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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 3 M7 i+ o2 G; }$ J7 z }( f( X X
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7 k6 `- \8 Y7 r8 q最近在研究JS 做了一个简单的逻辑来播放声音
: V5 V- m1 s3 T2 E7 k" b" x$ `- var pit = 1;//初始化音高(速度)
/ ~) \4 t/ Y* h7 B' G - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
9 d7 ~: T8 m1 K - function create(ctx, state, train) {
3 \1 {9 N! }* D0 u - state.number = new Array();9 J8 |# e' H. [1 U& c4 V/ V C
- state.soundsspeed = 0;//初始化速度- z* W& g. @) Z! ^0 f$ @, {: u
- state.speedsub = 0;4 E9 O& ]( V9 p2 ~* f
- for(let i = 0; i < 100; i++){' r9 \1 h7 U) V: x
- state.number[i]=0;//初始化数组
3 A) w" C+ r$ h, f - }
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. F9 {6 g2 S7 t9 {- function render(ctx, state, train) {0 n/ x' S) {: W2 Q
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动6 ~* a/ @- L' `+ N. R
- pit = 1 + train.speed() / 40;//更新音高(速度)' V. u5 c3 ^ S; ]% |" z! w% x+ q* o
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
! p4 o& U) o0 n2 X. o - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
4 i0 |- `' ~: ?3 E - ctx.setDebugInfo("speedsub=",state.speedsub)7 J9 ~9 T" J- t, x# ]* h0 [
- if(train.isOnRoute()&&gamerunning==1){//如果工作- n. q' m! `7 ~- q. v; C2 y
- for (let i = 0; i < train.trainCars(); i++) {
8 U( O% O: @. Q) l, A - ctx.setDebugInfo("soundsrun",1);//记录声音开启
5 O: e8 h7 w" r8 y6 F - if(state.speedsub<-1){//如果车辆减速
4 T6 [! W3 A- z# \! Q c8 k4 v+ q - ctx.setDebugInfo("shache",1);//记录刹车. B) T, [. W9 Q8 M2 O( d9 p5 v
- 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18 v/ y8 W2 _. {9 a4 G+ k" S% l
- 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
8 z+ c( g* }9 z - }else if(state.speedsub>1){//如果车辆加速
4 z9 v2 M) N$ a8 i. z - ctx.setDebugInfo("addspeed",1);//记录加速7 B9 A" d6 a; @1 F% y
- 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2 _' x1 G1 x: q9 d- {
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- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
0 N/ {" @( p! }: A - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
) B; N% \+ U' |, s' Y& i& ]! n - ctx.setDebugInfo("horn",1);//记录鸣笛声开启3 V: \8 Q. Q4 o' o% z/ ?
- 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){
0 T: C9 t# T6 } - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
, h5 n: h; H# ]$ ^ - 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){! ]8 y2 {, G1 U0 c9 K( n
- 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
$ K# S$ q5 R6 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6 ]1 K: h8 c( s! C+ o
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- state.soundsspeed = train.speed();//更新速度, K* f1 \! _+ F, Q/ G2 {: t
- for(let i=0;i<4;i++){8 }- \: g. B# {5 O! k
- ctx.setDebugInfo(i+"=",state.number[i]);# z& h' a% z* `+ Y$ u
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- }8 X7 n# P4 A0 s
- 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2 y) _7 b% ^; R. G8 G$ [4 b! B9 Z& J- A
- if(Timing.elapsed()>nu){//如果时间超过了播放时间4 Q% q8 E2 ^9 }
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放* {' y1 ]2 k" U# e' R& J
- nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间
* B2 `9 m* @! W - }
4 [' i# q" N) l7 f/ s - function grnn(min, max) {//随机小数
3 Q7 k6 `8 a# X) H; Y - return Math.random()*(max-min)+min;* K* P/ X, w0 K0 a9 Z" d/ G
- }
! R- \: ^ e" v7 V* |5 h5 H8 w - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的) ^$ N0 y; i- m; O3 ~5 [+ U
- // 获取列车从车库开出的距离
3 j w/ k1 {8 `" G - let railProgress = train.railProgress();+ i" z6 i. ?' s- v" A5 y9 k
- // 获取当前轨道的索引 _- J$ P7 G7 R- \& O- P% A4 g
- let currentRailIndex = train.getRailIndex(railProgress, true);7 c I5 J7 w/ @6 H" J
- // 检查当前轨道索引是否有效
U$ J2 a: _- ?: N. j8 n* }3 E. T - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
C1 X) i8 u- e. o8 `. ` - // 获取当前路径数据对象1 a p; G, j! U r
- let currentPathData = train.path().get(currentRailIndex);4 B' h$ ^, X% o" W% L
- // 获取当前轨道使用的自定义轨道名称
8 {5 D/ e. J1 A8 ? - let trackModelKey = currentPathData.rail.getModelKey();
% ]9 _3 [9 V$ _3 s( W" ]. b! K1 ^! s - return trackModelKey;
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- return null; // 或者是一个默认值: U9 v/ ^# `$ [, `' Q: m! G
- }
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4 k! P" }* g/ H$ k( E; V: E; K
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