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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 9 o/ i s! r$ V; `5 g8 C
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. W' F3 z1 w1 x- e& a. X' ]最近在研究JS 做了一个简单的逻辑来播放声音5 X: D& w8 U! n1 M
- var pit = 1;//初始化音高(速度), @! h5 ~; X2 `& } s& _& U
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
( [% M/ w3 r( ^, E8 V w5 h( j( X' t - function create(ctx, state, train) {
5 ^+ p3 L( K; T2 A) d h& x- Z" A - state.number = new Array();1 j# J. C1 u- s: ]/ {
- state.soundsspeed = 0;//初始化速度
' I* d2 |# [ w- Z' n9 e - state.speedsub = 0;
2 m) ?! u: E2 P - for(let i = 0; i < 100; i++){
- O2 g* p+ M' B0 e% R - state.number[i]=0;//初始化数组
0 [# H: c- A" Y; O, j; H' W - }8 j. I% c- ~7 T; C
- }# N( O" a5 a- y# x+ F
- `9 `# W6 U9 a# C" V& ^- o7 W- function render(ctx, state, train) {
7 \* Z7 H* R( d# Y- K; s5 T' T$ s - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动* q8 t. W4 Q% _+ G- _ Y
- pit = 1 + train.speed() / 40;//更新音高(速度)
( }6 q, O4 q& i0 U4 \! v8 P4 L. k( b8 m - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
# A* W; C4 _0 {+ D& g& m) x) x - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差6 @" k4 N C9 B, {
- ctx.setDebugInfo("speedsub=",state.speedsub)
: h( V$ H, B. _( [ - if(train.isOnRoute()&&gamerunning==1){//如果工作/ `% l. F5 V" X( T* |/ C
- for (let i = 0; i < train.trainCars(); i++) {
& _% y2 E- n W" T6 z - ctx.setDebugInfo("soundsrun",1);//记录声音开启
( Q( s5 M( u/ s, g: L7 [1 _ - if(state.speedsub<-1){//如果车辆减速
* c, |7 {+ X) o! X - ctx.setDebugInfo("shache",1);//记录刹车& s% z3 B4 A# r9 V1 B$ G, S
- 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) p5 I- t9 b! }( t5 w
- 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27 z" S" b# |& R, S
- }else if(state.speedsub>1){//如果车辆加速" E" G) d: w6 D* I
- ctx.setDebugInfo("addspeed",1);//记录加速
- |' H6 }* w3 G& y, v9 J2 \ - 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 {- L B( p* G# l/ P4 O - }
5 d( }+ B2 ~- c; R: n$ ~) h% [ - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
2 j% C6 g- u+ u1 d% O' I2 _ - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
2 [- b$ E# X( Q: ^1 m$ z7 p, g0 `1 } - ctx.setDebugInfo("horn",1);//记录鸣笛声开启: X9 {+ F- j& p0 h( N! H
- 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. F' e% H+ B b# g
- }! ~2 V |+ M2 i
- if(train.speed()*20*3.6>5){
6 T8 H3 v# E9 g5 ]5 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
5 u% B6 \2 R' L: ?' m- B. c - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声) U% r* d+ q C# `
- }7 d* V2 F X A. r
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){$ w- }: E/ \5 }0 L" p- \+ J
- 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# S7 Q1 M Z" a
- 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; Y; ?6 D9 p4 i6 R4 S4 S" G5 A
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- }8 j& M" W$ O. h0 @1 s1 E5 [
- }6 A5 x0 ^' G2 {# O
- state.soundsspeed = train.speed();//更新速度* d. k$ m/ T* _, i% W! W- b% O
- for(let i=0;i<4;i++){' A4 B" C4 C3 Y4 H) @
- ctx.setDebugInfo(i+"=",state.number[i]);( `, a9 M3 t# z+ p9 @, }
- }
4 z) Q, r6 u1 i. d' ]# ^ - }. g% U2 K/ _8 N
- 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
1 s* `! K& l: p8 |+ o8 G - if(Timing.elapsed()>nu){//如果时间超过了播放时间: e. Q4 h: x# T- ?+ T2 W6 z
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
' Z: n% J" ]4 D& j$ _, ` - nu = Timing.elapsed()+long; //更新播放时间
1 h1 Y' N! f& {" D6 T - }
1 r3 \0 A& k, [% A6 x$ W/ D! M y - return nu;//返回新的播放时间% ~( J3 n" q& s( Z5 n8 R/ N
- }
1 ~# s- ]- E }# K! y# E1 \4 Y7 M - function grnn(min, max) {//随机小数( x4 g6 s3 a, `0 X! ~
- return Math.random()*(max-min)+min;" E6 k& a% x# N
- }
/ o/ U9 x& v! t' h& }: ?0 _ - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的6 O+ y6 z4 ^% { d2 ^1 a( q
- // 获取列车从车库开出的距离
. A. x3 u. c) i3 t) C5 ^1 O$ \( @ - let railProgress = train.railProgress();
# p3 z) C6 A' k) F - // 获取当前轨道的索引
z0 B' I! g; e0 } - let currentRailIndex = train.getRailIndex(railProgress, true);
5 i5 M% o; U3 z, m D2 Y - // 检查当前轨道索引是否有效! @6 J" P5 _1 M
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
$ u% H8 |) r8 y3 f - // 获取当前路径数据对象% a$ G/ S1 R. D9 l0 V0 V
- let currentPathData = train.path().get(currentRailIndex);
. T6 d8 r8 }% @6 }) k - // 获取当前轨道使用的自定义轨道名称3 Z5 P# T0 p+ @5 e$ H7 w
- let trackModelKey = currentPathData.rail.getModelKey();7 g9 j; g4 G4 C) M( _. {6 j
- return trackModelKey;" j. S% k- N0 J5 `# S4 w6 ~0 i
- }
% ?: G1 }/ p! }5 c8 X2 |2 h - return null; // 或者是一个默认值
/ T2 t- K' A. c1 ] - }
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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