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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 2 w, @$ _; @9 y6 w( O
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* L: K" d: Q8 f7 C最近在研究JS 做了一个简单的逻辑来播放声音$ j2 C, ^3 f7 z7 ~
- var pit = 1;//初始化音高(速度)' \0 @% D9 _6 i6 F9 @
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]5 Q6 w! \2 e# q0 g3 S
- function create(ctx, state, train) {# G! t, L0 c1 E- u, e) w
- state.number = new Array();, V! H! W+ e. _
- state.soundsspeed = 0;//初始化速度
J# _" [7 X! W& e! k - state.speedsub = 0;
3 j, i1 f/ m6 z/ V8 f - for(let i = 0; i < 100; i++){2 v/ \: a/ c4 `! o/ ~, A
- state.number[i]=0;//初始化数组4 _4 v8 s4 Y9 D5 t
- }5 t+ j9 f! X2 M6 |, F( w2 d/ n
- }/ p2 z$ D6 e. w% m1 u
- c. X' y! {( ~( p- I
- function render(ctx, state, train) {
' ^5 A7 a* W, g5 }2 j1 t6 H( z: Q - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动/ f' I' ]7 Q, Q1 Y, Q3 `6 H
- pit = 1 + train.speed() / 40;//更新音高(速度)
2 {8 Y& ^, c. Z. i - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
) O7 h: b6 A1 |8 \* t6 }9 ? - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
$ P' T/ |& ^ J2 t0 e( y w* r - ctx.setDebugInfo("speedsub=",state.speedsub)5 o* O, k4 b A' L' G
- if(train.isOnRoute()&&gamerunning==1){//如果工作
i+ [1 H( q t9 G8 W r0 c - for (let i = 0; i < train.trainCars(); i++) {" {# @2 D: T7 } Z! s; p
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
: y+ B. O% Q! A+ ^9 A4 `/ Z - if(state.speedsub<-1){//如果车辆减速
9 M8 k3 p( s" B - ctx.setDebugInfo("shache",1);//记录刹车+ y2 Y3 R& v: J9 m7 W% t! v! e+ ^7 n
- 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' U$ q1 E! Y" s7 |. i! d
- 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) f/ S9 h7 U1 J2 p) C9 ?
- }else if(state.speedsub>1){//如果车辆加速. y; f& C2 M* p6 M! P9 N
- ctx.setDebugInfo("addspeed",1);//记录加速) v! O+ \1 [7 b; a( W- [
- 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1 ^. R a, K" l$ M6 w
- }
8 {0 D! y" U4 d1 H+ }' ~- k - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声) j% v/ Y+ l" ]6 P; F d, m
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声) b6 d) ~. B7 K& d5 ~
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
5 R, L0 I( R9 B3 @& g - 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8 ?1 Y9 y2 T4 W1 H& x2 Z
- }) w5 K' @% n) y! q; A3 }$ z
- if(train.speed()*20*3.6>5){7 ]+ m v) e, c4 E" V2 k1 `0 x2 p
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
( j( V" c4 r- x1 f9 M L9 J7 n - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
9 ]6 j& P* @9 J- N4 n - }
7 h0 C5 J4 q9 {+ d0 i - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
7 y5 V: E g/ G3 T2 F) [* Y - 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 E2 { i. k* D2 C! D/ 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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- }% [9 E) b5 h/ e2 G1 F' n
- }
+ H& q' G, z" |7 y+ z' G - state.soundsspeed = train.speed();//更新速度, m! }: j2 y q; E* Z4 \3 |/ a) f! p
- for(let i=0;i<4;i++){
7 J+ ] w$ b2 E& \) T2 H) W - ctx.setDebugInfo(i+"=",state.number[i]);4 l+ c$ b( h/ ^. n, b- n% L" i
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- }7 y# M J; F1 g) D& c4 n, S w
- 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% K3 v! i) Z. G1 w: Q# m3 v1 N. d
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
/ k5 V5 ~. w, |2 e* f. n/ A - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放: N: t7 M" T, X
- nu = Timing.elapsed()+long; //更新播放时间
& b* T, H' v k/ g - }
; M h; B6 t0 d5 [( ~+ P5 ` - return nu;//返回新的播放时间
9 i2 h0 n+ ~# g& D* @ - }
9 o1 |% a) C# G# _. W! p! e* T% p - function grnn(min, max) {//随机小数
5 K& w2 X# f, Y, \5 v. o - return Math.random()*(max-min)+min;
0 ?" d& t4 P. ^! J5 w0 L9 k9 ] - }
( T. S1 v) a' H/ g" c9 v. i - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
* b3 R1 r) v0 P5 b - // 获取列车从车库开出的距离
7 b f: g; L& w; Z: g" X! f. G - let railProgress = train.railProgress();
5 d3 S* {4 k9 `1 H6 W" A - // 获取当前轨道的索引7 e6 y+ x5 T! M3 ^: ]# y
- let currentRailIndex = train.getRailIndex(railProgress, true);# j4 `% P/ p( p3 j! s; H6 @7 f s
- // 检查当前轨道索引是否有效
) ~ X# R( R- s - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {, S( A) s* G) K- I- F' w( i
- // 获取当前路径数据对象
8 s( S( w- x; G. J. e; j - let currentPathData = train.path().get(currentRailIndex);6 x& }! F6 t$ {: K0 S1 k' W' H
- // 获取当前轨道使用的自定义轨道名称( x' T/ p6 v; A1 d- ^
- let trackModelKey = currentPathData.rail.getModelKey();9 b, G2 Z K9 I& R# g
- return trackModelKey; m; D' P1 Z) D& X
- }
1 o1 B9 f" J9 c. |- ]& { - return null; // 或者是一个默认值
( _/ X- S( z, k% w - }
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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