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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 : r8 C7 v$ h$ {% {* {) C2 N5 @/ [
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最近在研究JS 做了一个简单的逻辑来播放声音8 J# }6 y y$ b F; A9 d
- var pit = 1;//初始化音高(速度). @6 V+ z1 P& y6 L; \$ a
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
' l, n9 Z% g; Q, ~8 w - function create(ctx, state, train) {
/ L- z y$ w& l/ _6 [# u1 U$ r5 X0 t - state.number = new Array();
% r8 Y. Z. J) W$ ~7 i - state.soundsspeed = 0;//初始化速度
2 ~0 z1 w" r& n- d& Y7 u - state.speedsub = 0;; B( P8 l+ q' w. I/ ?( O
- for(let i = 0; i < 100; i++){
5 X$ Z C( w" o0 C0 ~9 n0 { - state.number[i]=0;//初始化数组
& {5 H& H% T9 ^$ D) e. g - }
! `. V; n( n/ m - }
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- function render(ctx, state, train) {
3 Z/ Z, A8 I' Y$ H' P0 ?+ x+ m - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
0 a; a7 h9 I7 t- y0 A% ] - pit = 1 + train.speed() / 40;//更新音高(速度)& ~8 I6 d; m0 V. n" W0 e3 j
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
5 {$ h9 p- x F6 B- ?7 T U2 k - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
( X# j# |8 h2 h7 }& J: P - ctx.setDebugInfo("speedsub=",state.speedsub)0 u J6 d7 C m3 b, r& m! k' ~
- if(train.isOnRoute()&&gamerunning==1){//如果工作
. j) }2 z4 S6 i* t% W; t7 N6 D - for (let i = 0; i < train.trainCars(); i++) {
0 x8 T" a: C( M% y" u - ctx.setDebugInfo("soundsrun",1);//记录声音开启
8 E5 D' |. H3 c' K - if(state.speedsub<-1){//如果车辆减速
1 O; u2 D- `9 a5 ^/ r - ctx.setDebugInfo("shache",1);//记录刹车
/ C4 d- q% [+ K$ W( i3 [ Y G, G - 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# _ \" m! F# w: q, o, Y6 ^
- 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, C1 `0 a2 k# Y
- }else if(state.speedsub>1){//如果车辆加速9 \$ v: i5 X; N& e3 o% L
- ctx.setDebugInfo("addspeed",1);//记录加速: O' F0 |8 [% C! a9 S
- 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7 D9 o' i _& M/ e, w
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声1 ?: g& l2 o: P- O: W+ Z# M+ @
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启: n+ Z5 E- d8 I5 o/ 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, a5 I' {1 H+ V7 F
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- if(train.speed()*20*3.6>5){( e4 E7 {* V/ s; e& b) S' 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
! e, C8 @* O( G1 k- d7 b - 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 X; }7 K' O# H4 L
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
. @- E0 P/ o0 U; |0 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% h" ] n `$ k- _
- 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. {1 y4 m9 U# \( \
- }
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- state.soundsspeed = train.speed();//更新速度/ m( t# Q. S m
- for(let i=0;i<4;i++){
# G+ V( Y% G) d/ x# g( |3 ~' k - ctx.setDebugInfo(i+"=",state.number[i]);
5 K4 J0 B; ` b) a1 @ - }
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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+ \8 [2 s k& Y4 a, O
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
1 b, \& k! u" G' {1 V# R" v* D- D - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放, p- E/ T; d N& D9 H" I8 l
- nu = Timing.elapsed()+long; //更新播放时间' A7 i# U- G* f
- }; _+ p' R- @# Y; S! P0 Y
- return nu;//返回新的播放时间" s6 _/ }* O- S0 s, u$ f% e: i! v
- }; g% X1 y7 i9 s. g, m
- function grnn(min, max) {//随机小数
0 K F2 r3 \0 Z* S1 G5 A - return Math.random()*(max-min)+min;* n* I9 O+ A( f+ w2 }/ u
- }, E* E3 a( w& O9 o
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的& O( j2 d6 R2 L1 Y4 w2 ?: Z
- // 获取列车从车库开出的距离- |+ t4 L0 r# v: G- a" b5 V; a" ?
- let railProgress = train.railProgress();
, s0 e% U; ?& `1 w - // 获取当前轨道的索引
$ j1 Y- u( j- T$ O7 |3 l* G1 ` - let currentRailIndex = train.getRailIndex(railProgress, true);
& N# a# N" f" {; }3 K5 \" ~ - // 检查当前轨道索引是否有效1 w$ [, {# v) g: Z* [
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {, a3 Y4 k/ Q. ]$ |
- // 获取当前路径数据对象1 x6 e- b$ Z& ?# a3 Z
- let currentPathData = train.path().get(currentRailIndex);! G/ V7 Y! i# y2 N. ^8 \2 r# L
- // 获取当前轨道使用的自定义轨道名称$ I$ f( K( ~7 u0 y4 |
- let trackModelKey = currentPathData.rail.getModelKey();6 e2 a' ]% G9 f. W; K6 Q8 {
- return trackModelKey;
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- return null; // 或者是一个默认值% W" M% j: q* m% E4 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. h3 z& v2 G; e* J& p; ^
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