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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音
; X( {: |$ j; b, @- var pit = 1;//初始化音高(速度)3 d% o; k9 C4 a' [- Y/ p
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
6 V) P" o; D# G% K0 h - function create(ctx, state, train) {/ f7 K* p5 J [: _) K
- state.number = new Array();4 m7 s/ C. m1 w1 q7 r
- state.soundsspeed = 0;//初始化速度
) |: K. W b6 T - state.speedsub = 0;- V, P! A6 j/ O* r4 p: Y
- for(let i = 0; i < 100; i++){6 Y. i, m9 o8 i$ K
- state.number[i]=0;//初始化数组# B+ Q {$ u, `# [+ _& x
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- $ j* s6 x5 r+ b" P+ I c
- function render(ctx, state, train) {
( W5 E2 Y% D( b; a D - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
. S" Q5 m: C7 y3 _+ H - pit = 1 + train.speed() / 40;//更新音高(速度)* N) |8 r3 w: }
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
8 Y0 X- x. M9 F+ \7 D - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差0 ^/ i4 q# C( @9 {$ P+ P
- ctx.setDebugInfo("speedsub=",state.speedsub)3 I! j( n2 G7 l/ X2 N- Z0 r/ c4 Q0 P
- if(train.isOnRoute()&&gamerunning==1){//如果工作) R6 N" P1 _- @. g
- for (let i = 0; i < train.trainCars(); i++) {/ R* o% t7 C& g5 X
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
8 ]* P! n* A# Z' [% X" S - if(state.speedsub<-1){//如果车辆减速
% Y# ]- S7 h; S' Y1 L& h, T. x6 e - ctx.setDebugInfo("shache",1);//记录刹车: |2 I" e( i* k& M$ L/ F/ U0 J
- 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
- S1 h4 Z. x/ D0 ]: a/ k" \/ |1 v! d - 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) Q$ b% i( [) O! f
- }else if(state.speedsub>1){//如果车辆加速
; W* O+ p+ Z; }" a/ R - ctx.setDebugInfo("addspeed",1);//记录加速- i: Q, f! x4 L' ^8 ?4 }! ]% q
- 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+ Q0 i4 W) N: N2 h
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声0 M; R: i; O2 [5 ~; A2 p7 e5 \, ~. x- ?
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启7 h9 p7 w2 @3 i; d6 Y5 `6 w
- 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
0 k3 J8 r/ m6 d8 O9 u$ c - }
8 a* i9 @. H* P7 ^1 H" d5 z - if(train.speed()*20*3.6>5){
8 k" |8 J+ H- @ - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声! I) J* c2 E- N4 G9 l
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
4 ?, f6 b* c% P; X - }
# P! s, U- X3 K4 O - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){. `5 a' u& N9 p/ 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) o- R5 ~& T, J1 J& r; B. k
- 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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- state.soundsspeed = train.speed();//更新速度2 ^- q' X) T" o2 Y( [2 W9 w% s' O
- for(let i=0;i<4;i++){' o* D6 l: t3 [& I( x' ]9 r6 F
- ctx.setDebugInfo(i+"=",state.number[i]);+ c+ c$ B- s$ t
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- }
0 s/ ]+ n: f5 J2 Z% g- t - 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
, c5 ^5 y5 M! F- d: w2 x( e2 C - if(Timing.elapsed()>nu){//如果时间超过了播放时间
& Y( h& ]8 x- l$ i. c - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放6 V0 _( p- k/ r
- nu = Timing.elapsed()+long; //更新播放时间& _1 m+ t5 G S7 l' Z; @2 r
- }
, k7 H$ L! ^2 G9 M* H' K - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数0 M5 k( w% i$ @
- return Math.random()*(max-min)+min;; Q0 d1 u: ?+ L6 x) o: \- ~
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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$ Q) x! e4 u$ u" M, H% ^& v
- // 获取列车从车库开出的距离- j+ \) M% U: j5 p. q7 C
- let railProgress = train.railProgress();
6 V& L1 K: g8 y, a) U$ I) q7 L7 p - // 获取当前轨道的索引
% o- q$ H$ k- O# L - let currentRailIndex = train.getRailIndex(railProgress, true);1 u3 M& N3 \# s; |, L/ J
- // 检查当前轨道索引是否有效9 M# q" J- u, @* v
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
: S; U' o+ Z$ K2 P0 p - // 获取当前路径数据对象
) r; o, m9 E2 s) d- z* L - let currentPathData = train.path().get(currentRailIndex);) f8 N1 e: R0 r3 @- f N
- // 获取当前轨道使用的自定义轨道名称
' s2 f. O+ k9 b5 q - let trackModelKey = currentPathData.rail.getModelKey();
2 z8 p' \; U4 k; ]" {' B - return trackModelKey;
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- return null; // 或者是一个默认值2 w9 I- `6 ^9 \- y' q- b
- }
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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