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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3 a4 a) ?3 J# r2 O( x& H& l. x
- var pit = 1;//初始化音高(速度)
9 s8 P3 Z$ ?* x7 ~ - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]# x$ a& T7 C5 v" v4 W7 r9 `
- function create(ctx, state, train) {0 |- B9 d1 x5 ?2 X+ B2 i
- state.number = new Array();
, @4 `$ F% b7 X; u: b - state.soundsspeed = 0;//初始化速度/ K( }/ y9 e q: q/ C. Q1 S
- state.speedsub = 0;& y; c' L8 X' M
- for(let i = 0; i < 100; i++){& ~. f6 C: e" Z1 E
- state.number[i]=0;//初始化数组/ P, q! r4 _* _! x
- }
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/ s' d3 S5 x% Z5 M& H9 e* _- function render(ctx, state, train) {
* y3 j/ O1 F$ D - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动/ W! ?3 X% y* ^
- pit = 1 + train.speed() / 40;//更新音高(速度)# i! P* {& O' f
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 3 v6 v4 V( K4 t
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差! W3 E3 [! L* c# w" Y n' O
- ctx.setDebugInfo("speedsub=",state.speedsub)& t8 m: E; G( T: @' F/ Y K
- if(train.isOnRoute()&&gamerunning==1){//如果工作
8 q" w5 a* W4 S$ v - for (let i = 0; i < train.trainCars(); i++) {
) A0 \" N8 @3 g: W, ~ - ctx.setDebugInfo("soundsrun",1);//记录声音开启& {: c, d# [8 o R5 z
- if(state.speedsub<-1){//如果车辆减速' E3 z$ h r' A1 o- @ l
- ctx.setDebugInfo("shache",1);//记录刹车
+ @* p8 A* e( M' ~7 r% q* ~ - 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18 h1 H# \, q7 O5 g, \
- 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
7 f# B; L' ^& J1 F( f/ _ - }else if(state.speedsub>1){//如果车辆加速; h) ^% i6 d k t) P
- ctx.setDebugInfo("addspeed",1);//记录加速; d+ }% T9 ]1 W; @# 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- E. s/ Y* W6 ` ~
- }
( K% Q; F: M1 V" x - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声8 V3 p/ d3 c. d) Q
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声2 J4 z. ^- t2 H6 G) f3 H
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启3 G5 _* z; W' J0 A3 k, i
- 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+ J" \$ e2 p e: e; @# h6 t0 g
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- if(train.speed()*20*3.6>5){- l+ x, @, ?2 \5 q, Q2 b7 ^6 I8 |- 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* h! l d; z5 J) r0 e2 _0 o
- 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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/ `% D E8 r: s5 e' ]9 u - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){2 j# Z, G5 x! ]4 b/ D
- 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
1 n$ W; \. r" F; t ~ - 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9 n C' F3 M+ y, A5 A- \6 s
- for(let i=0;i<4;i++){! E4 w0 c, z+ ^( ^
- ctx.setDebugInfo(i+"=",state.number[i]);3 z! i; z: h m }
- }
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8 C: Y' D5 H! D - 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- ]# P# H9 _9 y5 K/ x
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
( |- ~6 u3 [ d7 W, k; `$ [ - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
[* V- R, K3 ], k4 \3 i0 C - nu = Timing.elapsed()+long; //更新播放时间
* _% `. A; C, ]1 q" l - }
. s5 i) ?8 }& ]; p. O7 w1 i2 e Y - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数& ]' I9 x9 y& D& j. |9 {
- return Math.random()*(max-min)+min;( f6 t: N' y. e1 ?" m
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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! ~+ v8 q! a- m" @
- // 获取列车从车库开出的距离
: A; B$ Z" C! [2 j- {) Q - let railProgress = train.railProgress();
. d0 y7 U5 N; `" j, e3 |: j - // 获取当前轨道的索引
+ Z/ T: t- a# k& v0 b8 h - let currentRailIndex = train.getRailIndex(railProgress, true);8 |+ K8 p( f1 a2 q1 y5 ^, ~4 e
- // 检查当前轨道索引是否有效. k; N! y& j5 Z6 |8 p
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
# N+ \' z! N0 D% i4 n( b) _% | - // 获取当前路径数据对象5 e# B P4 h+ V" Y# Z; _# g9 J
- let currentPathData = train.path().get(currentRailIndex);
3 C/ B: ] g3 j - // 获取当前轨道使用的自定义轨道名称- E% U9 ?( f9 ]9 l
- let trackModelKey = currentPathData.rail.getModelKey();
V, m4 X/ E& d - return trackModelKey;
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- return null; // 或者是一个默认值
8 h6 _* ~3 S, t q! E - }
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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