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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 ) I) e- w6 S: w8 w% D
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最近在研究JS 做了一个简单的逻辑来播放声音
9 U/ d$ f' [! k$ Y V; D8 l- var pit = 1;//初始化音高(速度)
: v( B' [/ C0 X Z1 e! C5 S - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
, F R& z0 l! D* u - function create(ctx, state, train) {9 Y: Z9 u( C; a7 T1 C. h5 B
- state.number = new Array();
) f2 c7 {0 e Z! O, w - state.soundsspeed = 0;//初始化速度
1 `8 q2 G3 f, T5 j |9 C9 K - state.speedsub = 0;+ w0 @+ G4 H, g! ?
- for(let i = 0; i < 100; i++){1 k" L7 l; ]! }0 U. E
- state.number[i]=0;//初始化数组
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- }
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- function render(ctx, state, train) {# X9 f$ K8 x3 z! e6 y% c
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动- w! U9 K0 c3 A6 M8 s5 q0 C# B
- pit = 1 + train.speed() / 40;//更新音高(速度)
) n, s# j+ Y. Y! C - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 8 _' e+ N6 e% d$ I5 _0 m- g& `
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差8 R7 q) ]" v: C- V# {7 K
- ctx.setDebugInfo("speedsub=",state.speedsub)
! L) H. c/ R- {3 N - if(train.isOnRoute()&&gamerunning==1){//如果工作$ n0 O% Q: o4 v: r: _# l
- for (let i = 0; i < train.trainCars(); i++) {; X: {4 q3 z# ^% e- c: q9 ]
- ctx.setDebugInfo("soundsrun",1);//记录声音开启0 n* c/ ]- W" I: v" y
- if(state.speedsub<-1){//如果车辆减速( \7 _% _: R" x8 u- ~0 P
- ctx.setDebugInfo("shache",1);//记录刹车- Q' O8 G! C# c* a. X. j
- 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( C" b, D( u+ l! D
- 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
: V' y+ _7 [6 l$ s" M% m* H W0 C - }else if(state.speedsub>1){//如果车辆加速, D+ E- D9 `+ [' b, ^3 n4 D! ?7 o
- ctx.setDebugInfo("addspeed",1);//记录加速( y* H1 n0 [# B: o9 D
- 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
: w6 n% L# w7 l! T - }
8 w* K) @. a9 o1 o3 D) A5 m - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
0 E) V$ W- n8 H - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
( \6 y, h5 j$ J9 J' U - ctx.setDebugInfo("horn",1);//记录鸣笛声开启9 @* [& `, j1 S" Q: m9 ]
- 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
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4 m: Y) o: q, k: o - if(train.speed()*20*3.6>5){
& b T0 k0 ~, z - 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 {8 i$ j* E+ N7 s& n% N( y
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
, a: d2 |6 C( F9 [3 T6 E - }
7 J8 h7 g, ^ `" ?+ j - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
0 C, w, D( ^2 F1 w8 D# O - 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
; Q9 Y8 _7 X s8 V - 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$ t1 N. R$ ^% [ n! P7 h6 c
- }
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- }
# }4 D/ a+ e3 v- \# I - state.soundsspeed = train.speed();//更新速度' }2 j9 v! D5 o4 H% C
- for(let i=0;i<4;i++){
5 j+ {6 z) H; O - ctx.setDebugInfo(i+"=",state.number[i]);3 s1 s0 T( X$ U) j! R
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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
- u. \: f2 V+ i0 }, s! q/ b - if(Timing.elapsed()>nu){//如果时间超过了播放时间
( X. i6 h: J [ U5 ^, v. M - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
' N* i7 O5 `1 D/ f - nu = Timing.elapsed()+long; //更新播放时间. K$ q o3 L U, z d5 J* j$ P9 f
- }6 q5 i& ?" z! ~' e. ^7 |" t
- return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数
( y" h q& Q6 f% R, G - return Math.random()*(max-min)+min;
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- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的" t4 k$ o" a" B( h
- // 获取列车从车库开出的距离6 @+ T5 C$ n/ G. j4 e! P; j6 h6 K
- let railProgress = train.railProgress();' O7 C( D) O6 G3 Z5 t
- // 获取当前轨道的索引$ e. P3 ]+ V5 D0 l/ X* [9 _
- let currentRailIndex = train.getRailIndex(railProgress, true);8 a- G9 i3 S! V: |- r+ q: j1 u1 x8 H) t
- // 检查当前轨道索引是否有效9 {( x9 X% K' D+ K5 C
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
0 P3 E9 W5 ~4 N - // 获取当前路径数据对象6 R# M2 M, J4 u, h7 g
- let currentPathData = train.path().get(currentRailIndex);5 z3 `& G* Z0 ]+ D. c
- // 获取当前轨道使用的自定义轨道名称
: I+ _9 j' J! u8 y* y' e ^ - let trackModelKey = currentPathData.rail.getModelKey();7 k! a* P* o& g) m
- return trackModelKey;* g/ }& z3 x+ D4 M$ U
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- return null; // 或者是一个默认值) |, n& x/ H$ I+ p6 i n
- }
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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