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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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* L6 F E. e0 j! ?9 F* I最近在研究JS 做了一个简单的逻辑来播放声音9 c3 f9 |) q4 I; z* X- ]
- var pit = 1;//初始化音高(速度)
) G! M% f( d m, N2 g# W' e - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
5 |$ K6 s4 [$ Q# M% Z, I - function create(ctx, state, train) {2 R/ g, K( V% i- _8 v9 `9 r
- state.number = new Array();
) [0 ]0 k) B4 n, f! ^ - state.soundsspeed = 0;//初始化速度1 \% V7 A: \' s
- state.speedsub = 0;
3 K3 D# {* T2 R# \ - for(let i = 0; i < 100; i++){. n: P! {# W$ u; z
- state.number[i]=0;//初始化数组0 W4 e# i# \/ h6 [7 ?
- }
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/ A8 u: a9 j4 [: @: g- function render(ctx, state, train) {9 x, B" T* T" z8 _* X, C
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
/ ?% Q! P1 p ?- j - pit = 1 + train.speed() / 40;//更新音高(速度)
% r! b$ l" r2 T! K; E - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
& G7 C0 \4 z9 ^8 n, e1 f( ^ - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差9 R1 U4 @8 W4 e5 g( A, e
- ctx.setDebugInfo("speedsub=",state.speedsub)- m: ^- f2 \+ _2 c8 f' `
- if(train.isOnRoute()&&gamerunning==1){//如果工作( D8 m- z! L: e( U: W( s
- for (let i = 0; i < train.trainCars(); i++) {% X# {8 L3 t, \# ]" ]: b! x9 T: |
- ctx.setDebugInfo("soundsrun",1);//记录声音开启: ?( L9 Z7 g( _6 ?3 R, Y8 e* n
- if(state.speedsub<-1){//如果车辆减速: }2 p' \/ u3 e$ x8 ~
- ctx.setDebugInfo("shache",1);//记录刹车
& ^ }5 e" Q; x, I- J% H. i - 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
$ Y- E# n9 t% m n- 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
6 L6 K4 i3 n' X( _5 t3 N - }else if(state.speedsub>1){//如果车辆加速
5 d0 q8 N1 Y7 B4 S! `/ j: l - ctx.setDebugInfo("addspeed",1);//记录加速
& L$ y, @, Y) I/ w! q - 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
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+ d" ]8 M& X# Q2 l9 u - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声4 X% M/ z; T. f2 Z& L7 K
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
9 F! P+ e) b; S - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
6 i1 K4 O; W6 x1 C0 [ - 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){
1 w0 q7 N, \" M7 H$ |& o- 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" `# a6 j3 v J7 |
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声8 ?5 Z- r. q9 z! B+ b$ f9 [0 C8 W
- }
2 c7 G0 W3 \4 m1 `1 t3 a - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){- o* d! v3 ~7 D2 x3 s& c8 r( [# c
- 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
# O5 F& W6 a. k( f - 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6 Q$ h( P& V# M0 ^- P4 ^
- }
* Y; z" @& ?% ^7 N! F - }
+ B" S, E3 V: I4 B - }
; O# L8 h$ P9 `6 W8 J - state.soundsspeed = train.speed();//更新速度
0 j6 k! K' ^3 f3 ^1 O9 A" S - for(let i=0;i<4;i++){
& \/ U. E, E$ J' W- T - ctx.setDebugInfo(i+"=",state.number[i]);* N8 E9 r8 }/ R+ h- j9 h
- }
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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 f0 m2 m1 T) y' U
- if(Timing.elapsed()>nu){//如果时间超过了播放时间" _7 h: u! W" E3 o- ?
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放4 v# G1 Y& p" J& s" d9 [
- nu = Timing.elapsed()+long; //更新播放时间% i- S. Z4 ]: K+ A- c
- }3 ]% W B8 a; V3 w
- return nu;//返回新的播放时间
" `1 M) W% K+ l& Z. t: M. U - }
6 i7 o9 o8 Z1 \6 v6 P( [* X6 k$ z - function grnn(min, max) {//随机小数
# p9 B+ I: M7 ~0 N$ s: X - return Math.random()*(max-min)+min;
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- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的6 I0 |! }0 h: L# y" d |
- // 获取列车从车库开出的距离
5 N8 o' x9 E% Q) X - let railProgress = train.railProgress();
4 W# z7 F5 \/ i& f - // 获取当前轨道的索引( F3 j1 z4 B% v) d% b7 ]
- let currentRailIndex = train.getRailIndex(railProgress, true);
- `7 g3 D; O( u; @$ I L9 L - // 检查当前轨道索引是否有效0 G6 \% k' Z0 x
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {- A2 N q G) F. h h+ `0 Q
- // 获取当前路径数据对象; e+ e# _; X: I. g* {& m
- let currentPathData = train.path().get(currentRailIndex);
% o6 J8 A+ n0 O F - // 获取当前轨道使用的自定义轨道名称7 `7 f- g3 n$ a% u
- let trackModelKey = currentPathData.rail.getModelKey();+ O; e7 l' f/ j& i+ C# Y
- return trackModelKey;
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- return null; // 或者是一个默认值. g/ T& s( b; W1 s7 u# z0 Y/ B
- }
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6 G& J8 H/ Z7 N5 y1 i' z. T
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