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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 ) T/ }4 r7 ^8 G0 ?
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最近在研究JS 做了一个简单的逻辑来播放声音- n) r4 ~9 o" X1 F
- var pit = 1;//初始化音高(速度), @; J4 |. h$ E$ J! c
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
, ^% X, G6 {4 K3 P4 c% {8 g - function create(ctx, state, train) {) x1 k$ U z" r
- state.number = new Array();
/ K6 N6 H3 G6 F# k: O. b9 {# v6 G - state.soundsspeed = 0;//初始化速度
' j# u* |. f( p z h( ]- W, N ^% n - state.speedsub = 0;
% N- ?- p1 M4 z - for(let i = 0; i < 100; i++){
2 h7 h. L9 C, i" M( b7 u \) q L9 J - state.number[i]=0;//初始化数组& V1 o3 J* L( B9 e F$ j
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- }( y3 B6 F; g0 m! m- A1 H
7 n: k# U) w% d9 d1 r% l- ?- function render(ctx, state, train) {
3 l! u' f, K7 T- a7 q8 J1 E7 I% { - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
4 x, _$ R4 Q* V% F/ ~5 L& o - pit = 1 + train.speed() / 40;//更新音高(速度)% V! R! Q7 A! K/ ?4 q3 R
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
3 I9 k& j6 c' l. }4 w+ G - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
1 H- R4 _+ r; Z ]5 L5 q; c$ y) [7 J - ctx.setDebugInfo("speedsub=",state.speedsub)! i! p; F0 D9 L9 q3 f+ I% ?
- if(train.isOnRoute()&&gamerunning==1){//如果工作4 X" z6 z9 e9 ^ T. }/ z, Q
- for (let i = 0; i < train.trainCars(); i++) {
8 ~9 ]3 _- a5 h - ctx.setDebugInfo("soundsrun",1);//记录声音开启& Q q7 G7 s/ I0 @0 Y. `% g; g
- if(state.speedsub<-1){//如果车辆减速
$ g+ Y) C1 T, P3 |: s - ctx.setDebugInfo("shache",1);//记录刹车0 v( C" R9 U6 p K9 A
- 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
- o+ v' G- h- b: j3 `: @ - 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
& Q# O" d4 H, a - }else if(state.speedsub>1){//如果车辆加速4 [: s) Y" T$ J. o
- ctx.setDebugInfo("addspeed",1);//记录加速7 ]! S; ~% u. P A1 E7 o
- 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# }# D3 b) [. h6 h. h! W) n
- }
! i |9 R$ H0 o% t$ b! c - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
3 V( Z% t2 U O - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声& I+ |- R% l1 I( }, c) Z$ ]
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
5 S- Y/ ^5 x6 o; _ - 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
$ d4 d" \: M) ^ - }
# p, `9 s' B0 q5 i5 L9 S - if(train.speed()*20*3.6>5){; }' i6 \; o- g! F6 V% m, Z' {
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
3 F4 I8 {5 @5 y+ P/ o* y - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
$ P& P! n% M3 H' B: N# e4 D - }
" R" C( N. _$ [& z - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
2 R8 E" w6 f) r: }. d6 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
; R Y/ G7 e1 A - 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! e! I7 g' |2 m1 W+ c: x! e
- }; V9 M/ d2 C% R0 e
- }
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- state.soundsspeed = train.speed();//更新速度& S9 e3 z" ^7 ^9 e
- for(let i=0;i<4;i++){
$ s! r: z3 ]5 X/ o& g - ctx.setDebugInfo(i+"=",state.number[i]);! j. D( |8 S" g- K
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- }
% B. X S9 g+ ^6 H+ e/ h* s - 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
& T& B# |: C7 @9 T - if(Timing.elapsed()>nu){//如果时间超过了播放时间: |1 A5 D0 X8 f
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
: R, ]$ ~' l/ M1 i4 Y0 l - nu = Timing.elapsed()+long; //更新播放时间/ {% N. ^% `. ~! O5 j4 T
- }
# K, F6 B. I5 A+ V - return nu;//返回新的播放时间
/ a. P& l; P9 h - }
' C2 W! F8 Y( ?! u) W( | - function grnn(min, max) {//随机小数) ` j) v8 }: k$ Z( B& I- M
- 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
4 ]- J* k) n' [7 Q5 ?3 l - // 获取列车从车库开出的距离# L ?, F+ U+ M, Z- |
- let railProgress = train.railProgress();
4 H0 R n4 D6 [' p2 L: H - // 获取当前轨道的索引" p) m9 s2 b, Y
- let currentRailIndex = train.getRailIndex(railProgress, true); s# i+ y+ @# S7 B% |2 x$ C; |- o6 j
- // 检查当前轨道索引是否有效
7 ?) S' e8 i0 {, Z5 l - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {& V5 O" e8 {* n) t% u/ r$ n
- // 获取当前路径数据对象8 V" |& Y# @% f% f6 B0 X( {- J
- let currentPathData = train.path().get(currentRailIndex);
9 C% ]3 g- p0 x4 v% o+ f& f; P - // 获取当前轨道使用的自定义轨道名称9 |1 p* r+ }! l+ N$ p, f2 U) M; C% o
- let trackModelKey = currentPathData.rail.getModelKey();" @/ W6 ?! g+ Y: A! n4 k+ `
- return trackModelKey;- l. `2 |! E" L( N. ^7 s
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- return null; // 或者是一个默认值( P% v9 R4 z9 C7 ?. L/ F
- }
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7 \# j2 z% v, s& \8 E, m+ X) c0 G- ?
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