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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 7 X/ w( t7 [' u9 ?! ]" X* s
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0 S. Y5 O/ J% Y# I最近在研究JS 做了一个简单的逻辑来播放声音
) _( d6 N' p9 f0 g. h- var pit = 1;//初始化音高(速度), }: |) C0 z& T# Z$ O! y
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
0 w$ o- f+ b/ b7 O+ C4 J - function create(ctx, state, train) {( D7 d+ g9 L O. C
- state.number = new Array();* M- Q0 ~ n3 X- _. J
- state.soundsspeed = 0;//初始化速度
; s. N, T" K$ k - state.speedsub = 0;# m t* f/ @5 |
- for(let i = 0; i < 100; i++){
# d4 X1 X% g, r! } - state.number[i]=0;//初始化数组; P/ H( D1 P; f
- }
# m& \: z$ w, T0 d) ]+ [ - }
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- function render(ctx, state, train) {
4 e7 H" p1 k ~! v5 z# d- i/ [ - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动, d7 O+ w- I7 G6 }: I2 Y+ s; Y
- pit = 1 + train.speed() / 40;//更新音高(速度)- ^. H" I! o# R+ T
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 % W+ ?; U) e/ V" W2 D* b5 S7 J s- h2 I
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
# p: e& c' q/ Y1 } - ctx.setDebugInfo("speedsub=",state.speedsub): S. E( M- [! y( A% y. L' k
- if(train.isOnRoute()&&gamerunning==1){//如果工作4 c, I/ }* E) \
- for (let i = 0; i < train.trainCars(); i++) {
; E6 G D' I8 I - ctx.setDebugInfo("soundsrun",1);//记录声音开启
3 I- Y' c; P8 Q7 P1 B; } - if(state.speedsub<-1){//如果车辆减速
9 ~8 }4 {4 b* p0 w4 `% P: Y9 O8 S - ctx.setDebugInfo("shache",1);//记录刹车' Z" o: x, Z5 C9 j
- 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
* ]; e" z3 X$ h# }6 j - 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
$ u* t$ y6 W4 Y - }else if(state.speedsub>1){//如果车辆加速
+ V# w$ J8 e& \/ r+ e* n/ a. O - ctx.setDebugInfo("addspeed",1);//记录加速
7 h+ J: V- o+ a4 @ - 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3 K3 `& d, n2 M0 q
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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
7 ?2 i J6 }. | W P - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
$ z6 d2 z( K$ e" T7 K j5 q - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
1 g- K) _; t6 m, R- E7 j - 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9 ]4 o# ^2 y" F" D9 n7 o
- }
, E- ?/ w2 `" j - if(train.speed()*20*3.6>5){2 r Z! S2 E- j7 v/ a3 t& E
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
0 n+ q0 K5 U& f) z4 u# v/ S - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){1 `* M* m: x. T; g, Y0 K
- 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
& W/ `" x- t, }) J - 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" [$ f; D! k G+ L3 l. Z
- }9 M" n' ]' Z5 b- ?" j {
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- }
. Y _% y- K0 E! ^& C - state.soundsspeed = train.speed();//更新速度
- e0 U' g5 G1 d3 h. l# A! f0 e - for(let i=0;i<4;i++){9 h0 f* Q" ?8 ?7 u
- ctx.setDebugInfo(i+"=",state.number[i]);1 `+ Y0 \4 Y. p( H- L s: _! } z
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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3 P1 s# X5 d& j8 @9 b5 i4 E
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
' |; ~$ _# D4 F9 \0 I - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放3 B# R* q3 e! x
- nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数( u+ W7 N+ \6 \( a8 P
- 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
+ V- n- J$ T( n# ~; f$ `) Q - // 获取列车从车库开出的距离" N$ @8 S- m! G1 m
- let railProgress = train.railProgress();$ `5 d4 |! A- n. z1 K, F
- // 获取当前轨道的索引
: M8 x' } u& t; a. p5 W - let currentRailIndex = train.getRailIndex(railProgress, true);
2 h7 H# o& L0 v" ~' P! [ - // 检查当前轨道索引是否有效; x& y8 _; S6 U' L Q# x
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
6 s4 L1 E+ _% W; O$ }9 `3 [9 t - // 获取当前路径数据对象- l# w5 m+ U& C6 u# ^
- let currentPathData = train.path().get(currentRailIndex);( O8 i# a2 ?( y0 q: P8 B
- // 获取当前轨道使用的自定义轨道名称 \+ N" `9 \ |3 a( R; l
- let trackModelKey = currentPathData.rail.getModelKey();
, P, |" t3 |4 J% t - return trackModelKey;
0 S' H3 r2 ^: W! j - }
2 R2 q1 V2 S8 h! Y/ F" D - return null; // 或者是一个默认值
9 E7 B8 r( t% \ - }
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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