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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音2 ?, }$ n* m L1 \1 l
- var pit = 1;//初始化音高(速度)1 |+ E, y8 P0 p2 ]. ?
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]2 n$ o& _/ ~' b" k: C4 a* y
- function create(ctx, state, train) {
. A' ]* Y& ]: C) X$ N - state.number = new Array();9 ~) `# p. D3 Z" j6 g! V% T
- state.soundsspeed = 0;//初始化速度
; x3 N# G$ H- U4 w( w7 d - state.speedsub = 0;
) Y3 y9 @6 g0 L8 S - for(let i = 0; i < 100; i++){; Q: x3 S/ Z+ h# X( A
- state.number[i]=0;//初始化数组
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+ T: i, `7 q& u$ ~+ C - }
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- function render(ctx, state, train) {# \: j8 k# F, n
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动/ i4 W/ b" {1 @. `. Q
- pit = 1 + train.speed() / 40;//更新音高(速度)
3 }+ S( y1 \ W7 K& b7 Y& g% | - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
; J s) g+ l2 G$ g/ ]" ^ - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差- \( |; `( j) o: v8 }' K1 a) \
- ctx.setDebugInfo("speedsub=",state.speedsub)
+ E2 r9 v' }4 J" H2 N( U; q - if(train.isOnRoute()&&gamerunning==1){//如果工作6 x0 x6 Q8 G# K7 N/ E( }% u. E' [- K, C
- for (let i = 0; i < train.trainCars(); i++) {9 t$ R4 a! p$ b$ S1 A
- ctx.setDebugInfo("soundsrun",1);//记录声音开启 e; x& N. C8 g0 ?3 }) Y8 S
- if(state.speedsub<-1){//如果车辆减速3 ~1 y5 B& |( X& J* t7 |. P
- ctx.setDebugInfo("shache",1);//记录刹车9 c; Y9 t8 I5 F# t% 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& H7 K/ h' a. { \; W7 w. T
- 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
) x9 ?4 ?+ ^" A+ I6 K - }else if(state.speedsub>1){//如果车辆加速9 d( X9 t; t+ I6 n2 J" v9 y7 ^( u
- ctx.setDebugInfo("addspeed",1);//记录加速
# d+ [& E, Y) o0 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3 j U( _( b. s$ \8 Z0 H3 k
- }
% y4 Y9 ]: ~3 T7 \+ j6 ~ - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声+ K% D& {' p2 p
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
3 l- a5 k F2 f( E, E" ^( Q' \+ I - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
) w2 D6 j: v4 ] s* _- y - 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){" u5 [$ a( S9 b, t: Y$ \- u
- 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 s* n% r G$ k3 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0 H0 Z4 ~6 W/ |
- }
6 [1 h5 z; F+ l5 @9 G/ h) N4 b - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){& R$ j( m; R( _9 S& B6 r; G
- 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
+ [1 G3 B1 F" S - 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% z3 s( q4 N6 {6 A$ J( Q* A M* _3 l
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- }
2 G/ h' ~. D. R: U - state.soundsspeed = train.speed();//更新速度) W! o4 o `' P2 }1 U, i; a$ `; `
- for(let i=0;i<4;i++){4 t4 }5 ?4 P; G5 v4 I4 u
- 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" Y& `5 {- h9 d* c0 s5 `2 G% s
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
8 R' C/ c' i; T8 ], Q/ f/ o4 k - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放3 Q0 N5 f+ |. s
- nu = Timing.elapsed()+long; //更新播放时间9 p; r, u- B) D ?6 s* X% h
- }
" p: G! o* J5 L: d; Q' @2 Z& S/ Z - return nu;//返回新的播放时间7 k' W2 e1 E) Z! Y4 ^
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- function grnn(min, max) {//随机小数3 L# p( U4 _3 c& h0 M& Q
- return Math.random()*(max-min)+min;% _& g/ _# p3 h4 _0 [
- }
+ P8 l( J9 U* S d' z, x! O - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的+ d) e" r. E- N: O2 n$ d
- // 获取列车从车库开出的距离7 q1 h6 Z+ x, v4 c" J( \4 z
- let railProgress = train.railProgress();
6 g' c, n% w" E7 R& Q' W) k6 ~4 i - // 获取当前轨道的索引
8 x3 |" @+ m: I; t - let currentRailIndex = train.getRailIndex(railProgress, true);! c) B% |% K" S, C
- // 检查当前轨道索引是否有效
" I' d2 d- Q, {( b/ P - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {2 t1 G& g6 i+ N* z9 z
- // 获取当前路径数据对象& n- e. d: k9 z3 O& F
- let currentPathData = train.path().get(currentRailIndex);+ J3 W. a4 @9 f) E* o$ `' Q
- // 获取当前轨道使用的自定义轨道名称0 R* {/ ?% g: k' R- @
- let trackModelKey = currentPathData.rail.getModelKey();
# T" y; K; @+ I- H* V+ F, Q+ m - return trackModelKey;' {6 y/ F0 x/ K* Z
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- return null; // 或者是一个默认值
( W( M* H+ k8 y) N - }
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' r3 t f$ m9 B5 G! u7 u
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