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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 ! U5 g: Y H2 {/ Y R5 j; _% F
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最近在研究JS 做了一个简单的逻辑来播放声音
6 x$ O, R8 H# C6 c. o- var pit = 1;//初始化音高(速度)" P3 p( k: Z- Z1 Z: E
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]: ~" u' Z. C, {# E
- function create(ctx, state, train) {, d+ D' k1 C- X& h4 _
- state.number = new Array();5 q# g, u4 ]. X. k8 o
- state.soundsspeed = 0;//初始化速度& W% ?( Y$ U1 M5 @ }1 f( E
- state.speedsub = 0;
# R) i% e! M& T' J: i - for(let i = 0; i < 100; i++){8 C$ z- k- l8 j
- state.number[i]=0;//初始化数组" t2 d( |. X5 b1 y! ]( A- D
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- }
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, H' I% _4 r% l' p) S' d8 z" Z( @: ~- function render(ctx, state, train) { y* v+ t; B9 T3 Z
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动& m" A. l7 h# U7 l6 y2 b& \$ _+ V9 }
- pit = 1 + train.speed() / 40;//更新音高(速度)4 `8 j2 x+ n# X+ q( [( k
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
# o, S9 }* ~! k# x - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
2 S& q5 v0 M1 N) s - ctx.setDebugInfo("speedsub=",state.speedsub)$ `2 N* f$ Z2 ^# X) _* j: d
- if(train.isOnRoute()&&gamerunning==1){//如果工作
) v: g" n3 I& S - for (let i = 0; i < train.trainCars(); i++) {9 G `5 B7 U; R/ h
- ctx.setDebugInfo("soundsrun",1);//记录声音开启& t2 _" k# P; @! N
- if(state.speedsub<-1){//如果车辆减速" i4 X& N( K ?( t- s
- ctx.setDebugInfo("shache",1);//记录刹车0 C9 W0 R8 u: b* |$ i
- 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
z0 X" A7 E L' o' K( ~ - 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22 h2 Y4 o# r: |. w" X# t, J" R2 r; c
- }else if(state.speedsub>1){//如果车辆加速
: ?/ y6 E1 D8 @# F - ctx.setDebugInfo("addspeed",1);//记录加速
& z1 O6 d' t( O% p - 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7 g& ]& q- g3 @' z
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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% [2 u7 I: Y( c% S: e! W2 Q
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
+ u. [" L) w% \( l0 ] - ctx.setDebugInfo("horn",1);//记录鸣笛声开启" E# w& B: D- I! T% s
- 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! ]. | ]6 L5 d: [5 Q# D' ~
- }
; F4 U) T$ i! M! {1 M4 I, O - if(train.speed()*20*3.6>5){; a+ J9 P, x1 `/ Z" p+ T0 l
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声( ]$ E/ G) I+ Q" u
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
7 D% f h. \( ], ?4 @; {* L+ i - 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) B7 @& c2 l" m5 P6 t3 E% j
- 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, M" s: u. D, F' _
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- }
- m* Z2 B$ J C" K0 l% \# B - state.soundsspeed = train.speed();//更新速度1 O! R0 @$ U& g5 N- Q' U) U
- for(let i=0;i<4;i++){8 N# J! S7 y/ ]1 K
- ctx.setDebugInfo(i+"=",state.number[i]);
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; y7 z' K% P* n! Q6 | - 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
7 w5 O! X. s% p - if(Timing.elapsed()>nu){//如果时间超过了播放时间) H/ M# e$ f/ A4 f; k; V0 Q
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放6 \# ]: H2 y3 d W9 b% c& b" K
- nu = Timing.elapsed()+long; //更新播放时间; [5 \% W$ {. v( r6 e) _( |
- }
6 ]4 [* h# ~2 j6 B - return nu;//返回新的播放时间
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. S7 A# B1 K8 E. z# X% M6 [/ e7 J# O - function grnn(min, max) {//随机小数1 f+ p8 W) m" x! S4 L
- return Math.random()*(max-min)+min;& L0 e0 C d8 T( q% d s! I
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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
3 Z$ Q7 @4 t5 z) D0 Z( p: R - // 获取列车从车库开出的距离# Y$ z- W+ k& t2 o
- let railProgress = train.railProgress();
# n" B( v" g+ q* G - // 获取当前轨道的索引
6 ?) B/ }3 H6 Q; l- ? - let currentRailIndex = train.getRailIndex(railProgress, true);
( }/ j- l+ ]. z, i, E - // 检查当前轨道索引是否有效9 ]2 L2 Z, ~; T7 @8 D9 k, Q. V
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
8 B6 f) k" M$ D) Q - // 获取当前路径数据对象
7 ]3 u. }5 f9 O! `; S - let currentPathData = train.path().get(currentRailIndex);
5 f4 C" F4 p7 c0 f" K - // 获取当前轨道使用的自定义轨道名称
3 V! a. g, z" U8 Z - let trackModelKey = currentPathData.rail.getModelKey();
3 \/ N3 M" g# z4 L8 Z4 e- D - return trackModelKey;
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# g0 v6 a- U5 z( F6 c7 h; |; \ - return null; // 或者是一个默认值( e, S7 K: B# h8 k. w. C3 w
- }
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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