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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 0 {" B2 s' N5 b; K- A7 r8 Z. N
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* D8 [1 S' H% p8 {; T! ]最近在研究JS 做了一个简单的逻辑来播放声音& ]) m1 w3 B# R/ }
- var pit = 1;//初始化音高(速度)
8 F/ h3 o$ i4 ~/ \1 S1 K9 | - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
* y/ I$ _* [- ^5 R( ]2 a - function create(ctx, state, train) {
" d, y3 n# Q; m6 A2 V7 y - state.number = new Array();
% X/ d$ l8 u# b/ G' [$ ^+ c - state.soundsspeed = 0;//初始化速度
0 ^! b1 w1 m. {2 e6 N" Z3 A! Y& S - state.speedsub = 0;7 k" Y& _ Y' x; _0 q
- for(let i = 0; i < 100; i++){
* K9 ]. ~; {2 s9 a/ h - state.number[i]=0;//初始化数组
$ {4 o1 U. Q& K2 Z! }" s+ Q - }
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- function render(ctx, state, train) {
p" K0 x% w& f- h3 {6 C - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
& }2 [ T5 i; J# X5 V4 @" v+ R - pit = 1 + train.speed() / 40;//更新音高(速度)
& v* M- ?5 |' U+ _ - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
6 ~ \9 N) k! ~" Y/ Q - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差0 t& }# U- p1 O$ F: Z' O, w
- ctx.setDebugInfo("speedsub=",state.speedsub)
. C" l3 N4 Q& h( N! m - if(train.isOnRoute()&&gamerunning==1){//如果工作/ k* N9 t+ [1 r$ |. V
- for (let i = 0; i < train.trainCars(); i++) {
- c d, h0 A2 p" C - ctx.setDebugInfo("soundsrun",1);//记录声音开启# V: X$ w: D+ K
- if(state.speedsub<-1){//如果车辆减速
/ l# R4 C" m# u' ~$ Q4 \, e - ctx.setDebugInfo("shache",1);//记录刹车
5 x4 l: C" q0 [+ c3 V3 ] - 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
/ m7 K/ A6 h$ l8 m" n5 v2 k - 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
4 G+ U" x1 | D9 C( o w) z - }else if(state.speedsub>1){//如果车辆加速
& j1 O6 U) J' x0 f+ k6 _( A3 Q - ctx.setDebugInfo("addspeed",1);//记录加速
( I, k0 T5 ]" _, u u* w& V: j, a - 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6 [: w9 W/ e9 E6 s: Y3 x* a
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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% B* \4 v K: h. v1 G; Q
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
( W+ D0 H, C; F9 C8 l# K7 M6 ?7 \ - ctx.setDebugInfo("horn",1);//记录鸣笛声开启! k' y) P6 _ D- 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){( V x; o! _4 m3 T5 `/ \" l7 W
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声+ {& y6 a3 [; S9 ^: H* V
- 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){) D- u/ o# T( w& D# A& Z: K
- 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
0 N0 Y0 I9 H |) @, `$ r - 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
5 K2 F- Z' ~- D7 n! C3 } - }
( d* J! [: X& H! V: F$ | R2 ?$ [ - }
- K' a. d3 w: k0 \) v6 t - }
$ B7 G8 ?: z/ Z! l5 r" g2 E. t - state.soundsspeed = train.speed();//更新速度5 U0 n. x& e; n- }% B
- for(let i=0;i<4;i++){
: q7 U: [# l0 l: V - ctx.setDebugInfo(i+"=",state.number[i]);! Q! N3 D5 v7 T6 H' c" j
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- 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" ]! E+ j; @( j3 O3 S+ h: n* [4 p
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
+ ^) b$ A8 e1 L3 |; s& r7 F6 _ - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
& a2 i; G! u, m1 D/ T/ f% { - nu = Timing.elapsed()+long; //更新播放时间
$ S( Y" q% ?; J' M! r - }
$ v) Q. W5 e8 t6 ?' P' p- a( \ - return nu;//返回新的播放时间& j* {5 w" X, |* I. P6 u
- }
( \, E0 ]( i) Z4 ~2 I - function grnn(min, max) {//随机小数
8 [% T t2 t" b - return Math.random()*(max-min)+min;
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, s2 D8 g C/ }) O9 u0 i - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的; ]+ k$ B! s, B" J- B
- // 获取列车从车库开出的距离
4 I9 t! \3 r' A4 _' x. ^( B - let railProgress = train.railProgress();( h- m( z c8 a/ n6 b! h' O2 B+ {
- // 获取当前轨道的索引) F3 Z( \: s* N3 a' u
- let currentRailIndex = train.getRailIndex(railProgress, true);+ T& |- X0 e1 F. r" V8 M/ f
- // 检查当前轨道索引是否有效
$ g& V( f6 v! |5 B1 R! ] - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
2 D' g$ J N6 D7 S; f - // 获取当前路径数据对象
9 n s( A- G7 B% |( s! Y+ V - let currentPathData = train.path().get(currentRailIndex);
! ?- y8 Y: p# c. [ - // 获取当前轨道使用的自定义轨道名称
$ K. m& E2 x9 d8 @0 r - let trackModelKey = currentPathData.rail.getModelKey();
& |4 c8 ?- J6 D# T& R5 ~6 e - return trackModelKey;' ^# N4 c! r3 l+ ^ Y8 S% S$ H0 X; |
- }
9 p& P5 }5 [; v% `2 {7 M% b - return null; // 或者是一个默认值- \; Z( J$ @- {( _( u/ j" 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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