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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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$ q: y6 H! T3 F) k# F最近在研究JS 做了一个简单的逻辑来播放声音
# J( ~! s- E0 }- var pit = 1;//初始化音高(速度)6 ?) f7 F& W* e* G* S+ [9 }: f
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]8 c: ~0 t$ Y0 t0 e
- function create(ctx, state, train) {7 q! U- A- F5 h5 u$ V* n8 s3 ~' y
- state.number = new Array();
% Q1 i' b2 k! E' r1 H - state.soundsspeed = 0;//初始化速度; h( t. q: G. f- n
- state.speedsub = 0;8 c9 J# Z3 A/ p6 @
- for(let i = 0; i < 100; i++){! B/ C% X& N! ]
- state.number[i]=0;//初始化数组6 E& A& I% G9 N& m4 |; W, W
- }
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$ c9 F6 {) F# ~7 I" O- |- function render(ctx, state, train) {
( q( Z: ^" D" x7 N, A. M) x - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动! B+ N% v e0 m% Z- h' k
- pit = 1 + train.speed() / 40;//更新音高(速度)
) O# s3 ~7 B/ q - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
: R9 O% M1 O ^6 Z" n" g - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
& Y6 |6 [3 m, G. b - ctx.setDebugInfo("speedsub=",state.speedsub)" W$ z; t7 W5 [
- if(train.isOnRoute()&&gamerunning==1){//如果工作
; ~* N) a# s1 j& q - for (let i = 0; i < train.trainCars(); i++) {
% u) [- h# d9 q% w6 [ - ctx.setDebugInfo("soundsrun",1);//记录声音开启
' w4 F, K. j6 m2 ^0 i) z8 ^ - if(state.speedsub<-1){//如果车辆减速
: i; Q( {. Q- {9 C - ctx.setDebugInfo("shache",1);//记录刹车
4 V% x: u7 K2 j. Z/ O$ L - 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* S2 V& p; b9 R; U5 B
- 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28 F0 a& X: ~7 |" l6 t5 h
- }else if(state.speedsub>1){//如果车辆加速0 {2 \# l1 l4 A" N, N& g4 w7 ]1 g4 |8 t
- ctx.setDebugInfo("addspeed",1);//记录加速
: L% p3 w" ^9 Y% 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
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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
+ o# D# a0 _0 i1 `& d - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
2 O& M0 A2 L7 D1 s - ctx.setDebugInfo("horn",1);//记录鸣笛声开启7 p5 u3 l7 B8 F6 b9 J6 G$ e X
- 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: |' n" n) @" |' h; }4 j
- }0 r, e; S7 E/ y
- if(train.speed()*20*3.6>5){$ q7 f) ^* H1 n& s$ t
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声0 f |- n! v# z/ }+ Y7 O; |
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声) Z6 b$ \$ [2 K+ U
- }& z- P1 I( K" j
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
2 u+ K6 W% s( P) e# a( K7 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
- M; D% S0 x0 g+ E - 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
) u9 g; y7 _9 h - }
+ W; h( c% e2 {$ y- e - }
Y- c6 _! K8 Q) j( O - }
5 k5 w& q( Q+ p' c; r( `( k - state.soundsspeed = train.speed();//更新速度& {/ ?3 Z! @8 J1 ? B3 h% D
- for(let i=0;i<4;i++){: E; u; \2 c3 C0 [2 X0 w" d
- ctx.setDebugInfo(i+"=",state.number[i]);9 `7 Q# b4 a9 L4 q4 A" Z: W4 f
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- }! h( h) r3 v R# P8 w) @% ~/ h5 ? l
- 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
* h& E6 N$ t* U: s - if(Timing.elapsed()>nu){//如果时间超过了播放时间
/ d6 Z- U7 W" h$ n" X - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放! F: g6 T* {$ V
- nu = Timing.elapsed()+long; //更新播放时间3 k4 E0 y) a; j0 K8 N
- }2 a; ~( _" e+ f: X
- return nu;//返回新的播放时间: ` O/ Z9 o" X6 R6 F
- }5 l; S# w9 o& x! P
- function grnn(min, max) {//随机小数
4 v: j. M* y6 A7 Q7 n, Q \8 u - return Math.random()*(max-min)+min;
" k* K* m) z9 j" K7 h+ O( h/ H: v& ? - }
1 e u1 D( P, v" s2 Y% N4 X - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的& N7 p f9 e$ B. W
- // 获取列车从车库开出的距离" L; i& U$ Z" Z1 D
- let railProgress = train.railProgress();
2 q3 P. }+ ^, A' \" H - // 获取当前轨道的索引
" x% z) j4 W& ^# z - let currentRailIndex = train.getRailIndex(railProgress, true);# g9 s2 X; Q8 l: o; G) g6 M1 z
- // 检查当前轨道索引是否有效. O8 q* V5 x, ]" o) m+ f2 Q
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
u4 E3 n3 x/ w m9 g, N8 u, f4 r - // 获取当前路径数据对象4 V8 P' u6 [& k. w$ H
- let currentPathData = train.path().get(currentRailIndex);
0 X3 J% }" B7 {, c6 ` - // 获取当前轨道使用的自定义轨道名称3 x* Z. B. Y2 M6 {$ u8 p
- let trackModelKey = currentPathData.rail.getModelKey();
4 a) W/ f1 l1 D0 k0 C - return trackModelKey;
% E7 }# V, l* z O: {; T$ u - }
- [! V, w% J8 S" O - return null; // 或者是一个默认值& m2 b; t# G5 a% i' m: 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
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