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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 " D0 f m0 a; y5 k. l
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4 d6 Y+ x- `3 A |% B最近在研究JS 做了一个简单的逻辑来播放声音1 M" g4 Z) s$ `3 K) @
- var pit = 1;//初始化音高(速度)% X R) f1 E. v" D! G! _
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
2 O" |8 ?) r* d1 s* F- I r3 i - function create(ctx, state, train) {( S! e/ d `; h# P8 M4 z
- state.number = new Array();5 E- C! [+ A9 K( y
- state.soundsspeed = 0;//初始化速度
E" c1 n0 \1 F% W4 b8 m6 V5 i - state.speedsub = 0;
* u7 g2 E+ t+ P* x/ A: C - for(let i = 0; i < 100; i++){
! n- K4 j$ Z9 N O - state.number[i]=0;//初始化数组
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- function render(ctx, state, train) {
" u0 u8 D7 P' F; k+ H! y - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
3 l% ?. z! y5 I* ^$ m! d - pit = 1 + train.speed() / 40;//更新音高(速度)
7 C0 i9 D }+ V - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 , h- V* Q/ ?' N/ ~1 S& g; z5 b
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差5 m( H X, P8 c n: B
- ctx.setDebugInfo("speedsub=",state.speedsub)* A$ e8 V, b. C
- if(train.isOnRoute()&&gamerunning==1){//如果工作" W& r) t$ ~+ T
- for (let i = 0; i < train.trainCars(); i++) {4 }8 X: f- k/ b# X3 Q( j1 A- C
- ctx.setDebugInfo("soundsrun",1);//记录声音开启: }- Z2 S2 w* D* a1 b
- if(state.speedsub<-1){//如果车辆减速: u- I1 l# |& u1 n$ B* N6 ?
- ctx.setDebugInfo("shache",1);//记录刹车
4 e, X8 t+ m! D. j* 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. p a f$ g3 O: F: u9 u3 P8 q
- 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! l* r1 ]2 ]# o2 s/ w
- }else if(state.speedsub>1){//如果车辆加速! O+ |! o4 j1 ^' D% Q4 Q! n4 U% R
- ctx.setDebugInfo("addspeed",1);//记录加速2 L. G1 ]8 ^; D% [: ?+ v1 E# 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
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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' N; o1 H7 {' b! h7 \ - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
9 H. [3 j9 o/ m0 h0 ]3 n - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
# X/ E9 ~' P3 o+ a& 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6 V! N; W; d+ R7 c8 R
- }
; z! ~# V8 O" e y3 p: Y - if(train.speed()*20*3.6>5){$ z) O s6 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$ z! K/ ]5 I, T3 M' [8 M- p
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声* m" L' U, d* M
- }
) k; D. a$ D/ E0 B+ d' M - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){. s, |5 `. q5 Y
- 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$ Z8 K- K3 `, d - 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' j% f7 Y5 j; D; B7 X' C# O4 V
- }
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- }, G. |+ L1 }# H
- state.soundsspeed = train.speed();//更新速度9 U8 M2 s f" {& |1 j
- for(let i=0;i<4;i++){4 i6 J& C! |# \
- 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: }- u3 b9 M. S4 x. Q' d9 O
- if(Timing.elapsed()>nu){//如果时间超过了播放时间( r+ g7 [1 e# e I# B
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
- n, J% w' r# j* I9 F) L3 B6 p - nu = Timing.elapsed()+long; //更新播放时间& u+ j4 k: e" b+ i }/ y" f) `
- }
9 T _7 s1 Z+ V. y- z; n - return nu;//返回新的播放时间2 z) V, ^. Y9 F. q
- }
/ K& H; e6 X% ~8 K; ^- B& x+ m* ] - function grnn(min, max) {//随机小数
2 v9 w% E6 r: r6 v+ ?9 } - 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- z6 Y+ R% B! s9 M4 Z8 ]2 E
- // 获取列车从车库开出的距离
6 D7 i6 \$ T# _- l4 n) o. B- d7 N+ s - let railProgress = train.railProgress();; k3 q5 }& E6 y+ n( v
- // 获取当前轨道的索引
& Z# [4 Z2 i, [$ K - let currentRailIndex = train.getRailIndex(railProgress, true);. D" r8 T2 ]+ r t
- // 检查当前轨道索引是否有效7 x, X9 B8 C6 e+ F8 u+ k
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {6 ~: _' D; w3 S8 q& f. q
- // 获取当前路径数据对象
6 _: u* L2 Y8 V7 Y% C2 f - let currentPathData = train.path().get(currentRailIndex);/ v3 U& F; q+ B* O, W
- // 获取当前轨道使用的自定义轨道名称9 w0 b1 L! {* W! m( d
- let trackModelKey = currentPathData.rail.getModelKey();
# b3 {- b8 M/ o7 |/ ] - return trackModelKey;7 I2 [1 V6 N$ p+ f
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- return null; // 或者是一个默认值: a: k8 g4 V5 }) E+ r. p2 J8 K
- }
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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