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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 6 o) S& |, m# Z3 k6 X! @$ i9 w
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* b4 V! k$ e( C' u: a$ X最近在研究JS 做了一个简单的逻辑来播放声音8 h8 x( {7 U, v8 X
- var pit = 1;//初始化音高(速度)
- D, Y4 e3 V# d* A2 ? - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
9 c1 ?* x( g; O* h! K5 i9 z - function create(ctx, state, train) {
6 E4 c, N8 D$ ^2 n# w* j4 e0 f - state.number = new Array();2 F, ^+ I. O$ t3 O& A; M" N
- state.soundsspeed = 0;//初始化速度
9 @9 p& `; C5 @. H( t" _3 E - state.speedsub = 0;
6 x/ j* }2 w' ^* B6 a. ] - for(let i = 0; i < 100; i++){
6 b6 w" |, i3 g3 q( y! f - state.number[i]=0;//初始化数组
4 H1 _; s4 q7 V% s$ y! ]( R6 b& P - }# _" @) }' F2 B1 `+ c5 i0 H
- }
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( e% U% W0 x0 n; X- A" @) ~9 g- function render(ctx, state, train) {
% L9 l/ U- P' O( Z/ i - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
+ U8 i2 I) G' [! t. s - pit = 1 + train.speed() / 40;//更新音高(速度)* c( a9 @$ i5 s9 ?8 H. Y& H" D
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
& S+ `5 G5 L9 y; U5 r6 k - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
! v* H7 q+ H5 O1 y; n5 \ - ctx.setDebugInfo("speedsub=",state.speedsub): V: f+ j$ E/ R
- if(train.isOnRoute()&&gamerunning==1){//如果工作
5 P0 N: \1 S* {7 _5 A - for (let i = 0; i < train.trainCars(); i++) {' N, Z! n" {% A4 i) A
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
8 Q. t$ b) [ b2 \6 c- s - if(state.speedsub<-1){//如果车辆减速- J* m. X; B3 Y4 J" u1 N
- ctx.setDebugInfo("shache",1);//记录刹车
9 G* E0 {2 L; \, 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
" t# ^" d& T! j* C& X1 U3 [1 ` - 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! U5 I$ K+ M/ ^: @) ?% J4 X
- }else if(state.speedsub>1){//如果车辆加速
0 m0 L K& q! T9 f5 G; F3 T- D - ctx.setDebugInfo("addspeed",1);//记录加速1 H! V6 m3 j0 A. v
- 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; @4 r+ s& P i, o
- }
. E2 p; j+ X( s' Z - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
0 x4 e @) m. h" x& X, j: Q" w - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声" p X3 X( i) [0 k, V
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
9 p* r. u3 Q7 R' P1 r - 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- z* |. C2 {2 Z+ X) W/ V7 [1 _) y! g
- }
& L$ ]+ z8 Q: i! G+ W - if(train.speed()*20*3.6>5){
0 l" M% D6 ^8 ^% M - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
* Z2 f5 k/ W, T: ]. E" e* 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
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
$ z! L$ T6 W. T1 G0 }7 \& } - 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1 v3 N; m Z2 L6 c0 D; p
- 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. R% Z* }! i( r, ^3 ~; w; X" h
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- }
+ f$ v7 p: `- a$ s4 U2 n, q - state.soundsspeed = train.speed();//更新速度
. e ^$ C( A( [ - for(let i=0;i<4;i++){
|1 L! H' z, T9 E- k$ d ^: @ - ctx.setDebugInfo(i+"=",state.number[i]);+ a# e5 v3 m" s+ o( K6 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
6 M/ f" P6 n: J5 r - if(Timing.elapsed()>nu){//如果时间超过了播放时间& |$ N% V: w+ z( ?2 E% C
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
; g& [! k5 }5 z8 {( F - nu = Timing.elapsed()+long; //更新播放时间3 @3 I5 S+ E, A4 J# y; c
- }
( \: F3 w. T* A b - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数" {+ d- o7 h( l2 ^% k& H
- return Math.random()*(max-min)+min;# w8 v& @1 o! X
- }
- A7 v$ d. d1 P; P4 f# c - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的: h3 {, x- l/ `+ F5 R6 z
- // 获取列车从车库开出的距离
3 _' C A$ J* z* ~6 Z/ ?/ H - let railProgress = train.railProgress();1 O" D, ~' r+ O5 v% x E5 R7 e) D
- // 获取当前轨道的索引# K% [- m4 U6 [ m
- let currentRailIndex = train.getRailIndex(railProgress, true);$ k, d% a3 j) D- P/ V T$ |
- // 检查当前轨道索引是否有效
+ g2 j2 O& Y; p }+ T - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
: V1 _1 v. V6 P6 T: \. Q7 e - // 获取当前路径数据对象
0 ]* s E1 ?7 T3 I8 \ - let currentPathData = train.path().get(currentRailIndex);8 J' T! K9 p7 v% U
- // 获取当前轨道使用的自定义轨道名称
+ l- D. @# I6 C7 i% W$ d2 C* G: R - let trackModelKey = currentPathData.rail.getModelKey();+ { V& Q# p* P7 p6 X [
- return trackModelKey;9 @9 ~! T( n+ R7 T3 W# o! x
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- return null; // 或者是一个默认值3 \; o% S/ H9 {3 G- @
- }
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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