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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 % w$ x/ P4 F M5 R! y, i6 F& j
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最近在研究JS 做了一个简单的逻辑来播放声音
3 d8 d) E4 b" n& F- var pit = 1;//初始化音高(速度)
/ @0 p+ d& R& \! N - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
( \. L* ~: v: a; p( I - function create(ctx, state, train) {
( S1 K' J0 ^9 w5 T" f6 V" h - state.number = new Array();6 b S6 t. J f% ~# Y
- state.soundsspeed = 0;//初始化速度
" a+ j0 k$ D1 n* Y; h, h+ e - state.speedsub = 0;
; p. v4 e1 q1 B - for(let i = 0; i < 100; i++){9 b9 k+ m6 U+ m4 v3 Z8 c! l
- state.number[i]=0;//初始化数组
& c4 T- x: Z# u$ J3 u, @ - }
" T+ d8 Q. D5 [# L - }
" b9 S2 H3 O+ o. T8 p6 `* Q - 8 O ?: @+ I6 f" a! }3 w' u7 x
- function render(ctx, state, train) {
?/ \" p, u% L5 Q; G9 M1 t - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
2 d" |% a1 @7 B - pit = 1 + train.speed() / 40;//更新音高(速度)
9 x5 d/ P& M: S9 h1 \3 O" u - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 5 L$ g$ T$ x$ a; J8 E
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差" G2 E7 a) I% X; d6 W" A
- ctx.setDebugInfo("speedsub=",state.speedsub)+ X" p) e& M, J8 D: E
- if(train.isOnRoute()&&gamerunning==1){//如果工作) P0 U, K1 S1 s) w" h
- for (let i = 0; i < train.trainCars(); i++) {
7 f, d' d7 K' c2 t( i5 z$ ^ - ctx.setDebugInfo("soundsrun",1);//记录声音开启
{" S$ d, k- ?+ }$ K& R7 }8 ` - if(state.speedsub<-1){//如果车辆减速
6 S9 p L: [9 S$ ^% h$ w7 L j. W - ctx.setDebugInfo("shache",1);//记录刹车
t; P% [ a7 H0 ~& k( s1 H - 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
. S2 D& K9 w) D) U( ? - 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
5 F9 S( m& F& e# a - }else if(state.speedsub>1){//如果车辆加速
: D! B' y$ M( i3 U b - ctx.setDebugInfo("addspeed",1);//记录加速
. Z5 U' z. |- g& q5 s - 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0 o3 D/ _; Y6 p" g: [3 b
- }
2 |; h) r: T# @! n - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声4 ?1 F" C4 S/ x1 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( ?% J; U- {4 {9 Q7 V5 j' L7 [' A
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启; E N8 W0 B1 L$ n
- 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% I5 H) \& J% x1 v7 `9 m+ g
- }
) a& L" Q) m( @. Y7 A/ @0 e' v* X - if(train.speed()*20*3.6>5){
+ q- g9 t9 f* i1 p" R: _9 T$ G - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声4 ]2 e& V" [* \6 j
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声' X; ?4 P t e- \. }% @' V: F' A
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
3 h/ z& b; g$ M* X2 g1 \ - 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
% L% N' W* s. P2 c y) z! k - 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 @3 b5 g! O2 D - }
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- }4 ]7 n3 Y; O7 `/ K4 D
- state.soundsspeed = train.speed();//更新速度: Q5 W/ Q' }7 P. @
- for(let i=0;i<4;i++){, m4 E/ w* o# b& o
- ctx.setDebugInfo(i+"=",state.number[i]);: o& R& v2 b; N% V3 O
- }
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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
" z! m+ N$ o/ j: T. J - if(Timing.elapsed()>nu){//如果时间超过了播放时间
) x! ?5 g5 [ o+ v7 L- l - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放& B+ W4 M0 ?+ y0 ^" Z- U
- nu = Timing.elapsed()+long; //更新播放时间
; { e5 o+ H1 R6 D - }5 v4 J0 P8 P5 z: w2 z/ w$ M! ]
- return nu;//返回新的播放时间
- C* x3 P/ Y: L9 o - }8 A$ S$ r- u& q. {3 _0 d
- function grnn(min, max) {//随机小数0 L! l" R' ~ H& d
- return Math.random()*(max-min)+min;6 s; F" [% a, [# e% M/ N
- }9 J- A9 n* E9 o) ~0 n7 ]
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
) m( K: C% V( z - // 获取列车从车库开出的距离# d( E! k8 @: d! u, \5 q/ ]" G: V
- let railProgress = train.railProgress();0 X. L2 }* }2 R \1 @' p
- // 获取当前轨道的索引5 q, F5 |$ y0 l( W B- ^
- let currentRailIndex = train.getRailIndex(railProgress, true);
' z" r- l5 D$ X6 f - // 检查当前轨道索引是否有效+ p6 c* W1 u; ^. G; Q
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
! O5 k7 e; W. ]4 x( ] T - // 获取当前路径数据对象
) L, E! _: k1 e( z* o7 r - let currentPathData = train.path().get(currentRailIndex);
/ Y; I2 v& @' V$ S, p& M' |/ H - // 获取当前轨道使用的自定义轨道名称
8 T5 u, P, ?3 Q3 A1 n8 I - let trackModelKey = currentPathData.rail.getModelKey();) S' r# \3 u X# J" C
- return trackModelKey;% J" U" A( u4 j5 G2 ~
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- return null; // 或者是一个默认值
! v& i- {" |, O% f2 P! z8 H: W1 C - }
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' x9 J% d" O& d6 C5 T/ f! o
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