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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 5 l& j! D2 w! L* u
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最近在研究JS 做了一个简单的逻辑来播放声音
* Q4 P# d, {, L( T- var pit = 1;//初始化音高(速度)
9 k: y* F& p* _, y! g, @; F - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]+ k& B# `3 _& X' w/ x8 A
- function create(ctx, state, train) {
6 _3 g, A: v$ s - state.number = new Array();
: h } S7 j4 ]% ^6 d1 { - state.soundsspeed = 0;//初始化速度3 J2 |# ^ y+ M* N
- state.speedsub = 0;
9 [+ [% j( A( }$ H5 W - for(let i = 0; i < 100; i++){
9 _! r" l2 f; {7 u# @- g - state.number[i]=0;//初始化数组) L6 V7 c) D$ s, V' ^6 m
- }3 a; T$ S9 `# r
- }
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* |# \: w4 A8 h) U u) a% e- function render(ctx, state, train) {
6 ]3 T1 d6 S2 @# w# R0 D - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动5 L! s" j0 _; [! B) n E
- pit = 1 + train.speed() / 40;//更新音高(速度)9 p* P6 e+ z% n: w& Y& V
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
! r2 w2 I: z1 s - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差; Q+ y; ]1 I/ A; c3 t
- ctx.setDebugInfo("speedsub=",state.speedsub)9 M9 e' Y8 {( U+ y9 n; v
- if(train.isOnRoute()&&gamerunning==1){//如果工作
9 }/ V" b: y/ B% _ - for (let i = 0; i < train.trainCars(); i++) {
) M9 J/ f! [' m1 l* z - ctx.setDebugInfo("soundsrun",1);//记录声音开启
9 x0 s3 E5 B8 x7 {$ |( M - if(state.speedsub<-1){//如果车辆减速$ E" z2 P$ C/ F
- ctx.setDebugInfo("shache",1);//记录刹车$ G$ r( o7 @+ R( j$ O9 Y
- 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
- ]; W6 Q* `6 N# W; P - 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26 `7 |& P& P& W: `- e6 r& L
- }else if(state.speedsub>1){//如果车辆加速9 _; U; C: H3 D" V) {
- ctx.setDebugInfo("addspeed",1);//记录加速
, S L- a L% e4 F - 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# `" `2 n" j; ^, n+ y& l2 M( {, B/ U
- }
! K3 ^( U9 O U, \ - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声" l* b% p9 e' w6 V
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声* \& B, Q0 ^1 @5 H0 ~6 w
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
! S, I* {- d, B R - 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8 P: ?1 y) D& O, I- C: c
- }
2 a4 i6 y( E% M; G9 W1 v - if(train.speed()*20*3.6>5){
! M3 G2 Q4 p& _ - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声6 m; S% b8 ], Y7 b" K! h6 w
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
! v. {$ s& @ Q8 { - }
8 `" E4 q2 o* K1 l& `1 I" P - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
8 g6 O; l+ H( D- Q p# | - 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
5 Q; E; d' u5 C, e6 ~+ T' f& a" A) x; M - 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) I& D$ n. r2 L2 o n" \5 x8 I
- }
% e$ O! I N/ z ~1 I+ G - }
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- state.soundsspeed = train.speed();//更新速度
$ `7 t8 f1 U" _5 \1 s. B1 a - for(let i=0;i<4;i++){
) S$ ]; [5 X* x+ U* k4 e - ctx.setDebugInfo(i+"=",state.number[i]);
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- }
6 X6 m$ _& |6 r7 `2 z8 ^! O - 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 C0 c2 i1 T, p+ L0 a5 I
- if(Timing.elapsed()>nu){//如果时间超过了播放时间4 O+ P" r d; N/ ]% r- X- ~
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
; q+ c1 @" Z- h" l9 l - nu = Timing.elapsed()+long; //更新播放时间8 U; \5 o' ?2 Q& ^& q, t9 _
- }
" i2 s, \/ [& t( T6 A% D' ]# r9 S - return nu;//返回新的播放时间# g5 n3 M6 z8 ~' e
- }
+ W/ J; _7 K! I7 B - function grnn(min, max) {//随机小数 n. b% D4 M$ F$ ?: x+ r; Q5 f
- return Math.random()*(max-min)+min;9 u, s! X# K. s* I3 W# @" l! q B$ u
- }& S* M: Y! y; g1 O) Y- x: `
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
3 ^- a( i/ r. _; i* A2 \8 l - // 获取列车从车库开出的距离
9 h7 ]8 h+ _6 W/ U8 ~ - let railProgress = train.railProgress();* ^' b7 C( A- M
- // 获取当前轨道的索引0 {; T( u9 U2 K. N6 M. V
- let currentRailIndex = train.getRailIndex(railProgress, true);
% c- m7 a8 [. a. a i: ~2 o - // 检查当前轨道索引是否有效
! D. }% q# Q( m$ @- } - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
0 T0 T! x( T3 U& ^7 P/ d6 [( y' ` - // 获取当前路径数据对象
1 }0 X& G) b/ _3 | O' }% u - let currentPathData = train.path().get(currentRailIndex);
6 @! X/ z2 L' | }- r& w/ I - // 获取当前轨道使用的自定义轨道名称
% R3 C) W. {( v4 F! E+ H1 Y6 K - let trackModelKey = currentPathData.rail.getModelKey();+ k* k5 j" ~8 d- r& @- S
- return trackModelKey;& c" r D* ]! {1 g0 r* B1 L& k4 D# m
- }
0 q0 `# M) t9 B: x8 y6 r - return null; // 或者是一个默认值5 d$ |9 D" D- n4 b8 L- V: x# ]0 X: n* p
- }
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% O$ F9 I, g0 I7 U6 X
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