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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 / O3 A7 `1 B1 H0 z: f3 H
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+ O# `3 ]& q/ o最近在研究JS 做了一个简单的逻辑来播放声音. c6 e$ k) c4 z; k
- var pit = 1;//初始化音高(速度)
/ A9 n6 M l/ U! p4 e' l& s3 G - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
5 s( J# r! B* I" i- X g" H - function create(ctx, state, train) {0 ^4 H5 S3 Z% f" A7 ~
- state.number = new Array();* e: P* l/ n: F. q J2 r
- state.soundsspeed = 0;//初始化速度
3 j2 q) y& }" Z2 v* c- k" N: j - state.speedsub = 0;! R+ O0 s0 k$ _5 j$ @. W1 v2 q3 l
- for(let i = 0; i < 100; i++){
0 w5 W. L4 X* z9 b# S7 X- h - state.number[i]=0;//初始化数组4 P- o: j! e3 |+ c
- }
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- function render(ctx, state, train) {7 O( F5 L" A; d3 g" F
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
6 s2 e& F4 G. e" [; Z8 L - pit = 1 + train.speed() / 40;//更新音高(速度)
7 ^ K; o* Y" F" q& w - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
) Y- |! Q. o6 R% A - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
% E* _9 }7 D% |+ f8 h" H - ctx.setDebugInfo("speedsub=",state.speedsub)
4 Q+ k o3 S5 N+ B# F4 u# K8 G5 c% K - if(train.isOnRoute()&&gamerunning==1){//如果工作
5 b/ D3 l2 ]( W2 x) s: q - for (let i = 0; i < train.trainCars(); i++) {2 b; R7 F! y) Q6 I$ Z
- ctx.setDebugInfo("soundsrun",1);//记录声音开启& c4 r1 D ~2 h( y( W* B; d4 v
- if(state.speedsub<-1){//如果车辆减速' E+ g8 A+ B9 q# s2 R
- ctx.setDebugInfo("shache",1);//记录刹车
8 o- r1 g4 \- Y# R3 s% p( M5 z - 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
( ^% G! Q6 }' p6 S. C: 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
* G- G. L. s' n+ b' n9 l, F - }else if(state.speedsub>1){//如果车辆加速- G: W# H/ I, s1 X x9 f2 k1 T9 l, d! r1 c
- ctx.setDebugInfo("addspeed",1);//记录加速
8 [' l% | b7 z E' M0 R - 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; ]4 m' h& y4 V1 n* Y
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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3 C8 P, |: W+ Y, h
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
2 m: F A2 a9 k0 w: ` - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
2 v$ D6 s& X( t% n e( B - 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% C% F' x3 r+ r5 a4 e& E
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- if(train.speed()*20*3.6>5){$ {! u0 r1 E' {6 a& `
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声' y# B: k! n: D8 z& S3 x/ g0 n
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
2 V5 @5 q* A7 b" o - }
/ w$ l p4 R7 G8 f- W - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
3 K4 `* q/ j; g7 T - 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, G9 { S6 g: \: h% l0 Q6 _
- 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
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- }
# h. u1 {9 A# n% K( ~6 D - }% Y( w% b' E9 m, A `' x
- state.soundsspeed = train.speed();//更新速度
0 h0 E9 G% n& g% Z* o4 | - for(let i=0;i<4;i++){
6 X% A: q _# N' _9 g3 @ - ctx.setDebugInfo(i+"=",state.number[i]);# J2 K# l8 a2 O X# T( v) O
- }1 ~7 D& F. @2 Q) x3 i
- }
) F5 |! ^6 Q7 O0 N - 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1 J( P1 S# X- N
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
: ~4 L* h; B8 A0 T, L - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放! ]9 c. J: G, k0 Y& t
- nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数
5 G9 N: T' \/ q - return Math.random()*(max-min)+min;- ^& @. E: |8 r5 R
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- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的4 T& c. v& c0 ^& e3 Q8 \5 _) T
- // 获取列车从车库开出的距离4 K0 L, \$ C" s4 W0 z a/ M3 j, {
- let railProgress = train.railProgress();$ y- |5 M% N3 A
- // 获取当前轨道的索引3 ?- v2 A, ?7 O9 _
- let currentRailIndex = train.getRailIndex(railProgress, true);
( w }2 z: b" d - // 检查当前轨道索引是否有效, W; w* A' `5 b1 o
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {# H+ d. N( e* T% [) c; A& d
- // 获取当前路径数据对象
8 O' R6 R1 C) q% {/ h* r$ p0 q# E2 R3 H - let currentPathData = train.path().get(currentRailIndex);
/ g$ S5 A3 X# Q2 q- ?0 Z' |8 l* e - // 获取当前轨道使用的自定义轨道名称/ U, P) ?5 B- c4 b
- let trackModelKey = currentPathData.rail.getModelKey();$ A9 b. ^, ~+ R$ x5 U' t
- return trackModelKey;4 s" l/ Y; @. Z5 j$ E
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- return null; // 或者是一个默认值
0 X: z. x: g4 ~9 K! 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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