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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 0 i$ L/ Z& @: y
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9 g4 ~$ ~6 ~' s最近在研究JS 做了一个简单的逻辑来播放声音: V- @2 H: V, F4 x2 }0 V
- var pit = 1;//初始化音高(速度)3 @4 n% B3 V' r! \
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]5 l+ [" x8 e5 D" Y2 D
- function create(ctx, state, train) {
( O/ h9 `/ |" f6 H3 E* T1 o# v - state.number = new Array(); V8 _7 V. a2 w4 n" m1 K- R
- state.soundsspeed = 0;//初始化速度
1 H' Q) N% V5 N8 ` j. x5 j K - state.speedsub = 0;1 u$ B1 \4 }/ X5 z! T& J
- for(let i = 0; i < 100; i++){
% U, [8 t; q8 ]( d, p" S$ k - state.number[i]=0;//初始化数组
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- function render(ctx, state, train) {
: I2 j e4 ]; h - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动, k" h! y- R% I* b9 W
- pit = 1 + train.speed() / 40;//更新音高(速度)
& n/ q5 ~9 p2 a) ` - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
8 J2 f& H( o. _$ }8 _4 L! r - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差$ q% x, E# g5 b I' i, w# W* f* m6 [: [; I
- ctx.setDebugInfo("speedsub=",state.speedsub)
6 C3 G m F( V8 l7 A/ ^+ C* ?. h G - if(train.isOnRoute()&&gamerunning==1){//如果工作9 A( S/ C0 x. L' p
- for (let i = 0; i < train.trainCars(); i++) {: o. j0 i# N# J8 d& d
- ctx.setDebugInfo("soundsrun",1);//记录声音开启7 E! E0 |$ E6 U8 f& Z
- if(state.speedsub<-1){//如果车辆减速9 C( C {) {( g# A) P
- ctx.setDebugInfo("shache",1);//记录刹车
, B5 x5 e+ W P9 |' x: R( 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' A4 p9 _0 _& n8 D" o+ 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2- d1 @ ], l" |, r3 y& j( ]) N
- }else if(state.speedsub>1){//如果车辆加速2 L: b! J; y; i# |" N- A
- ctx.setDebugInfo("addspeed",1);//记录加速
I9 j, f8 n5 S8 f: z9 Y - 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& G, N2 ^( h5 p$ g' ~* a% {
- }
8 {+ B2 ` f8 s' Y" k - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
1 a% N5 _% Z; j - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声! V4 C7 V7 L, u' z* h/ ], P' o
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
3 X5 H' S3 s- O7 Y+ K$ g& F - 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
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- if(train.speed()*20*3.6>5){: N& b& |- t7 [( `; i
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
+ H+ }+ R* l% T - 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 d% J: L0 V% @' ]: C, F _
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
. e7 p1 W& A9 S2 Q. `1 A - 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
$ e% d2 T' j! O1 f' t- W - 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 N* h' s8 q; l0 K& H$ v* w# O) d
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- }. ]) q+ T( `! w3 Y$ `
- state.soundsspeed = train.speed();//更新速度$ o( [$ ?* f' h& G$ u& [' ` C i; z1 b
- for(let i=0;i<4;i++){. w# y' R: e1 X8 ~
- ctx.setDebugInfo(i+"=",state.number[i]);
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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
9 C& S' i+ R$ N# H; X; b+ E" g - if(Timing.elapsed()>nu){//如果时间超过了播放时间3 ?! n* M: D; _& V
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放* M) r0 W" E, `, m, V' a1 K, ?
- nu = Timing.elapsed()+long; //更新播放时间# t: R) l/ B+ n! A2 u
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- return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数& g. O* `9 E- I- d
- return Math.random()*(max-min)+min;
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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$ P4 z& s2 I+ T0 O6 q
- // 获取列车从车库开出的距离* F/ W5 ^/ _( W& H
- let railProgress = train.railProgress();4 u( l% |( \" i& y* |
- // 获取当前轨道的索引- ^7 e3 b) y) s: O2 p1 J0 F
- let currentRailIndex = train.getRailIndex(railProgress, true);% W8 U% T/ ^* m
- // 检查当前轨道索引是否有效
$ @+ e. c+ Q* \' S( m2 o, t4 h - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
s3 l& R1 j' S. q& }( l2 ? - // 获取当前路径数据对象5 Z: c' c# F! b. C& S4 U
- let currentPathData = train.path().get(currentRailIndex);6 n0 {9 A8 T6 ~8 {6 o( e
- // 获取当前轨道使用的自定义轨道名称. M6 @5 V3 ^9 T L
- let trackModelKey = currentPathData.rail.getModelKey();; a0 n1 Y, e \+ a0 [- ]
- return trackModelKey;3 M# H2 ~- F9 }5 ^5 | E* \, j
- }
2 J4 N0 J! k& C2 i8 r, I7 [ - return null; // 或者是一个默认值' H/ h- S8 w* A' C" h
- }
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
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