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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音& V7 N" ?9 q7 ^! Y7 C
- var pit = 1;//初始化音高(速度): |0 s( r0 v2 b/ M2 W0 U9 O
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
7 k3 u. ]$ g+ g, w) s, x+ c! o, |1 k - function create(ctx, state, train) {) k4 {$ k9 c3 _4 U: I& ]6 ~3 M/ s
- state.number = new Array();
2 s/ A* k* a, _" C- Y3 r( [ - state.soundsspeed = 0;//初始化速度
/ k: M7 @- K7 X& Z2 Y - state.speedsub = 0;0 M8 W1 g0 p1 F
- for(let i = 0; i < 100; i++){# F+ |. }' z7 v' F
- state.number[i]=0;//初始化数组5 W+ t0 j5 S3 _6 W, D9 F
- }. G+ Z+ p" h: h2 u
- }
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8 B) m4 j2 W% F3 l3 X! |- function render(ctx, state, train) {
# w6 S4 G9 {! z' _9 D W# y+ | - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
& O& B9 ^ h: s% k5 A - pit = 1 + train.speed() / 40;//更新音高(速度)9 u5 u V9 M9 [ s: K
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
' g4 E N2 u% i. i) V - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差$ U# y. i3 a7 r2 d) b/ R8 p+ @2 S
- ctx.setDebugInfo("speedsub=",state.speedsub)
! j; l" N( h% K* { - if(train.isOnRoute()&&gamerunning==1){//如果工作
* l: n- o4 E" d- D - for (let i = 0; i < train.trainCars(); i++) {
' ~9 v( t4 g0 q - ctx.setDebugInfo("soundsrun",1);//记录声音开启
7 l5 }9 i4 o: W1 c# m0 r4 ~ - if(state.speedsub<-1){//如果车辆减速$ ?. K/ C5 z, O2 `0 @
- ctx.setDebugInfo("shache",1);//记录刹车5 k$ ]/ @5 a& B
- 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* K9 h7 V8 `, l3 K/ b3 S
- 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
; j" M# l) E8 J% X1 } - }else if(state.speedsub>1){//如果车辆加速
+ [3 M2 K. y% t$ i - ctx.setDebugInfo("addspeed",1);//记录加速
9 ]. K8 \- D+ ?: e& 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+ P: H m: C3 r, z9 j! F
- }
) h" g) b% _! Z5 D - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
" i5 T0 `" c+ f - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
2 ?0 o7 t3 u/ l - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
3 \4 G0 v4 c: 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3 g% G5 B' K i6 L( K2 `8 r3 K- n+ }) s
- }
, {9 N: P J" b( ^: t - if(train.speed()*20*3.6>5){
2 H- r) w# M _" o. x' S6 K - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
1 n) W- F! k9 O9 H( i& P5 W - 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){
! C# m3 A2 X8 U/ h- z V8 e - 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# L2 } G* O' x2 R) G# R9 O. B
- 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
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- state.soundsspeed = train.speed();//更新速度7 r& `3 l* B. W1 _) e
- for(let i=0;i<4;i++){2 q2 X1 a& B# w8 L
- 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! e j; X" R+ M1 O
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
. B B) f$ T, V2 b - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放7 o2 g9 |" b+ e ^! B% P
- nu = Timing.elapsed()+long; //更新播放时间
: Y; L* T" a- ^" O/ | - }
, M! I, q" F6 e! U4 S8 d6 l - return nu;//返回新的播放时间2 P# E& n9 L* H# D' @
- }
7 }; m: p8 m. j# l" K9 J - function grnn(min, max) {//随机小数4 o: B) P# d8 a2 O7 ]# Q/ g
- return Math.random()*(max-min)+min;/ M- c" q$ k4 a! T k
- }
2 G4 e+ ~0 [) t3 G: B- V3 B; i ? - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的! J2 h" f/ m5 t; N# u, I) N
- // 获取列车从车库开出的距离
2 X6 u+ [$ z+ L - let railProgress = train.railProgress();5 z' [7 t" `2 N3 h" r
- // 获取当前轨道的索引
0 {6 r! u T. t. f- @+ z - let currentRailIndex = train.getRailIndex(railProgress, true);1 w5 ?4 r/ X1 t& E
- // 检查当前轨道索引是否有效
, b6 t+ @, ?0 p/ O/ e) a - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) { ^4 M7 j3 y/ s! o
- // 获取当前路径数据对象
6 ]1 [7 K4 J$ }& {0 Y - let currentPathData = train.path().get(currentRailIndex);
" x3 E9 J. v9 z, @/ }9 L O - // 获取当前轨道使用的自定义轨道名称
/ Y8 P6 |: @* P; { - let trackModelKey = currentPathData.rail.getModelKey();
; f' |6 Q9 R- z' l, n( Z R, Y5 i - return trackModelKey;
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- return null; // 或者是一个默认值" C0 w5 w# @- A# ^% y* c; A
- }
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% R- [9 c$ C% p6 |
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