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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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+ p% O" @8 \& g3 J5 u最近在研究JS 做了一个简单的逻辑来播放声音! _0 O2 u- I6 E/ W6 j* u% a
- var pit = 1;//初始化音高(速度)( A( X" ?6 t. U
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]0 c3 S1 W* C9 Y" ]4 H# J2 A2 f! y7 e
- function create(ctx, state, train) {! y! `0 u$ @! W2 a6 ?
- state.number = new Array();
# u& f+ E) o6 }4 `/ J! g6 O8 J - state.soundsspeed = 0;//初始化速度; P/ e1 |' C7 u, r z+ m
- state.speedsub = 0;- ^# k7 r, d/ @+ y; c0 W; W
- for(let i = 0; i < 100; i++){! Z: @4 l- A3 n$ y5 Z
- state.number[i]=0;//初始化数组
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- }
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- w. y+ I+ [1 M* A0 L- function render(ctx, state, train) {* E: U. e: R3 R* P
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
, Z# x. f& u2 c - pit = 1 + train.speed() / 40;//更新音高(速度)
" e1 |9 A: K5 t; s - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
* n) ?: T; u: s+ h$ q8 U! H+ P: Z - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
/ X! u' V! `! i% z) ^+ w6 e - ctx.setDebugInfo("speedsub=",state.speedsub)
) ^, B9 s' z( X7 h% B( n - if(train.isOnRoute()&&gamerunning==1){//如果工作8 @. W P, o# i
- for (let i = 0; i < train.trainCars(); i++) {
% _! m. M7 Y4 U3 { t k" @ - ctx.setDebugInfo("soundsrun",1);//记录声音开启
6 @& g/ m+ O8 m8 q5 t - if(state.speedsub<-1){//如果车辆减速# W+ q3 D0 a" W7 f' @% a
- ctx.setDebugInfo("shache",1);//记录刹车# h9 j0 `9 o5 y
- 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. w( e! \+ O( c1 ~
- 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$ {2 i6 O' s& R) y% L
- }else if(state.speedsub>1){//如果车辆加速
3 S/ e+ {$ F( Y% G5 ]" j& i - ctx.setDebugInfo("addspeed",1);//记录加速2 z$ s6 i5 K. M+ b6 X+ B' O( j4 g
- 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
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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
% l$ {( ~; W0 T - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声3 @! P$ r! d( d' {2 k, f
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启0 D* }' x% `" x: k# N
- 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5 \' c( [# t; p a" [
- }
5 f$ G4 `: a1 s - if(train.speed()*20*3.6>5){
! ~ n$ Z# u: Z7 Q - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声( b. e* t8 H+ O: T7 g
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声( g8 b0 [, Y: ?4 n3 X
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){6 J& g$ B1 A' m
- 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* V) L- R3 q' k6 H9 @* N2 N+ I
- 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0 L* v& e% }) V+ O
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- }
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- state.soundsspeed = train.speed();//更新速度1 c9 z% ?: _5 j# y
- for(let i=0;i<4;i++){
% }$ O) I, @- k5 E - ctx.setDebugInfo(i+"=",state.number[i]);
! s1 V. L% p9 w5 M% @ - }
! r6 M, K8 L+ s' f8 q7 m6 b - }
0 y: o/ j0 G8 {. M- F6 ^ - 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
& q/ I, Z& R- \# `4 E - if(Timing.elapsed()>nu){//如果时间超过了播放时间
1 [( B( C& ^! M7 j( [ - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
" `5 r. ^. A1 d9 f* X( @ - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间+ m) y& a! m" k* ^6 ?5 }
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- function grnn(min, max) {//随机小数
- P/ {$ Q2 m! v0 i - return Math.random()*(max-min)+min;) n) L7 [' Z" h6 l" \& o- `
- }
7 v. e2 S; K a5 D, ~ - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的! `( P; O5 z' M4 y: b
- // 获取列车从车库开出的距离) O1 c r% t: ?
- let railProgress = train.railProgress();% @7 Y: d2 G' t/ B, A1 ]
- // 获取当前轨道的索引
7 [6 E2 `* j B( z - let currentRailIndex = train.getRailIndex(railProgress, true);
) T( [5 _% l5 n - // 检查当前轨道索引是否有效! o' s9 x$ L4 |4 ]8 r7 m
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
6 M. r* @ H: n, x6 |6 x' @( C# \: N - // 获取当前路径数据对象
! z8 |+ n" `7 r/ l3 S/ d - let currentPathData = train.path().get(currentRailIndex);
% |8 E% r+ e! j2 Z* S - // 获取当前轨道使用的自定义轨道名称# b5 ~( W7 k( k9 \4 V
- let trackModelKey = currentPathData.rail.getModelKey();
4 k4 D; e7 m0 M. c - return trackModelKey;7 ^% t b5 [! h! b) `; o0 u/ r
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- return null; // 或者是一个默认值6 J: K4 i# H- N3 K6 |; I8 ~' a! x( u
- }
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$ p; B9 a7 ]/ ]+ S$ ?; F& Z
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