ?
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