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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 * B0 b/ e* I* @1 `# H& d
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最近在研究JS 做了一个简单的逻辑来播放声音
1 g4 j: R I5 G3 K, T) n- var pit = 1;//初始化音高(速度)
% t u3 x c) J3 d8 e# b - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
& }4 b* P$ x, U) d5 Q2 e) ` - function create(ctx, state, train) {; H0 P! \, @( [% m' S
- state.number = new Array();
4 q" Z& d4 s( [6 m# o G - state.soundsspeed = 0;//初始化速度
0 {4 A1 @9 i7 ~' _/ ~ - state.speedsub = 0;
% H' V# Q* x1 T# c& A - for(let i = 0; i < 100; i++){
3 B; r; h* q: x: y/ L; T% h - state.number[i]=0;//初始化数组/ E- ~6 q: ~' O( P- p# i
- }
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- 9 z! S! C6 D! S
- function render(ctx, state, train) {) p$ F A% k3 M9 @7 t; o
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动$ _. z4 s2 A2 W( {/ M3 P5 K
- pit = 1 + train.speed() / 40;//更新音高(速度)
" u' y6 W; b3 X1 D( q - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
9 b$ R6 O% m2 U. j) z, W - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差9 D% k+ d. D3 M4 p$ r# P
- ctx.setDebugInfo("speedsub=",state.speedsub)8 X8 ?& L+ S$ W' P0 e
- if(train.isOnRoute()&&gamerunning==1){//如果工作! A& ]. C N; t0 O" c3 c4 L
- for (let i = 0; i < train.trainCars(); i++) {/ b0 S$ u$ m$ ]+ {6 ]7 q* U
- ctx.setDebugInfo("soundsrun",1);//记录声音开启! D3 b1 J4 U p" {, }
- if(state.speedsub<-1){//如果车辆减速
/ ?; P- r, t0 c - ctx.setDebugInfo("shache",1);//记录刹车
9 o6 U9 R, O* x! }0 h1 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
$ T3 |+ H6 V3 y: h/ _% |6 C, Z/ l - 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
3 f5 H4 @5 }' [! r - }else if(state.speedsub>1){//如果车辆加速; v# {* x. J3 D& Z3 u6 u
- ctx.setDebugInfo("addspeed",1);//记录加速
% G$ ~$ X' U0 V4 [ \ - 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% W' J# I5 s5 C: }7 m
- }
9 v9 Q n( ^, q2 F. v% A3 H - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声4 W4 X* s1 R9 E! h8 M+ z
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
6 m8 a+ v t/ a - ctx.setDebugInfo("horn",1);//记录鸣笛声开启* j1 Z/ @! O# m' D% K; v
- 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){8 d. F0 t3 K5 i" w! ~ 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
' m; y! A0 j# X+ e! q/ q) V) F - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声' c) n% D! X+ h% o6 R$ j K
- }
2 L& V4 k% y5 j0 O - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
& [& q; |, Z& X. T* Y8 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) t6 s2 h/ t( b; B1 U2 g0 Z0 Z
- 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, M$ `( Y$ a. t
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- state.soundsspeed = train.speed();//更新速度5 @1 | ~* F0 r: f0 _) W
- for(let i=0;i<4;i++){
0 b# Q8 d9 I' ?, g3 Y5 s - ctx.setDebugInfo(i+"=",state.number[i]);
$ z* |& `9 x8 Z0 v s. d( B6 r; W - }
Y: U. ^8 g G% y! G. h* D - }
4 P9 Z7 }) k9 g! r9 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: T9 B8 b. W, F0 O
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
8 k) B% |2 {' g - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放- m: G# |2 W [) o0 E
- nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间
( g" T% @2 i* H% c - }
2 X/ @# C- e. C7 Y - function grnn(min, max) {//随机小数
4 G* V/ H% s; J8 x - 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
3 X- [# E( ?; c7 o8 ?/ H - // 获取列车从车库开出的距离8 _6 y; a g9 l8 e
- let railProgress = train.railProgress();: B4 c# c+ u! s- M8 g
- // 获取当前轨道的索引
/ r5 ^$ e" \! m" D+ w+ K - let currentRailIndex = train.getRailIndex(railProgress, true);' @7 ?* U3 k x9 P8 H
- // 检查当前轨道索引是否有效$ I' C8 f9 e @7 k2 d6 C/ L, {
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {, z- d8 }2 `8 P, L( i9 u
- // 获取当前路径数据对象. e0 A* |0 Z+ c+ Y
- let currentPathData = train.path().get(currentRailIndex);- V$ V8 | w1 f# ?% ^
- // 获取当前轨道使用的自定义轨道名称" ~& o( E$ ?; X! C
- let trackModelKey = currentPathData.rail.getModelKey();
) H j- z* U) ^4 Y, z0 p - return trackModelKey;
# {3 Y9 O8 Q3 s6 y8 X' Q - }
& S' ^$ y& l, k9 i: u1 ?3 ` @) N - return null; // 或者是一个默认值9 u- {5 H4 S( {# T& Z( `
- }
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% C/ I, ~1 x8 r) ?$ \! T
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