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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 " @* T8 g, o& K
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最近在研究JS 做了一个简单的逻辑来播放声音 Y- `0 j( H3 H
- var pit = 1;//初始化音高(速度)
) o* z- Z& x5 X$ L+ ^8 L* m H - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
! ? p! b5 g0 A - function create(ctx, state, train) {4 {- Y+ R5 F3 R% h
- state.number = new Array();/ ^0 f2 b+ V& W# @
- state.soundsspeed = 0;//初始化速度- O0 Z; I0 I/ n- u- O
- state.speedsub = 0;, J- k9 S5 m0 ^, i3 \! X& ]! ?
- for(let i = 0; i < 100; i++){
& r9 J: U$ f! {1 g- W) s' K - state.number[i]=0;//初始化数组
- L9 P" F9 S0 Y- ] - }
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- function render(ctx, state, train) {: L4 {" Y, ~: K' ^( J0 X" F
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动' `0 c3 J1 V/ I- e
- pit = 1 + train.speed() / 40;//更新音高(速度)# s9 u' m2 p+ b; Z8 S: H5 V
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 2 ^! _( B8 e% r
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差6 P6 l M8 {" c3 L1 M0 l$ P
- ctx.setDebugInfo("speedsub=",state.speedsub)! e# |8 z$ R. J' g0 c* r
- if(train.isOnRoute()&&gamerunning==1){//如果工作
. o& Q9 i/ Q$ T7 k6 I' p - for (let i = 0; i < train.trainCars(); i++) {5 }5 g+ L. [# A }7 \4 s$ a$ V* r
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
* p# `6 C$ k2 H) E: c: }! D - if(state.speedsub<-1){//如果车辆减速0 @" Y t3 I, V
- ctx.setDebugInfo("shache",1);//记录刹车
, @7 |+ v. b& p/ w- O- c' 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
5 ~" }/ d6 a' ?2 N& R& E - 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) ~/ y: {% W/ |* X2 j
- }else if(state.speedsub>1){//如果车辆加速
( E8 O1 {/ _% j8 L+ J - ctx.setDebugInfo("addspeed",1);//记录加速
9 L- [8 a8 A& A9 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8 O/ i+ j3 ~: s, w, a! _
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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& o( H. p* ]8 e) s( d \3 o
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
1 |4 f; \+ p* H; x9 i - ctx.setDebugInfo("horn",1);//记录鸣笛声开启" c8 l2 r2 c$ z5 B* X4 V: \
- 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+ g( K5 R! b& p; X* w& S6 A
- }
* M; k) m3 N) j( i7 E r' f - if(train.speed()*20*3.6>5){. Z. a) v7 W. M4 a# l3 f& z% G6 v
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声' x9 r. A4 L% k/ N* I
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声0 i" M1 Y1 N# m6 [5 [4 v
- }
- E# \, a5 z- D - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
9 O3 x% J" d3 l8 C1 ^1 s" k - 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& F" h2 G1 u2 W3 b! T' N4 b
- 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
' ?: u! q: g! A+ k# F# u; g7 l s - }
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$ A5 q& o8 E; z& U% l0 Y - }
8 X# e+ R9 s1 `: I, ~' D - state.soundsspeed = train.speed();//更新速度 T) H. J# K. {. }9 o) |4 Y3 `
- for(let i=0;i<4;i++){9 u+ n, V+ P: s
- ctx.setDebugInfo(i+"=",state.number[i]);
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- }
3 h0 ?. t# }! k7 J0 B - 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) ]8 C) P- g- t) q& z) o
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
( _" Z" v# W/ A5 }8 b4 U# t - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
8 n- v) \! s7 S; W |! K$ D - nu = Timing.elapsed()+long; //更新播放时间. ~; a1 o: k2 l+ g, C! E( y( d
- }; X0 t' i' E, o. a
- return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数
+ S, e# X; ~' h( [6 v& \$ M( p7 B - return Math.random()*(max-min)+min;# E, k0 _5 m% m, d8 l, I- F
- }
% v9 y. h! ?* r3 L - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的9 J& X! V# k- S9 z" X" u
- // 获取列车从车库开出的距离; a* S+ h# {6 R9 ?2 w$ u( I. q; d$ }# h
- let railProgress = train.railProgress();) E7 R8 J! Y! T! a2 {& _
- // 获取当前轨道的索引
" G7 Y. k) d( S& u. r( U - let currentRailIndex = train.getRailIndex(railProgress, true);$ `; ]& I* D2 H% }- ]. z3 `( C& {
- // 检查当前轨道索引是否有效2 q+ [! p) P/ l9 s, j/ R
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {4 W8 d T* y3 F K6 P7 g
- // 获取当前路径数据对象
$ d- j$ p h8 R4 D, J9 b - let currentPathData = train.path().get(currentRailIndex);
) H. Q/ Q7 U5 m. u - // 获取当前轨道使用的自定义轨道名称9 r2 v0 p3 z: y4 t/ O
- let trackModelKey = currentPathData.rail.getModelKey();
% ?& B; {7 v( J9 A% A0 Y) t p - return trackModelKey;
# e9 a- G: g D# V! v - }
8 Z+ |$ h0 K2 {; C3 M# E% F - return null; // 或者是一个默认值
8 |2 f0 c# }9 @4 { - }
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% F6 J; m' c( m) V' M% \) l
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