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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 0 L6 A- U; m9 {9 c
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$ c5 ]) E& Z2 v/ O; t最近在研究JS 做了一个简单的逻辑来播放声音2 s) B y' F* y3 ?* X0 Q
- var pit = 1;//初始化音高(速度)0 A& X! Q; y7 j' a9 ~+ d& I
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
7 d- H( X* @4 [* i* a* S$ s - function create(ctx, state, train) {/ I/ y* L7 D, Q+ ^
- state.number = new Array(); V. b# w/ z, j6 H8 t4 \5 G
- state.soundsspeed = 0;//初始化速度
& z1 r4 G7 \* B! u - state.speedsub = 0;; r( W- A5 E i$ L
- for(let i = 0; i < 100; i++){ ~3 Y. c3 L6 G/ g; I0 r
- state.number[i]=0;//初始化数组
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- function render(ctx, state, train) {
7 H6 k' ?" b& |. p/ K3 m" D$ Y+ s3 ] - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
5 P& f+ ^! V% X6 I V5 C - pit = 1 + train.speed() / 40;//更新音高(速度)# \% P. S0 @4 V G* O }! K3 A
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 4 g5 t0 s) |3 h! ]6 X' ]
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
6 ^, ^4 t9 L3 j - ctx.setDebugInfo("speedsub=",state.speedsub)+ O& u' w6 d; V+ \2 u j
- if(train.isOnRoute()&&gamerunning==1){//如果工作6 D1 p$ M0 M: u# }1 \/ l. c. G+ N
- for (let i = 0; i < train.trainCars(); i++) {7 A0 B; S( [& Q; @- C4 ^; T
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
( T; E/ G* D5 C# |; ?; V( ` - if(state.speedsub<-1){//如果车辆减速
X% W2 }0 i) F# T+ x - ctx.setDebugInfo("shache",1);//记录刹车: @. v5 \ q' L
- 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
8 x* N3 @: L: b' A o/ B. r% ?# o - 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! |+ x3 \; I+ E2 J4 P: r
- }else if(state.speedsub>1){//如果车辆加速' Q4 R. ^1 ?# h/ R I, r
- ctx.setDebugInfo("addspeed",1);//记录加速
; ]* w/ n- g" V4 f$ ? - 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
( t: n" N( U! q$ Y) g. E - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声4 X( N! y2 |: h( P( N
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
, }% d1 B& p Y0 ~& C! e - 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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: }& A, H% [; K) z( N- q - if(train.speed()*20*3.6>5){
4 \. f4 _* i2 {- c - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声1 p* a- l( _5 X; d9 N8 D6 ]% 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1 s% s$ T v; K6 [. u5 e
- }
9 O$ b+ M4 l* t0 W( y0 {% U - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
& m2 a" c1 N; K" w/ J& V* { - 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# L2 D4 x+ V/ }: m, I: g
- 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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- }
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/ V2 G) a7 w" g5 L' ~5 o - state.soundsspeed = train.speed();//更新速度& q& o$ H, ^, U- [5 z2 c2 w3 A
- for(let i=0;i<4;i++){
! }4 C+ X7 Q, l, ~3 c$ } - ctx.setDebugInfo(i+"=",state.number[i]);
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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
U5 Q9 ]& i6 H1 Q - if(Timing.elapsed()>nu){//如果时间超过了播放时间
6 h/ R( E* G: o& i _8 i9 l - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放' P, N/ X4 _" z3 x
- nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间" G0 c+ h: {# r3 @) i1 r
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- function grnn(min, max) {//随机小数. s/ l* z6 t) F' D$ j
- return Math.random()*(max-min)+min;: `$ ~0 s1 U# A1 u; q/ q
- }
' k5 _9 L0 {8 G4 n - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
$ e3 r$ j+ D5 v1 r' v8 \ Q1 ] - // 获取列车从车库开出的距离: b2 S. p0 t6 h3 w) O: J a( N
- let railProgress = train.railProgress();
3 r9 g+ I% _6 h7 ~1 z, M6 |, R - // 获取当前轨道的索引
% S* f& K9 h' v4 y) ` - let currentRailIndex = train.getRailIndex(railProgress, true);
( B0 A8 i4 L2 |! |3 @: A5 b8 c - // 检查当前轨道索引是否有效7 x# M+ {- y- v1 r) r
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
V i0 |, ^, n& e - // 获取当前路径数据对象
/ _2 r4 A" R; F+ P9 f$ y - let currentPathData = train.path().get(currentRailIndex);% _% f# l/ t; C) G
- // 获取当前轨道使用的自定义轨道名称
* d1 R3 O/ n! N' Y1 I - let trackModelKey = currentPathData.rail.getModelKey();9 @9 Y6 n) s: M* o2 V! b+ k ?
- return trackModelKey;0 X. [5 ?! f6 v, v2 j" Y* v7 F
- }
+ u! g5 ~ N% o# h1 g$ @/ I - return null; // 或者是一个默认值( H l2 u% L1 g* z
- }
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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