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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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% q( ~! C3 L7 b+ G最近在研究JS 做了一个简单的逻辑来播放声音
. }1 q3 H2 T/ W; b$ ~; ]- var pit = 1;//初始化音高(速度)
- Z4 W* \8 Q0 b- J) V% j - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]- O2 X- F# G9 j9 P/ q
- function create(ctx, state, train) {
* m8 {+ b/ K) l: B, T. q/ @6 y' S$ F - state.number = new Array();4 ^. }" i4 q H/ r [! L, c
- state.soundsspeed = 0;//初始化速度
3 w$ K, o% q" h5 E( e - state.speedsub = 0;
( y) v( e8 z' i2 O& N0 Z( Y* c2 } - for(let i = 0; i < 100; i++){5 V; t, V2 E- Y R9 n3 [
- state.number[i]=0;//初始化数组2 X6 N! t/ _5 z# X/ a% |# G3 j
- }4 r F3 a- X* a: Z7 Z1 Z9 b9 i
- }
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- function render(ctx, state, train) {
. ^* k, R. }, U- t( C! A - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动% F4 R: W+ J- {
- pit = 1 + train.speed() / 40;//更新音高(速度)
; ]; y6 w* W: u - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 . E. `% Z7 w$ t5 Z9 m
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
F' v# t* l4 `! e0 h - ctx.setDebugInfo("speedsub=",state.speedsub): O& Q$ d s5 x k+ R
- if(train.isOnRoute()&&gamerunning==1){//如果工作
. u& B. L" Y% b - for (let i = 0; i < train.trainCars(); i++) {
# Q" o- B- W$ Y6 c# T - ctx.setDebugInfo("soundsrun",1);//记录声音开启1 y3 P! R8 s% N( ~$ G: M7 F
- if(state.speedsub<-1){//如果车辆减速' R1 P+ |8 o: Q3 }. T
- ctx.setDebugInfo("shache",1);//记录刹车# |% v2 B6 `/ b* `8 e
- 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
0 n: Q; C# j1 Q! I- 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* R* b1 Z4 Y5 s+ `1 W
- }else if(state.speedsub>1){//如果车辆加速2 c5 f# {) b7 z( X, I# f3 A7 ~
- ctx.setDebugInfo("addspeed",1);//记录加速
4 H) N9 N/ K- S1 ?1 t+ V1 k+ [ - 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+ x1 D2 L. a/ m* W$ ~) t3 |
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- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
: [$ ]$ Q" H s3 S( e- d3 m1 s - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
9 ]# ?$ k/ X/ r7 `% @ - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
2 c0 C. v9 u/ l* @ - 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& q5 v( o8 u" b
- }. a/ B' Z, S F! {& M) J
- if(train.speed()*20*3.6>5){7 M1 Q3 U% H: @) |3 W
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声5 D8 c8 n# }- ^$ K
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声9 Z. \! j& D, |
- }* F$ X% y' X! C6 R! q9 C
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
' c6 \+ ~* T5 m% K; N9 ^ - 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: H: _, Q _# @# U+ j( w
- 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% v) U8 @# g6 Y+ k- ?1 a
- }
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- }
/ `/ [/ E+ ~" X7 I - state.soundsspeed = train.speed();//更新速度6 M6 }) l6 b4 i$ q' `
- for(let i=0;i<4;i++){
2 u! i2 F. A" ^/ c5 ?% I - ctx.setDebugInfo(i+"=",state.number[i]);
3 C/ ?4 E* z; \# z( w# y - }
( r' M! v, `+ {% ]3 U - }
, Y$ q& v# r3 e4 `0 v7 _+ I - 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4 c' L* x4 G/ j$ a
- if(Timing.elapsed()>nu){//如果时间超过了播放时间, \3 [) n* Y7 @$ }- }
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放$ h8 v2 z, Z' D w- s+ v5 Y; }# `* a
- nu = Timing.elapsed()+long; //更新播放时间
' V9 s- [7 d8 h8 j! N1 |, C - }
# N* u4 \$ O4 }4 G - return nu;//返回新的播放时间4 B* }0 y1 e" [, D8 D
- }
2 P- L6 }" t% I2 e3 ?- {' T! @ - function grnn(min, max) {//随机小数+ b8 G+ U; A9 Y; ]1 g
- return Math.random()*(max-min)+min;
0 ?0 E0 n+ A4 e0 q* s6 I - }; ^4 F% [. _0 V7 U+ h/ m8 Z
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的/ |" C4 M' S9 }. H2 J, t
- // 获取列车从车库开出的距离, g9 ]5 S% i: ^0 K. w& Y
- let railProgress = train.railProgress();
+ }2 t+ R, }- C) M* |2 X# T( B }$ } - // 获取当前轨道的索引
: s7 L- M2 K( t) z: X - let currentRailIndex = train.getRailIndex(railProgress, true);
2 s h' k- D% a4 S. w- j8 \ - // 检查当前轨道索引是否有效, D( w% v8 p; d: H* A1 H1 K! e
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
$ P! @% F( x* | - // 获取当前路径数据对象
* W5 k$ H0 j M& s; h - let currentPathData = train.path().get(currentRailIndex);
8 `5 H0 J, y! ^" w) d9 M" N - // 获取当前轨道使用的自定义轨道名称
2 Y o6 G2 _+ W* d5 ?% d: l - let trackModelKey = currentPathData.rail.getModelKey();
8 H2 B/ ?0 I! }, O* N% s- a - return trackModelKey;, |, L. b) a( I2 _
- }
/ n, H- N5 ] z# B0 T* u9 ?7 R4 U& N - return null; // 或者是一个默认值
* T: ]3 c+ B' U' W* u - }
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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