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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 ; X q+ Y( q: a0 l1 j! K
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最近在研究JS 做了一个简单的逻辑来播放声音2 j. H7 i! h& D+ f
- var pit = 1;//初始化音高(速度)
# S- O$ _ ~8 v' z8 |, O8 r - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]+ s# v% A/ E3 R8 R. n+ [
- function create(ctx, state, train) {4 ]* Q L2 I3 b" i* T
- state.number = new Array();
( x0 e; |# v; R0 S7 q' e8 o - state.soundsspeed = 0;//初始化速度
9 C. P9 R9 u, D$ B& x2 t" U9 z - state.speedsub = 0;
$ @/ t1 r4 t2 A! y$ H4 i. N& l6 Y - for(let i = 0; i < 100; i++){
* P* {+ L y) {$ y0 \ e0 }. s8 I1 J3 f - state.number[i]=0;//初始化数组
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- }
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+ o& S9 I) h/ _- function render(ctx, state, train) {
' ~8 ]$ u# p( }; r; ^& O. j' s - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动7 A1 Y5 |+ S# r0 ~% M9 u
- pit = 1 + train.speed() / 40;//更新音高(速度)
5 ]7 m% j& D9 P6 B, L - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
3 m4 E9 M P1 [( r% g I' F - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差4 l3 o6 A3 p4 }
- ctx.setDebugInfo("speedsub=",state.speedsub)9 V. H5 W }7 R# @/ ]- K+ b
- if(train.isOnRoute()&&gamerunning==1){//如果工作, }; F; s) N7 D _' v% P1 ?
- for (let i = 0; i < train.trainCars(); i++) {
6 f: u1 a# [; \+ w: u - ctx.setDebugInfo("soundsrun",1);//记录声音开启$ t4 F% l) U! g# x1 J: S! f3 z
- if(state.speedsub<-1){//如果车辆减速# _) t! w5 ?# e- d0 g3 F
- ctx.setDebugInfo("shache",1);//记录刹车
! t) \& A2 E$ p T/ T - 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, W$ K8 M; e! H# L+ O7 m; ]" [2 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25 {9 {7 ]1 n+ ]. A3 P$ [) O
- }else if(state.speedsub>1){//如果车辆加速) w# @) ^- V# C0 O3 f* t
- ctx.setDebugInfo("addspeed",1);//记录加速
( }/ u7 v' ]0 g! z - 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. Q! I& a2 b0 h
- }
7 y* Z% v% ^& S& U0 ?) \ - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
N2 r& u8 P3 j$ i/ p- f - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
* O* {% h! s! Z) A - ctx.setDebugInfo("horn",1);//记录鸣笛声开启' _( Z2 c9 h/ H" Z9 W j4 P' `
- 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){
2 q0 V1 `1 ?+ }; v1 Z& b9 c - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声' t& \3 ]# ^2 k+ F+ `" z
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声: k- x1 B2 D7 Y# [$ q, S
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
) B2 F. ]( _: V+ ` - 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 h6 @9 H. [ n* D! B
- 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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- }
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9 b" F2 A# K0 o- I - state.soundsspeed = train.speed();//更新速度
5 X" g2 h* B* U* l! ^* `4 e7 ]0 M: y - for(let i=0;i<4;i++){
0 j4 C- d, A6 U - ctx.setDebugInfo(i+"=",state.number[i]);
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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) x5 E, g" w, b
- if(Timing.elapsed()>nu){//如果时间超过了播放时间2 S% J' Y& P8 I B/ s a; Y
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
( c2 r6 W% K- v6 J$ ~- e - nu = Timing.elapsed()+long; //更新播放时间" [( Z/ r6 L1 N7 m4 `' w5 a
- }
6 [" x( `" ^$ }; L1 b - return nu;//返回新的播放时间8 Q3 [! R: [3 o9 _; o ~9 c( T
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- function grnn(min, max) {//随机小数
% u9 O$ P! I; T( o$ C# c# W4 Y" Y - return Math.random()*(max-min)+min;
6 R' X: B# h' F4 z - }
) y* ~0 J# R4 Q' T7 J - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
6 D5 l8 b3 E& {% o: b) P - // 获取列车从车库开出的距离
7 @3 E) O9 }( }" n. ~ - let railProgress = train.railProgress();
2 ~/ ^6 A" J/ r% W - // 获取当前轨道的索引
: o6 P# G2 j+ b+ r- e - let currentRailIndex = train.getRailIndex(railProgress, true);
7 r8 h# D% A5 ]1 G1 ~ - // 检查当前轨道索引是否有效
6 n, t7 ^! f7 i; l$ ?) z# ~ - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {9 Q' P. p) R! i- T/ u
- // 获取当前路径数据对象- Q( b; _+ |4 J; \& L. b, E8 `
- let currentPathData = train.path().get(currentRailIndex);* {+ y3 ~, c2 d' F! a, q
- // 获取当前轨道使用的自定义轨道名称9 s7 ]- [3 a6 ?0 d" ]
- let trackModelKey = currentPathData.rail.getModelKey();
0 t0 O0 ~9 D0 X& `: P - return trackModelKey;( A2 L" }# q0 O' L0 V' `
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- return null; // 或者是一个默认值' k9 H. K5 H* 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 ?2 V% T+ X* S D5 Y. q4 A2 d
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