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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 & h: K9 m8 d- ?# o- f
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最近在研究JS 做了一个简单的逻辑来播放声音, n: @) _* e% z5 g3 m( f
- var pit = 1;//初始化音高(速度)
8 \9 M1 } x4 k& g1 e7 G! n- e0 ^ - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
2 z C* F; S r; I, U7 ]- Y - function create(ctx, state, train) {
( `7 n9 r; F+ [6 X6 N - state.number = new Array();7 s1 h, L% A7 F% q) S
- state.soundsspeed = 0;//初始化速度; s! @0 h: P4 p5 |2 I: t4 Z
- state.speedsub = 0;, i8 n' [9 E7 r. v/ p8 R2 Z
- for(let i = 0; i < 100; i++){
9 N. Q6 l1 Q+ [: P4 | - state.number[i]=0;//初始化数组9 |5 H- k3 w+ v W" c( j
- }
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- function render(ctx, state, train) {
5 z3 u2 R4 W3 f3 G# J1 G! e - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
/ ?4 c$ n6 d0 J* r - pit = 1 + train.speed() / 40;//更新音高(速度)+ J+ F% A: K; o; a1 k9 n, [
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 / b4 N8 l& o7 i
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差+ f$ ^9 |8 }. {9 w3 @
- ctx.setDebugInfo("speedsub=",state.speedsub)" B$ Y5 W. r% H& @' [
- if(train.isOnRoute()&&gamerunning==1){//如果工作! O/ K3 y( _% ]9 _$ Q$ F& i2 t
- for (let i = 0; i < train.trainCars(); i++) {/ T2 f( W4 p' F$ e! x3 \4 V
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
* C, ~) Z1 f/ I9 J4 E2 S - if(state.speedsub<-1){//如果车辆减速3 v' W, X' D4 ?0 V2 h6 P ]
- ctx.setDebugInfo("shache",1);//记录刹车. V' D8 i- L4 @- ]+ `2 u/ q) y
- 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19 d3 B! s& H% B: @" u
- 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
2 n. R# S3 y; \: k) F - }else if(state.speedsub>1){//如果车辆加速
* @( R9 E1 W' ~ - ctx.setDebugInfo("addspeed",1);//记录加速
9 k7 f( w3 P) i8 p; R8 J! j - 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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( r! F7 Q, Y# @1 K* ?# Y - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声) ~, S1 `# D1 ?* ?1 l) p+ F. Y
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
$ C5 i1 U5 E+ h- t4 `$ }( | - ctx.setDebugInfo("horn",1);//记录鸣笛声开启2 d; ]; c" O( v. y2 ~( L
- 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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' ]3 Y; W2 O2 t$ ^" b) a2 {5 u# R - if(train.speed()*20*3.6>5){ z9 i4 L* v+ O3 i% p
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声- z- a6 r n" H5 n" ]; @" e* _
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声7 a, w- y3 T$ ^ G3 R
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
% C3 f$ m; k Z' Q5 q - 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
5 @# I4 s3 B2 L - 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( g" o; s9 K w N' I& F- d
- }
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- }
% n* n% Z2 m7 m2 n: T- a - state.soundsspeed = train.speed();//更新速度: W3 R7 l2 x+ L8 S6 Z( V
- for(let i=0;i<4;i++){; `; x2 h8 p$ Q x- a
- ctx.setDebugInfo(i+"=",state.number[i]);
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- }
, D/ O; e4 h! Z' ? - 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4 H+ j0 \1 f7 a
- if(Timing.elapsed()>nu){//如果时间超过了播放时间2 _2 S1 z5 q5 r$ w) ^" s& ]- M
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放: v: K, H7 Q$ ~) X) y3 l
- nu = Timing.elapsed()+long; //更新播放时间
6 c& d9 k- }1 D. j - }
: X% _2 X8 c; g: o$ b - return nu;//返回新的播放时间2 R g; i6 O0 q) N9 A$ c
- }
( o- @0 m9 ~3 M! Y - function grnn(min, max) {//随机小数 M5 r. f# Q+ t `8 C6 t, ?# `
- return Math.random()*(max-min)+min;
3 t4 B6 \* Q+ C5 R7 h - }
' O& i; Y! O% J2 W - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的# x h9 [& a5 ~% g# r
- // 获取列车从车库开出的距离- F) s* J8 P& X' v( J) r, g
- let railProgress = train.railProgress();/ @- e" V a3 q+ s4 g) M0 U
- // 获取当前轨道的索引
- E+ S* E$ l7 T5 C" m8 B# ~9 p8 H - let currentRailIndex = train.getRailIndex(railProgress, true);
+ @! f c5 Y) p0 h - // 检查当前轨道索引是否有效
9 t% ]# f i% R" A5 ], a - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {* y! T, S/ ?/ J O# W: _" q
- // 获取当前路径数据对象2 Q* x% e6 E g( J. [% g% S
- let currentPathData = train.path().get(currentRailIndex);
: b! ], U6 x1 F f1 [ - // 获取当前轨道使用的自定义轨道名称+ Z- x6 x9 W( k+ R0 p
- let trackModelKey = currentPathData.rail.getModelKey();/ C) q+ ]5 q1 X: u8 p
- return trackModelKey;
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- return null; // 或者是一个默认值
2 e$ ^" @) X. 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8 B" w4 O! G' A' b* h" `% _
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