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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 * b+ F/ `5 \, [1 O; i
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' k# y; R$ R9 r" \" S最近在研究JS 做了一个简单的逻辑来播放声音0 b9 {& C' I Z- ?, j
- var pit = 1;//初始化音高(速度)% o p- t9 w: [* K$ J; w
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
3 C% J4 G+ z3 y" ]$ O! B0 e; b" s - function create(ctx, state, train) { g: ?8 h# n; m* o) O' q
- state.number = new Array();
o" N1 M+ W. L Q) a- R - state.soundsspeed = 0;//初始化速度
# Q' z6 J2 I: h+ }5 ~ - state.speedsub = 0;3 R2 R8 J( _1 k% x0 H2 k! v$ {. U) }
- for(let i = 0; i < 100; i++){4 N- u" l& G2 x r! {3 E
- state.number[i]=0;//初始化数组9 o! R$ N# F- e1 ^- o5 ~( l
- }, Z5 J* l& g8 ~% c' \: ^
- }
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- function render(ctx, state, train) {
2 @) |1 k+ l n- a+ d( p- ~ - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
" ]! R0 g4 ]) k4 o - pit = 1 + train.speed() / 40;//更新音高(速度)1 z0 y$ b! j! |8 |; F/ t
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 # D* s, ~& s2 @9 `% N
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差2 y2 z. `2 F- i2 Q$ `7 W" A8 U* Y7 a
- ctx.setDebugInfo("speedsub=",state.speedsub)' I' m+ @. _) ?: U6 O6 `
- if(train.isOnRoute()&&gamerunning==1){//如果工作" _" D" \' `+ o% g3 e& h' b
- for (let i = 0; i < train.trainCars(); i++) {8 j: ~4 a+ Y/ s2 ?
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
$ E2 }! l: h! w% ^% t; y - if(state.speedsub<-1){//如果车辆减速
0 v7 _8 \6 v: m6 a) g - ctx.setDebugInfo("shache",1);//记录刹车
4 U$ S# g! e0 o* u- ~4 Y w - 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; N; e# g- q, k5 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2/ d0 P, g* T9 p& j7 ?
- }else if(state.speedsub>1){//如果车辆加速
& {8 d' O: f/ p) x- {1 q% w( R - ctx.setDebugInfo("addspeed",1);//记录加速
5 `2 A& M( D) j) k5 Z - 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+ ^& f+ u; e( K1 X$ |0 h
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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
! r2 [; P. X0 I. f - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声1 W8 Q9 a/ _5 W- C& }
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
6 P3 ]" [1 }* |0 c) C( 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5 w1 ^+ a$ U: c0 g9 o; ?
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- if(train.speed()*20*3.6>5){% M( A4 h; F: c( 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
* q+ h! d2 x, {8 w$ |/ | - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声7 C$ A$ }9 X5 c$ T' O: m
- }4 J$ B! C$ ` k f
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
( R* I/ y! {& l' m; s, U - 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$ y7 v% _ c" e. x3 P( H
- 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8 O( t i5 Y. G1 b C+ V" G% U1 E/ l
- }
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- }
' v# Y. m) D1 a3 I( ?% h - state.soundsspeed = train.speed();//更新速度
! s+ A Z: ]7 a8 z+ T- J - for(let i=0;i<4;i++){
: Z: I. a% t5 }: @; W! S, G1 X - ctx.setDebugInfo(i+"=",state.number[i]);
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- }
+ ^2 q* E4 J9 c$ r - 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
8 V# _! h+ m( u& [+ T2 ^5 D* Y# f - if(Timing.elapsed()>nu){//如果时间超过了播放时间& Q$ f0 X, ^& t0 h% c' i
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
4 E0 c( T6 ~2 ^* z/ q' T# { - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间8 n" Z# V& K5 L, b: v
- }
+ \1 d6 C& V1 ` - function grnn(min, max) {//随机小数
3 X& L! ~! T. s" R# k( l - return Math.random()*(max-min)+min;+ z) f* j& J: Z2 z5 @- b
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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0 m# o8 M8 e' _7 _% |) Y
- // 获取列车从车库开出的距离+ ~6 R! b" k9 q: d2 g y+ ~
- let railProgress = train.railProgress();9 b& s6 ?# Q e3 i* ]9 G
- // 获取当前轨道的索引
' g4 I$ Y9 T8 F. i3 y) H% Q - let currentRailIndex = train.getRailIndex(railProgress, true);
: ~- U* Y0 ?) o/ J - // 检查当前轨道索引是否有效- g6 v+ M4 ^* \4 z" c+ G# d
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) { k5 ]" x2 L* ?& G9 c$ J
- // 获取当前路径数据对象
6 f5 i, H% P4 O _ - let currentPathData = train.path().get(currentRailIndex);
* }! v; [5 Z4 Z2 G- x5 H3 r - // 获取当前轨道使用的自定义轨道名称
7 _( F$ d2 {8 K. D) x" U2 R) R - let trackModelKey = currentPathData.rail.getModelKey();
7 y. o. Q/ c! U* h' E/ k - return trackModelKey;
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- return null; // 或者是一个默认值4 }2 ~. M: Y+ P/ ]3 V9 n* ~; l
- }
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7 t: G( q( [- Z, K; S8 P
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