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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 - c7 \2 M- t! F' r4 ?
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0 q. V4 m/ Z0 k( j最近在研究JS 做了一个简单的逻辑来播放声音
1 Y0 D/ B1 C" y8 l3 i- var pit = 1;//初始化音高(速度)% e6 t1 H; K1 k5 X! M: @2 e; I
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]# o; Q8 h2 K2 w1 _# I
- function create(ctx, state, train) {/ d6 `7 V# }; m. d6 `5 k
- state.number = new Array();
9 m O; j+ N+ N, u+ n3 M. [ N K" V; O - state.soundsspeed = 0;//初始化速度, B& z0 l* e( \- R( ? @ p# D
- state.speedsub = 0; z5 ]1 ~2 Q. b5 ` m4 Z* Z" d: J
- for(let i = 0; i < 100; i++){+ ^) A9 O* k) S- e' z1 S$ H
- state.number[i]=0;//初始化数组+ N( N/ N7 v1 z4 n+ T" a: b. k2 ]
- }# ~+ n3 k! e+ M: B3 A
- }
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- function render(ctx, state, train) {
7 q7 ~( X; B7 X1 B& g! K. L - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动% |, ?, L/ L! W+ ?0 Y: N
- pit = 1 + train.speed() / 40;//更新音高(速度)
6 e9 J# p% \, u- r6 Z* m" E - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ( E: e: {% ]; J5 ^2 g$ O# S
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
6 o+ M4 M1 v& N: Y8 O - ctx.setDebugInfo("speedsub=",state.speedsub)
& P2 D- t& d% ]" y+ q - if(train.isOnRoute()&&gamerunning==1){//如果工作
+ Z: R+ U3 [: N- ^8 O. M9 l5 v - for (let i = 0; i < train.trainCars(); i++) {
9 F' G/ G3 T6 o) F! i' n - ctx.setDebugInfo("soundsrun",1);//记录声音开启$ J7 I" B" R$ j8 s' j( u: N
- if(state.speedsub<-1){//如果车辆减速 ?2 T' O5 n- R- V/ H
- ctx.setDebugInfo("shache",1);//记录刹车$ `$ i/ a1 `, o5 E+ S+ W
- 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
" ^9 D5 l+ i2 m6 @+ 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, \6 t1 ^4 ~ p* m/ N# U
- }else if(state.speedsub>1){//如果车辆加速
! M: a( z. R$ u# ~8 g- N - ctx.setDebugInfo("addspeed",1);//记录加速0 x1 Y: [; W: m, F- d5 Y* k- F3 i
- 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) N, p$ P4 b! T" I4 I7 w
- }
' I, _/ W' [0 L# G+ ? _0 Z - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声) t- h2 e# S/ W! N; K' G
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
/ t; l, l3 q. [6 X$ y- w5 ]( `; Q - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
3 ^/ T, Z6 p! J9 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
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- if(train.speed()*20*3.6>5){. A8 k0 h% B& a7 p u$ A' l
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
9 I! |5 w0 m, X4 L. H/ m! @% y: m' \ - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声# {$ C5 X ^% B# N/ {- m
- }
) Y1 D! Y/ h7 \$ \9 ?6 w - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
) M6 X+ Q& k' C6 |3 v - 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
4 {; M- Z7 V7 o" u1 T6 x% b3 g - 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" h! r. S: J, f. `( `! h' Q
- }
; a0 n2 |8 o( H# X - }- |! A; G; M. w. N* K1 [6 D7 N( g
- }
& Z$ z9 [/ c) A* M - state.soundsspeed = train.speed();//更新速度
# h; n& |4 z }; P4 |, n5 q - for(let i=0;i<4;i++){1 K% R8 U2 q; }- l; h
- ctx.setDebugInfo(i+"=",state.number[i]);
6 o4 N) {# b: t* i9 } - }; ?# G* J# X- a7 t5 y% a
- }
& s4 g& b f ^* t8 E+ C - 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( \+ `' r4 B, e
- if(Timing.elapsed()>nu){//如果时间超过了播放时间+ p, D& x/ `4 J- _) ~
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放1 \% c z, Z" z0 B6 S0 S
- nu = Timing.elapsed()+long; //更新播放时间) j; I$ U" Z6 r
- }. d2 S2 C; V8 s0 p9 m3 V7 v
- return nu;//返回新的播放时间! H* V( k1 Y3 ?6 v; W+ R" L$ Z
- }: k0 y4 y2 K* i* n) S4 U
- function grnn(min, max) {//随机小数) M" K* e% z: Z* B Y8 k+ i
- return Math.random()*(max-min)+min;& I! t. P5 e3 E7 U
- }& H3 Q1 G( ~ w0 w L! Z
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
- U4 d$ }3 t. y - // 获取列车从车库开出的距离0 R2 J) X9 @! K* C8 u
- let railProgress = train.railProgress();. ?( u: N6 @7 \# x! ?
- // 获取当前轨道的索引
) D! v# H {9 O- ]2 k - let currentRailIndex = train.getRailIndex(railProgress, true);
4 I8 g4 e( T$ z4 p8 [$ \ - // 检查当前轨道索引是否有效
' [/ G" e( y N - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
) X0 l( `+ R6 z" o% e. P, }# G - // 获取当前路径数据对象
6 `* ?" |- C, ^4 E b) e: A4 t8 l - let currentPathData = train.path().get(currentRailIndex);9 `- ^. ~/ ?" Z4 L, }; d$ J. a0 h
- // 获取当前轨道使用的自定义轨道名称
* _, z+ s2 t, |0 [, y5 H - let trackModelKey = currentPathData.rail.getModelKey();
7 U' C# R7 C! z+ } - return trackModelKey;( L, t$ X( G8 Q7 E
- }/ q9 l9 F7 Q% ~7 k
- return null; // 或者是一个默认值6 e; U3 k% Y& B% g0 } `
- }
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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