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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 5 X0 _/ l, p, n) J; t
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最近在研究JS 做了一个简单的逻辑来播放声音. d& V4 r+ @$ x4 p
- var pit = 1;//初始化音高(速度)/ i% V+ A% z8 ~+ b- y" f" e( W
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]# P' u5 e5 h6 h
- function create(ctx, state, train) {1 W. I; {! t/ E$ X( C' c
- state.number = new Array();
+ m) ~, P+ P- n6 j3 L* `( W - state.soundsspeed = 0;//初始化速度& t; f$ [, n/ p/ o" V
- state.speedsub = 0;1 |: m3 I* w0 N- \
- for(let i = 0; i < 100; i++){
9 H8 U3 Z! C5 C: O' r' ]2 A - state.number[i]=0;//初始化数组
9 S0 Q9 N% T! N8 h - }
. I& b3 c) L: c+ D& V: o - }
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- function render(ctx, state, train) {
0 C4 F6 _1 c" |2 n6 v& c - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
4 G8 ?, C* h5 h' p. z( I( ]# D - pit = 1 + train.speed() / 40;//更新音高(速度)
! j9 L' x, u: h - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 5 L0 v$ `) O6 A: P3 I
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
. |" I. A# O, P+ m$ G; t1 b) D8 Y" w - ctx.setDebugInfo("speedsub=",state.speedsub)$ k* K( i' G+ [5 p! F4 U
- if(train.isOnRoute()&&gamerunning==1){//如果工作
4 E, a+ L3 W# o1 c! o - for (let i = 0; i < train.trainCars(); i++) {) ?, s: h- \. b; p7 M
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
" V& M; y G! c6 s- h7 M4 B - if(state.speedsub<-1){//如果车辆减速
( U' b. [ Y% t, m6 ?) o! K - ctx.setDebugInfo("shache",1);//记录刹车
/ W2 J7 {( E5 m+ 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1
4 a( i( L% Q8 A" g# h - 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* |1 R9 u; m( T
- }else if(state.speedsub>1){//如果车辆加速
( R7 t+ }8 P" }+ {8 B - ctx.setDebugInfo("addspeed",1);//记录加速8 b2 e7 r7 t4 D& S1 X+ W2 e. h
- 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# H8 m; m1 y4 ~5 A3 a7 E# M
- }
2 ~0 U% E T( H- y `! v2 h6 x - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
2 X- g+ L4 x' r( X8 J* l - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
8 H/ s% O$ h9 c' o$ ~9 K ? - ctx.setDebugInfo("horn",1);//记录鸣笛声开启6 e& y5 W; |3 R) h& Q" 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' X$ K8 U8 c' \! `! R
- }% a4 r9 b% o: X( h& r
- if(train.speed()*20*3.6>5){4 x/ j1 v+ p# b3 k
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
# j+ b& s1 b. O) b2 |! E - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声3 i6 ?# H9 V6 {0 Y- [
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
; V& y7 _4 W$ ` - 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
l7 Y: e9 p+ R/ a) b, q - 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 x; r$ o* D% \$ c' t, S! p
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- }
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& \9 Z7 L: K, I% o G0 K - state.soundsspeed = train.speed();//更新速度
1 j# \0 {5 ~4 P* i6 H+ n - for(let i=0;i<4;i++){
6 i! ?; O" M! {3 r! O1 K, _ - ctx.setDebugInfo(i+"=",state.number[i]);0 K! |9 r* n* ^. Y5 W
- }
# I0 g5 w& z7 D' Y `/ V - }3 M' T7 h! M' Y$ }# \
- 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
: y$ |5 Q0 g5 N9 v2 y* d - if(Timing.elapsed()>nu){//如果时间超过了播放时间; W) g8 C" Q! g
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放% D" t# K* V# b: x- [+ h3 g
- nu = Timing.elapsed()+long; //更新播放时间
, |5 k3 h$ G$ @. l" Q3 X7 ^. N$ G - }
3 J7 X3 {# ?' z1 @) Q* G+ @ - return nu;//返回新的播放时间* }/ h. V5 ~/ U7 A: g
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- function grnn(min, max) {//随机小数% O0 w& h& b; c$ Y8 [8 c2 o& I
- return Math.random()*(max-min)+min;
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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
2 c; f* l. g3 o# i0 O, J, Z - // 获取列车从车库开出的距离" N" C5 u2 R' l8 c3 q5 D
- let railProgress = train.railProgress();
+ D7 e! z' P. W: v - // 获取当前轨道的索引9 M! g/ l5 Q/ f+ U+ n9 {# U1 m8 c
- let currentRailIndex = train.getRailIndex(railProgress, true);
; B/ A2 y4 w2 p( E# r- n - // 检查当前轨道索引是否有效/ }* X9 N! @! f0 ?8 ]5 P+ J4 g
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
) k( |% X! r/ V6 O - // 获取当前路径数据对象
5 [) l+ B$ S5 n$ {, U2 I - let currentPathData = train.path().get(currentRailIndex);
1 a* d z" R+ L+ I7 O X - // 获取当前轨道使用的自定义轨道名称
* C( T) c1 N8 j4 H- s - let trackModelKey = currentPathData.rail.getModelKey();7 ~1 R7 I; W' w, A/ x+ M
- return trackModelKey;6 Z! E8 C% D0 i$ L, \7 S
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- return null; // 或者是一个默认值% A+ G' _8 z* }/ E4 X+ \
- }
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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