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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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# T/ o+ \# k( b# h, ]) \最近在研究JS 做了一个简单的逻辑来播放声音2 h' }* S% n- v- Y. G& l" o
- var pit = 1;//初始化音高(速度)# p" c' Y/ G+ o8 S
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
0 C; @( S+ y! j) a8 U - function create(ctx, state, train) {! O" `! d9 u) {0 |# f) B& ^9 g2 O
- state.number = new Array();
* e6 H( ]$ T& q( O( ~ - state.soundsspeed = 0;//初始化速度
* a0 L, M% b7 `* I - state.speedsub = 0;
/ r; {; D" X* o; y& V$ ~; _* p H# d - for(let i = 0; i < 100; i++){
9 y- k* S+ G) p) R+ g3 I - state.number[i]=0;//初始化数组* {2 t5 `6 k: ?4 l5 ?
- }
+ k1 r6 {. o m% R; {( H S - }
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- function render(ctx, state, train) {& m. [2 S$ j# z
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动5 m4 h3 K6 D( v+ e# U
- pit = 1 + train.speed() / 40;//更新音高(速度)
6 h: Z+ d `( b$ @* N - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
[0 B; P9 z4 g# ?4 B# {5 J9 Q/ | - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差 O% B( s5 c7 g% i# O
- ctx.setDebugInfo("speedsub=",state.speedsub)* p7 P9 |7 J% R3 X4 Z/ L/ N
- if(train.isOnRoute()&&gamerunning==1){//如果工作6 o4 C2 b4 Z; O) }3 r
- for (let i = 0; i < train.trainCars(); i++) {
# d# m6 K: x" }$ T- o( k- X- u& m - ctx.setDebugInfo("soundsrun",1);//记录声音开启
: m! Q- V" m2 j$ h' ]' _! i3 ?$ o - if(state.speedsub<-1){//如果车辆减速
0 R5 G3 v; b3 S - ctx.setDebugInfo("shache",1);//记录刹车; }5 _! m% A. b
- 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$ U4 t+ ~# \) U. ]$ z
- 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
6 k7 q7 E5 F0 k- R1 e - }else if(state.speedsub>1){//如果车辆加速, A& i' t; c( E/ f3 ]. f7 h9 a4 c* v
- ctx.setDebugInfo("addspeed",1);//记录加速
0 F5 b X! ]1 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
5 n8 E3 M5 v' W/ V4 E( y: Z; h - }
9 J: T8 _3 B0 `. v - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
+ Y# k) w8 `, i$ \4 B& Y - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声. H# y+ r1 |: e/ T! D3 U; w# I
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
! h2 j( t# S6 P9 N9 y0 j2 R { - 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
* c* e5 L; `. M" ? - }
/ ~# D8 a/ q, f: `8 {1 n - if(train.speed()*20*3.6>5){
1 \2 U8 ^" T* h, 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
0 n3 N7 W* x+ P* ` - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
& Z3 ~# }% ^. R) _$ j- R - }
& n! Q7 r- d' t$ @6 | o( K - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){* \' E* l/ i* G7 Q0 C
- 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; p6 V, m3 A) x6 V5 w
- 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" p. r, X% Y; q- y1 j* T# }1 T
- }
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- }
. d3 I* w% q4 [ - state.soundsspeed = train.speed();//更新速度7 p0 E% x! L9 W1 g+ i. _3 o
- for(let i=0;i<4;i++){" a/ E3 ^* B4 r! K4 N
- ctx.setDebugInfo(i+"=",state.number[i]);
, a. G% s' m& c3 h; y - }
( C9 L1 q7 [0 L6 E O1 A" b" ` - }: V- Q7 l8 U& P) \3 `" {
- 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! Q& W6 Y2 `7 S7 x8 D
- if(Timing.elapsed()>nu){//如果时间超过了播放时间1 {$ y# N7 [' _$ G
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放! K) g) K: i, s: D4 x7 c8 G+ A
- nu = Timing.elapsed()+long; //更新播放时间. N3 K! m; h8 a, S+ g5 ?! p6 o
- }
3 k4 C" |7 n: `% B# Q* s8 Q% t( b, i+ f - return nu;//返回新的播放时间& ?6 v/ Q, S: u2 v/ N4 T
- }
$ `) \1 c3 v5 z0 v8 F5 k - function grnn(min, max) {//随机小数" }: p* Q" `2 z% M7 |# c
- return Math.random()*(max-min)+min;) W+ |) {. p( x& h( u; t s
- }
1 q' ^% r' ?; B - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的1 q& S3 y: u- v& G9 P8 _
- // 获取列车从车库开出的距离( T% p" L5 m$ {% V" O
- let railProgress = train.railProgress();
/ J# v) j' m& S4 p - // 获取当前轨道的索引
1 X- ]7 r5 }9 ~7 P, D - let currentRailIndex = train.getRailIndex(railProgress, true);
u! f3 w7 y9 w f# Y# g- F - // 检查当前轨道索引是否有效! R4 ?+ Y, m. _+ h" F
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {, i6 o8 c8 a2 p q9 Q9 x1 F
- // 获取当前路径数据对象
d q+ s" {7 T$ K, A - let currentPathData = train.path().get(currentRailIndex);
( c0 d( Q" P4 b' e- f$ f) z - // 获取当前轨道使用的自定义轨道名称& H3 A( I# ^ K3 L+ ?0 l# f
- let trackModelKey = currentPathData.rail.getModelKey();
. J: _, h8 Q4 x& o5 P - return trackModelKey;& G& ^# k- f+ s, V x
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- return null; // 或者是一个默认值
$ @; I: s8 }+ z k) k. ^ - }
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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