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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
3 d+ ]7 y, Z+ t& d0 V1 L+ ]- t+ p- var pit = 1;//初始化音高(速度)
5 Q! W. ^- S7 r4 Z - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]: V( F2 J$ L' w- m
- function create(ctx, state, train) {4 V1 z) H7 m8 ^! y7 S
- state.number = new Array();
/ b6 r1 @4 w+ G; J3 s! D - state.soundsspeed = 0;//初始化速度+ H2 F! O, \8 s" F+ ^6 i
- state.speedsub = 0;
! X7 R% V5 p( F' O, Q - for(let i = 0; i < 100; i++){
3 s+ o) ], T* w6 }% ? - state.number[i]=0;//初始化数组
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- }
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8 G& b4 d# E# U4 {! K* E- function render(ctx, state, train) {$ Q# \ {6 K" E3 f
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
! r6 g% r5 t: b: M+ _ - pit = 1 + train.speed() / 40;//更新音高(速度)
: b* _% ]+ |& [% O, X8 a1 p - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 * Z& b. q0 ?# ?8 R3 `
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差3 T n6 A; W% F
- ctx.setDebugInfo("speedsub=",state.speedsub)3 n7 ^4 h$ {9 j% R0 b3 i- r8 t
- if(train.isOnRoute()&&gamerunning==1){//如果工作
& K, z7 l7 ~, B" y/ s5 u - for (let i = 0; i < train.trainCars(); i++) {% o. x; b# ^* c3 l" M0 L0 E/ i* t
- ctx.setDebugInfo("soundsrun",1);//记录声音开启- r4 E+ d) P/ r
- if(state.speedsub<-1){//如果车辆减速
M S$ P6 q* n3 g- N' V# s - ctx.setDebugInfo("shache",1);//记录刹车
( u4 e, U" O' `4 F" Y* R4 A - 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% r+ W0 W0 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
- U8 G; b; U; v. P9 |9 V - }else if(state.speedsub>1){//如果车辆加速9 U) R# o' |1 u3 M K
- ctx.setDebugInfo("addspeed",1);//记录加速
0 j9 f, j/ k8 ^; y: K: 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, {, _0 P7 b+ ?
- }
5 K; r; P1 O' V7 ~3 ], u - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
. o9 O* B0 r; r+ R0 I8 v) X - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声% B/ w- W; f; B) ~+ }1 ^& b( K% ~5 i
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启- E+ p) u% n* I$ H# Y: F6 w" i& i
- 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* l, ?1 A, d$ i6 ~- u
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- if(train.speed()*20*3.6>5){
+ v3 [2 W$ |: Q, L - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
" D0 z2 u: ^2 ~4 m, 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
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){6 {6 J# [) ~6 J
- 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 R% B3 f: q9 B9 O# M& p - 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 g V) n# B5 P. R
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- }
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- state.soundsspeed = train.speed();//更新速度4 x4 d4 {; s. N5 K* N
- for(let i=0;i<4;i++){8 L8 {( n1 _5 p
- 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
% c3 l5 p1 f7 a c; ^+ Y - if(Timing.elapsed()>nu){//如果时间超过了播放时间7 K7 Z( j* Z( E( I$ [- S
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
T% g# g* l# ] - 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
, ]8 D4 s. t+ G+ F - return Math.random()*(max-min)+min;
3 x# ?7 C0 E v+ @) e* g - }
+ u9 n% a; d2 }/ p - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
* n2 _# c# X) P' @, l# ` - // 获取列车从车库开出的距离( H4 j$ e( x" B* H, ?, ]7 T# o
- let railProgress = train.railProgress();
, s' F+ ^) y* D M - // 获取当前轨道的索引
1 I8 l' T5 |) W; V - let currentRailIndex = train.getRailIndex(railProgress, true);0 Z( `& i N Z6 |' @* D; s
- // 检查当前轨道索引是否有效& H3 Z2 e+ H& F+ x: P2 ]* z
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {3 q% r$ }( v' p- n
- // 获取当前路径数据对象
& M9 h8 H" Z" C, ^ - let currentPathData = train.path().get(currentRailIndex);# X' R* s# G- d, l X( N
- // 获取当前轨道使用的自定义轨道名称) A1 t7 H# V. j+ g8 s
- let trackModelKey = currentPathData.rail.getModelKey();6 e! ~% f0 W; j3 @+ k
- return trackModelKey;+ E) }$ `1 N. E* c0 k% K
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- return null; // 或者是一个默认值( }' j/ W7 m+ W$ a1 Q k* f
- }
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5 A1 G S" `; j6 h3 {0 Q; |
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