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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 0 h+ ?7 A4 C0 B
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最近在研究JS 做了一个简单的逻辑来播放声音
T* u- \% @- t( O- var pit = 1;//初始化音高(速度)+ `2 s' Z7 k. q7 k5 z
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]- z$ Q: v9 Z0 k, f0 H9 l& e
- function create(ctx, state, train) {
% C8 G! w/ z3 D* ]5 h - state.number = new Array();7 ?% G7 ?. F. h2 h2 D6 F
- state.soundsspeed = 0;//初始化速度
; a' b7 U% K7 B/ Y6 D8 X7 ~ - state.speedsub = 0;/ W6 q( U0 x( H8 D) L3 ^
- for(let i = 0; i < 100; i++){
8 e* K. @. T% u f5 E - state.number[i]=0;//初始化数组
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- }
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! m1 w9 d) w5 G. z2 q p- function render(ctx, state, train) {
, K8 f/ b% w2 R- ~# j2 h f* V& X - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动! ?3 G9 w# ?6 |: q, J( [8 F# H
- pit = 1 + train.speed() / 40;//更新音高(速度)! J1 f Y" k2 ~( h: o
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
8 O( g9 M) p$ u: y! I2 c8 ^2 c5 z - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差" P& N- G' }3 K* Y; I1 D& z
- ctx.setDebugInfo("speedsub=",state.speedsub)% H h* s4 L2 s4 P- y, |3 V! d
- if(train.isOnRoute()&&gamerunning==1){//如果工作
) H* H( ?+ [, j0 K* K( @. [ - for (let i = 0; i < train.trainCars(); i++) {
7 ~* ~2 ~( n% V; t$ K( D0 B! d - ctx.setDebugInfo("soundsrun",1);//记录声音开启
, T; A6 c0 Q" C4 ^ - if(state.speedsub<-1){//如果车辆减速" q3 G( y& j& y6 w( d
- ctx.setDebugInfo("shache",1);//记录刹车8 ^0 Z: B2 ~; \! e2 x' _
- 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* b5 D, e6 f4 i( 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2) C- p* Z& ?$ i7 @
- }else if(state.speedsub>1){//如果车辆加速, Z7 p& }. p& O
- ctx.setDebugInfo("addspeed",1);//记录加速" O' j0 M) q; Y( @: ?: u2 U
- 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" I* Z1 Y: m; _' b
- }
, t" w9 m D8 ^- k' J9 s( Z1 z - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声9 X: X3 t: }( f: T* \" y( `
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
, l/ P7 @& j+ R0 ~' I/ h5 ^0 X - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
- |1 O& O" m# ?; Q7 G7 F3 E! @ - 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) a; Z9 n: l0 u; _5 ]* M
- }
, m, t9 o6 a, k8 n$ [" [ - if(train.speed()*20*3.6>5){
' c3 Q( T2 u& z - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
5 {. v; h# j; e0 X! l - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声+ X/ d4 ? q* u# S0 O) l; A ~
- }
! d+ D7 A9 T' @9 A; g0 u4 i - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){5 I. Y5 {# n2 v. x7 m) ^, F8 M7 `
- 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$ V1 D3 k4 a' F( 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
; {+ T0 X' t \: X9 ~ - }
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- }
8 G* P/ c9 {5 u' e& w. a s# b- L - state.soundsspeed = train.speed();//更新速度/ f; v/ s0 ]0 Q m! Y5 m
- for(let i=0;i<4;i++){4 M5 `4 P$ O. e C* {* o5 S
- ctx.setDebugInfo(i+"=",state.number[i]);# Y0 y" D5 ]' L+ k
- }
8 a) o) _8 V( p5 m; h - }
0 s" e3 Z* t+ ^ - 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. S1 a: Z b0 \. f - if(Timing.elapsed()>nu){//如果时间超过了播放时间
) [+ S% E1 @1 G5 n2 r1 ^ - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
( \: U* P. f# t - nu = Timing.elapsed()+long; //更新播放时间
" [+ w7 b4 {( ]' U3 l - }
. T# U4 x8 i- M. }1 `! n1 H - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数
$ ^9 P2 P/ R7 F6 M( Z% n8 g" c - return Math.random()*(max-min)+min;
' e" G* S+ v/ f4 g9 }* w - }
2 z7 m; G" ?* h9 A5 D' [ - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
& P/ i: a& m' q" ] - // 获取列车从车库开出的距离
, v5 |0 {$ b# ]" F4 F0 U- E - let railProgress = train.railProgress();6 c3 p7 [1 T2 u! I3 \, E
- // 获取当前轨道的索引
6 K+ ?8 I0 W* [, o - let currentRailIndex = train.getRailIndex(railProgress, true);% P" u5 J- i1 N* `" j
- // 检查当前轨道索引是否有效) {+ X0 h) [& }# |* Z
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
+ u3 @# `- r$ N, R8 F, L( [" [! d6 t - // 获取当前路径数据对象
2 ~' b* W; t% s6 m$ [ - let currentPathData = train.path().get(currentRailIndex);
- Y" c8 g, r, v( U0 h- j - // 获取当前轨道使用的自定义轨道名称
# A1 S( i$ Z+ B - let trackModelKey = currentPathData.rail.getModelKey();
& h2 J( O% g+ e) J - return trackModelKey;
0 M8 G( @$ X7 j, T7 o$ w - }
y+ l6 W! D3 f5 {& i9 o' ^ - return null; // 或者是一个默认值' j. m/ g- F- j/ h& s5 G: m
- }
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+ X8 r$ @% q4 \" U
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