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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
* k! ] T P+ _, ^3 b; C- B ~- var pit = 1;//初始化音高(速度)7 r& K7 k; }: o- W1 E% S3 b
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"] `/ r' V. c: h( r% r+ x
- function create(ctx, state, train) {
& f/ A/ Q% r* q" |; d/ Q - state.number = new Array();% h& l8 }+ ?- Y4 z7 M
- state.soundsspeed = 0;//初始化速度, z4 ~ Y* p# `8 \7 R7 P
- state.speedsub = 0;
+ _0 J6 J2 I0 {' _# B1 P; c) x. l - for(let i = 0; i < 100; i++){, U7 G" \& i& U+ I, _8 v5 O5 r
- state.number[i]=0;//初始化数组
9 M9 W3 `4 {& n! \ - }
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# x5 j' v8 ?# _' A7 r0 p% R( v" v- function render(ctx, state, train) {# c+ ^3 `0 Z0 T- b q) I) J3 L! ]
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
8 H& Y: i2 k. ~! G - pit = 1 + train.speed() / 40;//更新音高(速度)
5 `7 z. y7 O* c$ V - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ) I9 g: I2 _; U9 L& H
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差5 L6 e, s$ ^1 Q, M
- ctx.setDebugInfo("speedsub=",state.speedsub)/ u8 ?8 y8 o2 ]( ]& A3 u8 H2 s$ E
- if(train.isOnRoute()&&gamerunning==1){//如果工作! U9 P- [/ _( P" _2 a/ w- e
- for (let i = 0; i < train.trainCars(); i++) {
8 K) x3 A) W! r f. @3 A+ H- y( w - ctx.setDebugInfo("soundsrun",1);//记录声音开启1 g j Q, w& a
- if(state.speedsub<-1){//如果车辆减速. v2 b% v5 q" u$ G2 u5 I
- ctx.setDebugInfo("shache",1);//记录刹车- ?0 C2 i& |% J1 m! O. P
- 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
& @2 ^6 ^/ j* `1 l, b/ E7 c* z5 e - 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. F) l( \6 R! g3 a5 x - }else if(state.speedsub>1){//如果车辆加速) x6 B" I" _% e& k( A
- ctx.setDebugInfo("addspeed",1);//记录加速! x2 G9 j2 H7 a* Q1 G; D# O! c1 ~& m
- 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 R! m, C7 J1 R1 l% w8 h# F
- }
; l+ v6 w, a: S4 i$ d+ e& L - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声* a! `+ ?$ i# E% Y7 [
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
1 h: l, r: D. c! S% W- @' ^% F* e - ctx.setDebugInfo("horn",1);//记录鸣笛声开启. K n2 `4 \3 f! i; {
- 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% X9 E. p n. V. Q ^
- }# i; [/ k3 ?/ ` q* e0 H8 i& {
- if(train.speed()*20*3.6>5){" A3 q u3 D; }2 V
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
' A( ^& W: ?- I! { R - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
& D& M8 G2 B3 S" s - }: y" Y! K7 v" p7 e, k: X
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
) N/ r" o9 l5 O O6 C* M - 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# F: F! n& ?, m/ ?2 D
- 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" d6 p9 E7 w( Y' A% w
- }
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- }
8 U5 [9 s" ~2 K - state.soundsspeed = train.speed();//更新速度
9 S$ Z, r9 }6 s$ C+ J* w# K - for(let i=0;i<4;i++){
% E1 ~# D/ \, s/ W1 l5 C - ctx.setDebugInfo(i+"=",state.number[i]);# `0 t, t0 O- H! C' T8 M; k
- }
& g- f* C4 i- _. Q* o6 O. K - }
4 z3 f. X: h' Z& v4 s) i1 \* _5 u - 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# g2 r) M9 {. r
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
1 c6 h' V3 q# n8 w4 E" u0 q" t- O - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放9 `0 Y0 e, Z k, e! z
- nu = Timing.elapsed()+long; //更新播放时间
- E9 b0 i; M1 i! T+ D. F6 E - }
9 @* Q& E: C D" ~: n - return nu;//返回新的播放时间
# M, b: V8 z9 M4 w; l( U - }
6 F. _ O# O! q- G" X - function grnn(min, max) {//随机小数* W# a4 c/ w# N% J
- return Math.random()*(max-min)+min;
- t* u' S' }; A4 u - }
6 }% t' C2 |; _. m - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
- T# x2 H0 ~8 m4 r - // 获取列车从车库开出的距离" }8 [0 L6 g/ U& b9 i! x! n9 n( @9 i' S
- let railProgress = train.railProgress();3 w% o# ]% J' Y \0 D
- // 获取当前轨道的索引3 p9 `& e1 [' z
- let currentRailIndex = train.getRailIndex(railProgress, true);; `- h% \8 Z8 `$ l& o2 U' z4 |0 j$ b
- // 检查当前轨道索引是否有效$ |( G I+ {# u$ f! X8 B6 {* g
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {6 X- C- X$ l5 z; j. I& Z
- // 获取当前路径数据对象
/ ]9 X- }! ^: C- I - let currentPathData = train.path().get(currentRailIndex);
' v* {- c* V( D: X9 C - // 获取当前轨道使用的自定义轨道名称( @8 e5 W! a7 c1 u) \) y- U8 i
- let trackModelKey = currentPathData.rail.getModelKey();0 E" f& D8 r# D" x1 ]
- return trackModelKey;
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- return null; // 或者是一个默认值
* ]# I* T, C5 I) o3 r - }
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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