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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 8 p* d2 B: ]# P+ K# ~
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) D" D) U9 o+ J S( C3 b最近在研究JS 做了一个简单的逻辑来播放声音
' C5 R) S2 V- @( C- var pit = 1;//初始化音高(速度)
4 X5 m! O! D& @' W - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]6 b% B8 |: s5 h3 K" \/ j# F. t
- function create(ctx, state, train) {
% j9 j$ W. a H3 w/ y6 i( a2 L& j - state.number = new Array();$ A8 p' n2 ~$ E4 Y, J: ]
- state.soundsspeed = 0;//初始化速度
( S) F2 |5 l S3 z - state.speedsub = 0; y; I# W9 m0 `. B
- for(let i = 0; i < 100; i++){: q7 k6 @/ }# Z6 F
- state.number[i]=0;//初始化数组7 e/ n. }3 ? K0 A, w1 T
- }) v+ _9 w7 f& C% X% E7 `5 P
- }, f& E6 ~$ U/ T$ O& `; q' k, d; y
" m( Y; i0 F: E- function render(ctx, state, train) {
3 {( a) p1 Q% r# S% V$ ?/ n - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
. Q. o/ R4 ^5 \* q - pit = 1 + train.speed() / 40;//更新音高(速度)2 g; b4 P& A$ w5 w& a
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
. a3 j. @% w# k+ i- I2 j - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差' s& M8 ]) q9 C3 e" s/ ~3 W
- ctx.setDebugInfo("speedsub=",state.speedsub)
3 S: l7 C. j6 I. |; M5 _6 E - if(train.isOnRoute()&&gamerunning==1){//如果工作
4 R6 f; f0 @, d0 O* S6 r - for (let i = 0; i < train.trainCars(); i++) {; V% R5 _, O1 a& g- M+ w4 \
- ctx.setDebugInfo("soundsrun",1);//记录声音开启- p; @; v9 [8 T8 k. m3 h
- if(state.speedsub<-1){//如果车辆减速 O8 Y: q: I- G( q/ Y% ~# ~) {, B- a
- ctx.setDebugInfo("shache",1);//记录刹车& l& P( z* i5 g( k& 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14 d, C1 D6 P0 q+ E5 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28 w5 {: @, u7 P. t& W' ~+ \
- }else if(state.speedsub>1){//如果车辆加速
0 `$ T, w5 b$ x; z8 |% Q - ctx.setDebugInfo("addspeed",1);//记录加速
. t7 E X7 G- m* s* J$ | - 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
* [5 ~% X R6 P' ~8 w6 _$ H7 x - }
( L( b! Q' f5 { - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声/ Z! y* C0 W7 |. x
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
+ L, M& Q1 y, v9 W( l# @ - ctx.setDebugInfo("horn",1);//记录鸣笛声开启) A& H$ f9 e" }
- 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
* c7 D1 O6 a) C. s: @' y+ j - }7 R1 A& b7 S& T4 D8 J' A2 c- q
- if(train.speed()*20*3.6>5){5 I d/ X; P/ [) H
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声7 ~: t# y |/ c: U$ Z
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声5 M( j! _) V4 H
- }
6 z: g9 H7 c! F0 e" W% Y - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
4 d# f6 l( D0 Y+ w - 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
# k8 T' S4 U, _- G8 L- q - 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
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- }
, [* v1 K6 {+ Z7 ~ - state.soundsspeed = train.speed();//更新速度
3 ~- `: U$ P8 m4 ]( X; f - for(let i=0;i<4;i++){( l: T3 i# r! ` D; z
- ctx.setDebugInfo(i+"=",state.number[i]);! |" i5 M- N* O
- }* k3 V2 }; b/ `4 r
- }) |4 H" E5 b1 o/ N2 z
- 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: M, V% X. u% m4 e k( m# A
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
) K7 F. ~; y! m( o+ k: Y: j - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放! ~7 H0 t, b, I+ _( \8 L
- nu = Timing.elapsed()+long; //更新播放时间. |# `) |6 ]4 D* C5 j
- }6 j1 F6 M& l( c9 L, z! `0 B
- return nu;//返回新的播放时间
/ d) r& F3 c6 a0 M' F+ V - }, E5 r5 J9 z4 t& }, }
- function grnn(min, max) {//随机小数3 q) U9 C) J C% f7 y
- return Math.random()*(max-min)+min;; ~7 }8 V( y" V4 T" O
- }5 r1 ?! z- A0 K9 B: q' `
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的* U; F; @: c4 S6 `0 g" u! R5 \
- // 获取列车从车库开出的距离
4 z' s/ g; l4 }; E - let railProgress = train.railProgress();1 z. k' q8 @1 [) S3 s3 W
- // 获取当前轨道的索引
g+ u; q4 q3 M0 v' q - let currentRailIndex = train.getRailIndex(railProgress, true);+ H& F7 u/ P6 ?
- // 检查当前轨道索引是否有效
6 b3 y+ a: ?3 s( N! T% v/ Q$ c - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {, P A/ e( [: S
- // 获取当前路径数据对象 G6 E1 s; C' e& Q; N
- let currentPathData = train.path().get(currentRailIndex);5 S, z2 o' e4 z+ m. n
- // 获取当前轨道使用的自定义轨道名称
4 v" u- O* z, u - let trackModelKey = currentPathData.rail.getModelKey();* V1 J. s: S; w
- return trackModelKey;
# u$ M6 G1 T1 z% ~) d, s7 E( n - }
" {" S4 {! s! X6 S0 x - return null; // 或者是一个默认值
: A6 v- W+ O) D9 x - }
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( t5 ?2 l# V- \- r" }1 L' [3 ~2 c
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