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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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; q( h& k& p4 {* J" _9 i最近在研究JS 做了一个简单的逻辑来播放声音
4 ^4 t4 F6 g" j0 Z' ?" S- var pit = 1;//初始化音高(速度)' g2 h- g/ L6 N e- X! f+ ^
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"], c8 ]4 g3 `; M5 c
- function create(ctx, state, train) {
+ g7 k4 t1 k, j, N/ a1 ~* _ - state.number = new Array();5 R+ V/ [7 O6 X7 t) ~- X
- state.soundsspeed = 0;//初始化速度2 N7 |9 k, d7 g* L+ t+ |
- state.speedsub = 0;6 f9 ^1 H( p9 O I* h3 C
- for(let i = 0; i < 100; i++){
& ]# i" z$ F7 z" o3 B( P9 y+ V - state.number[i]=0;//初始化数组2 m3 I* v" {+ b6 s& C' Y; q" F0 \
- }
- _7 j. | w. w8 \; F+ b7 \ - }
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- function render(ctx, state, train) {7 B1 h% T' B& y+ W i; Y
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
5 d8 o# k$ O9 e - pit = 1 + train.speed() / 40;//更新音高(速度)
: U$ i& j# `6 m3 F - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ( T) f! `1 G! B" t( B; J1 \4 b j
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
( u, c; s, J- G8 z$ A - ctx.setDebugInfo("speedsub=",state.speedsub)
7 ]; N" u- Y V$ I: A - if(train.isOnRoute()&&gamerunning==1){//如果工作
/ }! C$ {9 u o' C - for (let i = 0; i < train.trainCars(); i++) {
5 b5 n" q) G' W( v, I! m - ctx.setDebugInfo("soundsrun",1);//记录声音开启) O0 D; v! s6 N4 E" G- b2 V* n
- if(state.speedsub<-1){//如果车辆减速; r+ |1 f9 i( ?) m# F) c# b
- ctx.setDebugInfo("shache",1);//记录刹车
* F9 C2 F: W3 w - 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
7 Z, d+ l: G1 O7 `; `5 ~ - 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* z' ~; Y# B8 W' x; `/ j) I
- }else if(state.speedsub>1){//如果车辆加速3 A0 O% U* d8 }. ?9 I
- ctx.setDebugInfo("addspeed",1);//记录加速
! @% i1 x A9 q& F - 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. \5 z9 z& @9 O9 I3 ]4 D
- }
! o( [1 d, z9 t* [9 F( w7 x - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
% }* M8 {% A2 p# K0 \) G - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声& _/ K1 @" n) ~8 V1 d, _
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
/ D/ G: R# w/ j# e2 Q7 X' 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/ j1 G- `6 B' }0 d' N/ ^6 z
- }
8 A5 O( u7 i9 A3 r' Z; `0 X - if(train.speed()*20*3.6>5){1 O& i( S3 v. V0 e$ c$ A
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
6 o+ l+ ^; o k' 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; k% D+ h# S0 J( N
- }% n, \3 N0 l. p3 Z |2 g1 r' C
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
8 N1 h7 s3 T) y, R1 c& M - 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( n5 s% ]! e; `5 t/ P; O# a6 o
- 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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- }
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- state.soundsspeed = train.speed();//更新速度) O. x: t( g j# Z3 R c
- for(let i=0;i<4;i++){- j2 o/ n; h, g
- ctx.setDebugInfo(i+"=",state.number[i]);
" R/ Z8 Q# U* M6 e. p; Y - }
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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
x& p7 Q3 l+ d; z( X5 x6 c" \& h - if(Timing.elapsed()>nu){//如果时间超过了播放时间
w7 T& d9 `1 L+ D5 r% a" b6 @- c( c1 g - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
' a5 Y% t! w3 C; h( `, V1 m - nu = Timing.elapsed()+long; //更新播放时间9 S$ R; q ^1 Q+ v) N2 C
- }
/ ?- N, U" J6 T! q Y7 c, m - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数4 |, w' m2 \! ]4 u* d5 f+ d- ^4 a
- return Math.random()*(max-min)+min;4 A6 t7 v# _ w" L$ ~& G$ f" o- X
- }2 S" O! g$ d% s# B0 R% E
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的" s F+ C( \. G: y, |$ ~7 ^ {0 N; T
- // 获取列车从车库开出的距离8 ]6 a+ H- @3 t7 a& S, L5 F
- let railProgress = train.railProgress();
9 N) e9 j* ~: h9 E' v& J - // 获取当前轨道的索引- i* @8 S U4 B
- let currentRailIndex = train.getRailIndex(railProgress, true);0 p: P* X& Z) Y1 P6 U8 R& ~, Y" w
- // 检查当前轨道索引是否有效
0 R0 j3 v9 ?5 G4 r - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
8 `5 G6 g: p0 d; j' F - // 获取当前路径数据对象5 Y. |( D4 P0 D; n% H3 j! N
- let currentPathData = train.path().get(currentRailIndex);
- A9 O" }+ s' B& E( U/ A - // 获取当前轨道使用的自定义轨道名称' f6 {9 k5 Y4 s' g; h* T0 N0 G- B+ N
- let trackModelKey = currentPathData.rail.getModelKey();: l+ f3 @& M: N+ }8 ~
- return trackModelKey;) ^6 o1 s$ a% l3 N0 E, R
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- return null; // 或者是一个默认值
2 I( ~6 T7 I1 x' K, X - }
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6 f9 Y$ [/ [: a
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