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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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+ {. f: {6 u4 [& o) d/ c最近在研究JS 做了一个简单的逻辑来播放声音* F+ N3 }9 A+ l& v
- var pit = 1;//初始化音高(速度)
% h# c D- [. ^& U# X7 v - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]4 ?9 @* x# h9 h
- function create(ctx, state, train) {
. g! ]* c. t L3 p2 R+ W6 ~- T - state.number = new Array();/ _" \8 H6 ^5 A" [' }3 p9 x' g
- state.soundsspeed = 0;//初始化速度; {+ K$ {6 k$ `
- state.speedsub = 0;
5 M6 U9 m# c, t# Q - for(let i = 0; i < 100; i++){
4 u4 R# t1 r3 U2 z - state.number[i]=0;//初始化数组
4 a/ |8 }+ M" Q - }
' }0 E+ K6 E9 y! W - }
5 r# z& n! e4 s$ f$ T+ ]; Q
: n& [6 X( o3 {" t- function render(ctx, state, train) {6 y$ b3 J9 H) z1 ~: U5 t& Z v
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动0 \& @$ b* S3 @& I% w
- pit = 1 + train.speed() / 40;//更新音高(速度)& Q6 z/ A/ `5 l
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ! j Z* ?2 O- N1 h4 g% t! Z
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差5 A/ F% [( K& D6 W
- ctx.setDebugInfo("speedsub=",state.speedsub)
! _* T6 B1 a7 H, u6 { - if(train.isOnRoute()&&gamerunning==1){//如果工作
. D) ]7 S- {7 m) d. ~3 z - for (let i = 0; i < train.trainCars(); i++) {. Z# P) ~6 [( F
- ctx.setDebugInfo("soundsrun",1);//记录声音开启! N @# p0 Y2 s e* j( S
- if(state.speedsub<-1){//如果车辆减速
& p% v6 b: o& F1 f2 M1 b5 E4 O - ctx.setDebugInfo("shache",1);//记录刹车
1 v' R2 m: g8 E - 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
0 L$ d2 v6 u, R - 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26 R# c/ z$ ?; R( c$ B
- }else if(state.speedsub>1){//如果车辆加速: I& ]& E7 c9 e$ z( v/ V
- ctx.setDebugInfo("addspeed",1);//记录加速
8 e; v$ ^5 {, u9 W+ a1 x/ w9 l4 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
5 I. J1 L5 p" q7 U5 {% T - }
- e& ^9 @2 C$ P5 z! n, U5 M" `% } - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
& l' x, F7 J7 B8 F1 K% z! y - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声# J" P! A1 N$ H9 E0 M* {" y
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
* p0 s- X/ L" s; C9 v - 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){" M6 G. n' u; h: B/ F3 k/ a
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
& n# l2 M! r0 Q" P# i - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声2 d, p" Y2 z$ ^# f* e7 ~% Y% S
- }
* ]- f5 T( X5 v! h4 b2 `* r - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){# ^% a. v$ a: O8 Z! M* Q' d2 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6 G; ?! o: u. s7 ~! 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* O3 j3 Z+ s* j% o: ?/ G3 A
- }
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- state.soundsspeed = train.speed();//更新速度" n% l9 ^3 T0 ?9 z3 }4 C
- for(let i=0;i<4;i++){! H# [8 U* d. S' D% x8 [
- ctx.setDebugInfo(i+"=",state.number[i]);
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- }
+ t8 E0 d) U a5 z- P8 V - 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
* ?' I3 k! Y) E! _+ ]2 F0 x - if(Timing.elapsed()>nu){//如果时间超过了播放时间
6 N1 A; f/ d6 x5 q( D: n - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
9 e q+ F" Z. H! P5 B - nu = Timing.elapsed()+long; //更新播放时间' f( V ~! [1 ]. V
- }% ^& W% |1 Y: x d) j& I
- return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数8 e1 c* l& A% {5 o. S1 t
- return Math.random()*(max-min)+min;0 M, T* n2 w* Q5 z% O E
- }
" {% K1 {: N4 w3 ]6 E) K - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
2 p/ C# r5 e6 M9 Y4 w1 I3 X( `3 ~ - // 获取列车从车库开出的距离
4 ^; H! S7 u+ v2 I0 f/ s - let railProgress = train.railProgress();
" z6 Z5 z7 P1 H; v - // 获取当前轨道的索引( r+ }6 A/ p# Z4 U, ~
- let currentRailIndex = train.getRailIndex(railProgress, true);
/ p3 y( j* p# [: S, z - // 检查当前轨道索引是否有效
8 |: i( _0 N# X) I& w8 \: [& P; N - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
0 y$ Y9 b+ i! H- M8 @5 } - // 获取当前路径数据对象
6 W- K* W0 Y% z5 }5 l5 A - let currentPathData = train.path().get(currentRailIndex);
/ y$ h9 O' x# t$ d1 R% @, N - // 获取当前轨道使用的自定义轨道名称$ g' R+ M5 `$ X! T# r; v6 J0 k; Q
- let trackModelKey = currentPathData.rail.getModelKey();
5 C& E$ V* q- Z: u+ h2 t F$ y( P - return trackModelKey;3 ?! b7 v- l3 N* T' z
- }
w% N2 Q+ c7 F% W; \ - return null; // 或者是一个默认值 T) J- b }* w, E5 a( a" i
- }
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0 j! P, \! w3 P0 {% f- K
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