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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 & l# N L) U" o* {
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最近在研究JS 做了一个简单的逻辑来播放声音
# \8 Z1 Y/ e1 v- var pit = 1;//初始化音高(速度)
6 ~5 w D% [6 d7 z - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
) A7 ?) y$ n' v8 W0 G - function create(ctx, state, train) {1 Z( f }4 b* }. r3 k; I' ^1 {% ?
- state.number = new Array();" Y) s1 j7 J# F7 p4 x
- state.soundsspeed = 0;//初始化速度! y& Z1 _8 `4 a! w) q! I
- state.speedsub = 0;
; |( E5 x- H& f9 v - for(let i = 0; i < 100; i++){
L5 z# `% W4 g, { - state.number[i]=0;//初始化数组
+ |" [4 r) v8 @0 |, B7 k - }
. T! S2 P# Q) ^- I. T' C - }
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, k: g0 B1 @7 ?- function render(ctx, state, train) {
9 K( _; v9 T1 J3 }" t - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动1 M) Z" ^. \: Z, ~
- pit = 1 + train.speed() / 40;//更新音高(速度) w5 y! `, ~/ f/ b
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
! _3 p9 K* l6 ?2 o. t) E - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
; S3 L/ R C4 g8 y5 c - ctx.setDebugInfo("speedsub=",state.speedsub)
" C6 W9 \: W. I. n" ~4 n - if(train.isOnRoute()&&gamerunning==1){//如果工作
) }7 H2 `; g1 l; g/ X - for (let i = 0; i < train.trainCars(); i++) {
' u1 d3 o' y( l n k5 f ?, @1 t" } - ctx.setDebugInfo("soundsrun",1);//记录声音开启; e- h1 h: E& {: x; L
- if(state.speedsub<-1){//如果车辆减速" z& F+ K r* z( S9 ^# r
- ctx.setDebugInfo("shache",1);//记录刹车- b- @( b9 G7 S0 F0 z
- 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% R3 E- Z; F# V4 D - 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
2 @( W% L5 b3 l1 B- J - }else if(state.speedsub>1){//如果车辆加速0 {1 @8 _/ O; h( [" _. A
- ctx.setDebugInfo("addspeed",1);//记录加速
3 g0 V: C! m6 B3 v! J - 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4 S h8 M L. `' I6 n3 e" y
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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: s- B/ x% I' Y4 e) _" Q `4 `
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
8 m* p8 B6 U% y6 d* p" P - ctx.setDebugInfo("horn",1);//记录鸣笛声开启( l' I8 ~; S/ x7 N) e; A
- 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){
1 _8 j1 J# O! o; Y5 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 V) v t0 x* @- f2 l# 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8 z" z' u( I, o( F
- }
I+ b2 Z8 l3 p% g" G, U+ b - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){2 c2 J+ b' N0 ?* \& r5 r
- 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
6 r1 A5 H( r8 W6 r 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
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- state.soundsspeed = train.speed();//更新速度
; e' K" y$ K* O - for(let i=0;i<4;i++){! F) ~- s# S+ L3 e; d$ a* d3 k
- ctx.setDebugInfo(i+"=",state.number[i]);
6 t2 J5 \: K6 S4 c) A - }
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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
' M5 E2 T( z4 U2 r - if(Timing.elapsed()>nu){//如果时间超过了播放时间" p% ~1 z: T# l7 A6 S! U% y' L( n
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放# Z7 `6 q$ `3 n1 Q8 @0 i' f* Q# Y
- nu = Timing.elapsed()+long; //更新播放时间5 E K7 |) z( P0 Q( Q9 V
- }
# m. {4 T' @% V' {8 Z - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数
6 U) ?0 D# _ E - return Math.random()*(max-min)+min;2 e$ B; ]9 n/ [' G) v% g) ~
- }
/ g0 o5 \ M6 [5 |! C3 p0 o: V - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
: M) c/ V8 y. d' r$ b/ u - // 获取列车从车库开出的距离/ c# ]9 S. w0 G9 X. a- x
- let railProgress = train.railProgress();
4 ?* ~. l# c: b+ H: v* Z+ q - // 获取当前轨道的索引. z# f8 i( c+ i* W% U1 P
- let currentRailIndex = train.getRailIndex(railProgress, true);. y# R! V7 O: k: J, i/ c) V
- // 检查当前轨道索引是否有效. g6 n; M! p, y/ w! j
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
+ @4 _! e/ l; @( o4 ] - // 获取当前路径数据对象" J' l) H6 V9 V; ]+ p7 O" _& N9 R
- let currentPathData = train.path().get(currentRailIndex);
( X, J" t8 E$ }; M - // 获取当前轨道使用的自定义轨道名称
5 k; w; E4 X F" q+ e+ @ - let trackModelKey = currentPathData.rail.getModelKey();* A5 l( B2 X/ i/ C }
- return trackModelKey;, I3 _% K o) a
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- return null; // 或者是一个默认值* f0 b" g4 w. h% W) y0 H
- }
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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