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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 & |" S3 A, q; L1 `0 J: v0 ]- u( r
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" c6 v# G Z2 Y+ o* g# u$ C$ [0 Y最近在研究JS 做了一个简单的逻辑来播放声音* A% A- ^4 v; K( d. x, {
- var pit = 1;//初始化音高(速度)
4 C- p& z" \/ r - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
9 c/ m% i5 {! }8 G2 o# X - function create(ctx, state, train) {. N3 E$ H3 ^" M5 X) m* T; r
- state.number = new Array();. B" r; i9 N c, ]+ _% z
- state.soundsspeed = 0;//初始化速度
$ F2 |* x/ `1 Y3 t+ ]& a o - state.speedsub = 0;- Z7 U5 e3 i" E7 p
- for(let i = 0; i < 100; i++){
& f5 j% F* D8 Y. e - state.number[i]=0;//初始化数组$ M/ U5 U; L" t, t) _# u$ y* G
- }! X! @% ^. U; ]! H6 P) y! K! c1 i
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4 x7 n0 I- U3 v1 B- function render(ctx, state, train) {
# }9 }0 j( f3 a5 } - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
) _. \! f% M6 }& ^8 ^7 Q - pit = 1 + train.speed() / 40;//更新音高(速度)) `: W& N9 a2 J) b, f, h
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
+ F5 o1 a9 j" t* F% V) n5 m - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
5 c. j0 z" k% @+ g$ U - ctx.setDebugInfo("speedsub=",state.speedsub)
- h# O# \3 S$ X9 Q. n4 j8 E& V - if(train.isOnRoute()&&gamerunning==1){//如果工作) h* f1 t( M2 \1 c+ ~" p" @
- for (let i = 0; i < train.trainCars(); i++) {8 t+ @! P3 B: N; |# t7 ]+ R+ e
- ctx.setDebugInfo("soundsrun",1);//记录声音开启: I6 j m# F# n3 C# C3 C5 S
- if(state.speedsub<-1){//如果车辆减速
$ o: R; V/ p* O- Q - ctx.setDebugInfo("shache",1);//记录刹车" g0 w- P# S4 S, 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/ p: h6 H" n* E$ C0 E# P3 G
- 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 ~$ `& r
- }else if(state.speedsub>1){//如果车辆加速
) T) v2 x# v7 g- d7 B - ctx.setDebugInfo("addspeed",1);//记录加速. d% o- }' e* Z% T
- 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2 ]: G r4 W4 o% }3 O: w4 Z
- }
& Y0 w l$ d" a# L; n4 R - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声5 z& ^; e1 b& i' Z. n
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声7 \$ D" L2 v( y9 M
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启: w- s% C, C0 j8 O' C
- 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% U/ N$ L' S$ A1 |7 x
- }
. S/ ]: M. W4 B6 O! m+ S; f - if(train.speed()*20*3.6>5){
4 V6 \: \6 n9 ^! d! f - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声8 X5 g! N% i3 ~
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声, n% w0 @, m/ t, }
- }
3 b9 t; U( Z4 b4 B0 |' S - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){5 X0 N, a) P3 `& H9 F
- 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
( g9 B: f& _) o8 H2 W2 @ - 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5 W* W: _1 I9 m4 I! x0 X4 a
- }
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- }: w P7 Z! |5 _, X9 `
- state.soundsspeed = train.speed();//更新速度
# }0 e4 N( t# g3 \, S0 @/ i* `4 M - for(let i=0;i<4;i++){2 ] ~$ p0 B. E/ F6 E# v
- ctx.setDebugInfo(i+"=",state.number[i]);0 R9 |( {1 v# h
- }
z: S! f B( S l5 j' t: I/ p - }
& o' I. [: I" L4 K/ {* 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. F% b3 r& F' ^% X9 G& M) F5 Q
- if(Timing.elapsed()>nu){//如果时间超过了播放时间% y O% g$ |6 Y; Q5 l+ G+ w/ n2 w, L0 T" s
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
5 {0 ?+ O* W$ M8 r5 K4 y - nu = Timing.elapsed()+long; //更新播放时间# G, r8 C/ N9 d* Z! ?2 t6 r7 P
- }
6 d* E4 T1 k$ H5 x5 X - return nu;//返回新的播放时间
: O5 M0 O( c" c O% W9 h4 W - }
. _2 g/ n" O. V8 @, H - function grnn(min, max) {//随机小数- w9 R2 H- T& I9 O
- return Math.random()*(max-min)+min; V5 ^4 Q4 V" A' \! @+ v4 p
- }, q& L4 G W* M( C% x9 L3 d! h% m
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
5 r- T. l9 @& e8 j6 Q- Y$ P% F - // 获取列车从车库开出的距离+ U. y2 l9 t& U
- let railProgress = train.railProgress();
$ p) d7 } s2 a9 d- u" i - // 获取当前轨道的索引* M1 U6 s- S5 C' p7 c
- let currentRailIndex = train.getRailIndex(railProgress, true);5 @0 m; P$ d: z3 i9 x' S# Q& u; E
- // 检查当前轨道索引是否有效! s3 i: X: N2 \, |# B9 A* N+ E( [
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {. d C3 g1 x/ \6 p. p/ V
- // 获取当前路径数据对象
, `3 C5 _- s, ] - let currentPathData = train.path().get(currentRailIndex);
4 ~) L4 v& P m q9 B/ i/ M1 X; h - // 获取当前轨道使用的自定义轨道名称4 G5 C3 D. e0 V- ]: j9 _ B
- let trackModelKey = currentPathData.rail.getModelKey();
( |! N0 s* H! k; o, f - return trackModelKey;
) m, y2 Y3 |3 i6 V - }
' t X: S+ k- o9 C - return null; // 或者是一个默认值
9 k9 w+ t- ~0 _9 k" b4 ?) @9 q - }
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4 ~# H6 Y. I3 S; l' L! c6 O- @3 V
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