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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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`" R- ^# @4 x6 U: W6 G$ ?* Y最近在研究JS 做了一个简单的逻辑来播放声音6 f8 j% a, w0 l( f; u+ d
- var pit = 1;//初始化音高(速度)
& p' \$ Z9 I4 V - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]- U; e4 f$ y' \
- function create(ctx, state, train) {
. n* q2 S8 d+ P0 U* f - state.number = new Array();
4 L- }( d% O+ D y% M - state.soundsspeed = 0;//初始化速度+ E3 W1 @& Y' K& c$ v, u2 |
- state.speedsub = 0;6 g- j7 D, q) b. ^" h* S
- for(let i = 0; i < 100; i++){
- M* q. E; g0 S8 m6 Y5 |0 t - state.number[i]=0;//初始化数组" S5 [. w3 H$ B; ?( P
- }! p' h7 r9 A% f- x/ k/ n& M7 T
- }. {0 @: R8 C$ F9 p/ F7 N
+ t6 q0 t8 T1 @8 Y" U. T Y- function render(ctx, state, train) {
0 t) }1 t! _$ n - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
, V* [$ l6 d5 o" l8 N - pit = 1 + train.speed() / 40;//更新音高(速度)
+ T' g0 U) C. _6 [" a& ^ - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 : f' C) r M& W) d0 \
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
- z: X0 }2 r( |1 _: X( n5 l/ a - ctx.setDebugInfo("speedsub=",state.speedsub)
$ p; q% L/ P2 f0 A3 O* ^ - if(train.isOnRoute()&&gamerunning==1){//如果工作
1 i% I5 g; u0 o9 @7 P+ c - for (let i = 0; i < train.trainCars(); i++) {6 V+ h4 v, U+ b7 q% B
- ctx.setDebugInfo("soundsrun",1);//记录声音开启8 b& e g6 | Z0 r8 \9 E$ ^
- if(state.speedsub<-1){//如果车辆减速
( e; H' N/ b- _1 i r( X - ctx.setDebugInfo("shache",1);//记录刹车- H3 c2 r* X6 ]. j R# [) u5 x
- 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
& F7 c- \9 `# o# @- ~, ~. @. _ - 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
* E w& T) G: k - }else if(state.speedsub>1){//如果车辆加速; ~' N2 c, [4 e( A4 `( S; t/ |
- ctx.setDebugInfo("addspeed",1);//记录加速' U7 z+ o0 r- k1 F( W+ ~
- 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
, m- k; E, r; q1 r8 ?: A* p - }
: [9 g2 L9 p' ?4 \. ]& _ - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
/ t. \. w" \3 F% n - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声* }5 M- b" u9 U0 M
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
7 L I5 I( W) s5 H - 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){
/ W; k- G- A0 E! g3 ]8 G# W6 A$ Z# J - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声* F$ d) ^; E" q a- |2 c9 q P 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* [) p, I" g: d. D+ ]9 o
- }
* I/ n% f+ Y. Q7 q% E! `: b - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
5 f% t7 _) `: R - 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
& _: H4 }: H, l% h - 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9 J' V6 ]6 a/ T' z
- }' |1 ]3 t7 `! F. o3 j$ N! w
- }
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- state.soundsspeed = train.speed();//更新速度
9 S* @7 A5 R2 M - for(let i=0;i<4;i++){
. g M* [" f3 N - ctx.setDebugInfo(i+"=",state.number[i]);
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- }
) [; _+ i# k4 O: ?" c8 M6 w - 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8 B! c5 a8 \1 l7 s
- if(Timing.elapsed()>nu){//如果时间超过了播放时间% A; [$ m: l! t7 N3 I; A
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放1 B3 T1 e5 {9 M) a7 w
- nu = Timing.elapsed()+long; //更新播放时间* {4 \ u7 e( C5 p- X B- [2 ]# q2 j
- }; S- W( u, ~. ^: {6 `! }
- return nu;//返回新的播放时间
$ a. I6 i5 m4 j U* z. [ - }& b ^3 c0 j( f* O3 c' g+ b
- function grnn(min, max) {//随机小数
/ c( n% v7 ?& |+ ^0 n - return Math.random()*(max-min)+min;' N5 M. `+ g8 {& g% n
- }
( s$ s, b! D6 U9 {( t - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的7 e0 A7 k" S$ q4 I* {
- // 获取列车从车库开出的距离
1 o: I* b% s9 h' { - let railProgress = train.railProgress();
2 p! A' Q: C- ]2 M+ k - // 获取当前轨道的索引
6 J- h; v3 k: Z: P2 q5 v |6 c - let currentRailIndex = train.getRailIndex(railProgress, true);
# R! d& D- Y) `. [% H+ O - // 检查当前轨道索引是否有效7 K0 }* ~. n5 n
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {; a' l+ a6 l9 B: F/ L
- // 获取当前路径数据对象; c" n; G0 S+ \! ~# L3 V1 x, }
- let currentPathData = train.path().get(currentRailIndex);0 r6 f! H. y: k7 B
- // 获取当前轨道使用的自定义轨道名称
9 z3 j" o( s1 C9 K8 p% d; H. h - let trackModelKey = currentPathData.rail.getModelKey();1 u8 ~" r; r% W$ {0 q4 h7 ~
- return trackModelKey;! F. q. G3 C3 H
- }/ K+ d# o; g& b/ j" ]" h0 Z7 M2 e
- return null; // 或者是一个默认值7 u- v! |/ d2 R7 J
- }
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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