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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音
" A$ C' y9 u: _& n+ h: i9 e9 l- var pit = 1;//初始化音高(速度)0 H$ l+ t4 i) d
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]' c# h2 `4 Z' Q
- function create(ctx, state, train) {
: M$ I9 u+ I; t$ X6 e, m - state.number = new Array();
" ]9 R4 a/ [9 ` y* m) ?- b - state.soundsspeed = 0;//初始化速度
K2 z$ _2 |5 D, o: }! ~# X1 j, J) w) v - state.speedsub = 0;, G4 ?* s/ U( F4 h+ {( M
- for(let i = 0; i < 100; i++){$ c/ ?! m! S6 X" |' Q
- state.number[i]=0;//初始化数组
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- function render(ctx, state, train) {
* A2 w7 D& I' [+ `+ C - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
5 w5 }* h9 S7 n; P( E4 x% h0 Z - pit = 1 + train.speed() / 40;//更新音高(速度)# b3 g0 c- ^% f" l8 [3 |
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 5 T$ ^% Y' D" s, Z
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
5 i$ d4 g( R# K( {; C4 l - ctx.setDebugInfo("speedsub=",state.speedsub)
% I. u( D' s& H0 e4 T3 J2 w - if(train.isOnRoute()&&gamerunning==1){//如果工作
4 b9 q9 D" q" r3 h8 A - for (let i = 0; i < train.trainCars(); i++) {1 l0 G& A. U+ B( Z
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
9 I, J8 u+ ~. w1 i/ v3 q - if(state.speedsub<-1){//如果车辆减速0 M- c3 C( M8 v% t2 V
- ctx.setDebugInfo("shache",1);//记录刹车
( T7 b( w- n& d4 T& u. A - 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
. I* I. X8 e/ H' F# H( ~6 M - 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- G- U# Y, W1 ^% F. d0 G2 d
- }else if(state.speedsub>1){//如果车辆加速
5 Q9 o5 d4 D7 ]" c - ctx.setDebugInfo("addspeed",1);//记录加速
* Z# Y( d9 y4 c; Y+ W d; K1 r - 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. _( N$ B9 m7 Y1 r
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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
3 `+ f* {! a; T6 ~ - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声+ ~9 J2 h+ X- g/ c9 h
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启7 r" e. V4 d3 t! {- R, P/ U/ Q
- 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1 Q9 i' U# ^ L% D5 N& i
- }
3 r7 X& Z! ^6 c - if(train.speed()*20*3.6>5){
}+ _$ \+ y0 X! v: L; T - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声# A4 Z# c5 k' ^6 e8 e7 N 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9 w. i: [2 \9 a0 S
- }
! L2 v1 f( ]6 X T' h" V- g1 F - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){6 ^2 ?4 p% J0 o2 G5 n0 {
- 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
4 r% }2 Y: S( |+ N. x% n6 \/ a. m - 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% j, I) C1 R% N" v K5 X! z
- }
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- state.soundsspeed = train.speed();//更新速度! {0 p% Y. n6 v1 Q Y9 q
- for(let i=0;i<4;i++){
' d9 G0 g+ A0 R0 E" j/ ^ P - ctx.setDebugInfo(i+"=",state.number[i]);0 W, l4 U1 {4 l1 ]2 V- V
- }
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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
) [) `# \& Z) G! O* p2 ~ - if(Timing.elapsed()>nu){//如果时间超过了播放时间! y9 @0 u+ L. a) x% l# F) J
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放: S" ]0 n4 C! o* G7 ]5 A( V
- nu = Timing.elapsed()+long; //更新播放时间9 q* w) |3 _: r+ H% J- R
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- return nu;//返回新的播放时间' n- [* z. C+ l
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- function grnn(min, max) {//随机小数+ U% E' l T5 L b" z+ t+ C/ u/ R
- return Math.random()*(max-min)+min;
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% ]5 e- U+ N1 ?8 p+ ^, _+ Q7 A - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
2 r- p: r8 u' X3 {3 _ - // 获取列车从车库开出的距离
' r4 t- c9 n- H/ U - let railProgress = train.railProgress();
" q( j/ r. b$ U6 `0 R7 {5 l$ f - // 获取当前轨道的索引+ k, x9 A i% ?, ^ _/ \
- let currentRailIndex = train.getRailIndex(railProgress, true);* n; H4 V. m5 r; q: M
- // 检查当前轨道索引是否有效
( `7 W0 |( x3 }+ _: A5 r - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
. ~7 H; a2 ^& {0 S$ T4 t - // 获取当前路径数据对象3 z4 G8 _. T& _. g9 _3 @2 c
- let currentPathData = train.path().get(currentRailIndex);' m; Y- z. w1 R
- // 获取当前轨道使用的自定义轨道名称, {9 W. `6 v. x7 h, y1 l
- let trackModelKey = currentPathData.rail.getModelKey();
T X# ~& M4 D - return trackModelKey;
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) |3 y9 c- y) b! H8 H - return null; // 或者是一个默认值- h" @3 R @; H) C/ F# o4 e& D
- }
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, X7 z- ~4 O) N) ]3 M
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