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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 % m8 R. k4 |8 B: m$ |3 L$ ?; m
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最近在研究JS 做了一个简单的逻辑来播放声音
/ D# T9 l9 B# E, l& o5 i- var pit = 1;//初始化音高(速度); e; V H0 ^/ j' i0 w5 ]
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
$ `$ z) {* T$ c# C! Z) m - function create(ctx, state, train) {% k: J( j k- E$ m" C6 s
- state.number = new Array();
$ {' ~/ I% X, Q5 c% W - state.soundsspeed = 0;//初始化速度$ U/ q. T1 W4 [$ Y& `% e# c1 p* F9 f
- state.speedsub = 0;
+ O' W! u1 ^4 S, s4 \! ~6 f @6 \ - for(let i = 0; i < 100; i++){# K: ^! Z+ |! |' V# I, N4 g
- state.number[i]=0;//初始化数组. o% o0 |" f( a- q/ W% B% C. g5 _( `
- }
8 B2 u$ p' Y' h8 O - }
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- function render(ctx, state, train) {
/ c/ h! U3 A: V2 }5 E - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动3 C. r; X B; D4 c
- pit = 1 + train.speed() / 40;//更新音高(速度)9 Q( G; z" J' H P
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ) f" k3 n1 B3 x7 z/ H
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
) e! Y/ O `' B, w5 N4 y - ctx.setDebugInfo("speedsub=",state.speedsub)
0 E/ O6 y' T, g6 \% Q2 u - if(train.isOnRoute()&&gamerunning==1){//如果工作
3 p" C: W) o0 x/ I& }+ }, h - for (let i = 0; i < train.trainCars(); i++) {) r4 `# i7 n2 y5 G
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
2 L8 ^! Z0 r6 j# Q) L6 `6 X3 ?; j! s - if(state.speedsub<-1){//如果车辆减速
8 k, G# T2 [2 B& Z' Y+ w - ctx.setDebugInfo("shache",1);//记录刹车
$ x* [3 R0 O, b2 g - 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) n& S( W; S# I% |) G0 o
- 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, D) z' {* U U1 ?) {! ]/ c& q - }else if(state.speedsub>1){//如果车辆加速" j, N U( I% c. B" n8 O( H
- ctx.setDebugInfo("addspeed",1);//记录加速
. g" U0 F0 q- l3 j3 k8 C - 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. v. F2 E: A2 P: u7 C0 F) 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1 Y. w8 P$ q2 E. d% n u' M
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
) Z1 `6 [3 x0 N0 u, j7 ` - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
& ^& N5 A5 V* n, [: z - 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0 |9 n2 z+ m y% c; I& B) v+ Q
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- if(train.speed()*20*3.6>5){( X) l5 ~9 t$ y: Y. y
- 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 e. C" |* Z6 a, }1 C, f* w
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声# B [5 w5 w9 H1 P1 [5 w! ~
- }
# u; {, D' K5 T2 G1 e( p r - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
6 T7 x* C' H6 J# I% X; _ - 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
8 H. j/ E% M) b. _ - 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
# f7 t( `: u2 w8 _- ~5 X+ j% ?' e - for(let i=0;i<4;i++){
! C7 r. I- ~- Z - ctx.setDebugInfo(i+"=",state.number[i]);; D0 f! B! C6 ~* X
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- }, A. _. H2 A; E
- 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
, ~ @4 m* Q |' [/ h - if(Timing.elapsed()>nu){//如果时间超过了播放时间* V7 ], f0 B% W; ]
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
, \9 D6 d, L! L) D4 X5 C4 p& [3 | - nu = Timing.elapsed()+long; //更新播放时间- o( k! g+ D# Z1 A
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- return nu;//返回新的播放时间: E8 z& O& w+ b1 P0 ]4 L
- }) |4 Z4 |/ h0 C" V1 K) Z
- function grnn(min, max) {//随机小数7 o- {" b6 C) W2 ?9 Y1 J# M& z2 D
- 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9 x- e4 ~1 y( F/ r$ b' Z$ R5 X
- // 获取列车从车库开出的距离
2 G+ {/ {0 v. O! n! \0 I# z - let railProgress = train.railProgress();
! {0 _2 P( g% S - // 获取当前轨道的索引
, @* r( N9 I/ P8 Z2 q - let currentRailIndex = train.getRailIndex(railProgress, true);
) w4 u& R8 }3 a% b - // 检查当前轨道索引是否有效
( z6 r. J' Q; n, S1 I5 |# z - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
+ b6 s5 [" }7 |- a" p% q& l - // 获取当前路径数据对象# \6 V7 ~8 \- D; c" S- ~- M1 W
- let currentPathData = train.path().get(currentRailIndex);
2 H& G9 S0 K8 l/ ?+ t$ L; o - // 获取当前轨道使用的自定义轨道名称. K3 J4 F# s& y( k3 D
- let trackModelKey = currentPathData.rail.getModelKey();
" {5 }* Z `2 J' z6 {; I: w @( ^ - return trackModelKey;$ G8 s+ c( p! }2 E1 ?
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- return null; // 或者是一个默认值
( V4 b( K4 J# m; s0 I3 r - }
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) Z1 O; e8 N5 b( e" V6 _
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