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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 " J0 E1 x1 w; o9 N
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最近在研究JS 做了一个简单的逻辑来播放声音
* x3 {; L$ ?% B. k9 ~! g3 \# q- var pit = 1;//初始化音高(速度)4 e" o4 ]4 e, p1 l; k2 ^
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
) J/ N7 z' U% V6 D, ^ k8 p, @2 G - function create(ctx, state, train) {8 w1 J! u2 R+ s- d! m' y' D$ I/ V
- state.number = new Array();
: ]6 d+ c Z3 l. r - state.soundsspeed = 0;//初始化速度
3 c; D( C6 J: m0 U - state.speedsub = 0;+ S- Y, J" \$ r
- for(let i = 0; i < 100; i++){9 V$ g# m7 k" n! c% Y
- state.number[i]=0;//初始化数组4 s! Q0 J4 }9 t% |6 O; Z
- }, n3 W- ^- A1 W4 h
- }
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4 O9 g. `; p1 g- function render(ctx, state, train) {
6 K! Y$ H1 @& ~" D% o1 x' G/ X - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动' D8 X+ C1 o) v4 z$ |2 M2 D. }7 k3 X' P
- pit = 1 + train.speed() / 40;//更新音高(速度)
' ^1 A3 A" @) ~7 u! t1 J4 \5 I - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
1 ]( [7 J- l8 \- { - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差( R6 `6 e/ G$ H
- ctx.setDebugInfo("speedsub=",state.speedsub)9 e, I+ ~1 \9 x5 [/ x8 W) O8 Q: {
- if(train.isOnRoute()&&gamerunning==1){//如果工作( L( S2 F8 i" @" w
- for (let i = 0; i < train.trainCars(); i++) {
) G! m9 A; s' o/ R Q - ctx.setDebugInfo("soundsrun",1);//记录声音开启1 _, k* K/ [+ C$ ?: `& U. J' N
- if(state.speedsub<-1){//如果车辆减速
$ @! G: z. b: n2 ^0 c" K - ctx.setDebugInfo("shache",1);//记录刹车
6 w% U2 `' \! i, q$ P - 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/ B. a$ W3 [) q: k+ z - 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
+ `& B8 c* J4 k/ d5 `: p( i - }else if(state.speedsub>1){//如果车辆加速
[/ K' A) y2 ^ w - ctx.setDebugInfo("addspeed",1);//记录加速
7 z% `3 \2 l8 V! G2 ?: P - 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. k$ ` G% c1 [: A9 M! `
- }
' m) u' H2 d" B - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声. i8 a# M0 a" X& x+ k
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
- \0 e3 R! W6 ]& T) p3 J' v5 { s - ctx.setDebugInfo("horn",1);//记录鸣笛声开启6 |( y, ~, D- |( 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* P6 r$ [; @4 P$ H! |
- }( e7 Z; B/ @" e& p. _
- if(train.speed()*20*3.6>5){# ^4 G: f, l' u3 F( g8 W- K( w4 ?
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声* }( k6 g4 I' Z! N
- 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){+ a: B, ^2 Z8 R& z7 f$ H2 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 G( ?- P$ _9 M( W3 Z; S7 ^
- 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+ r' X V' k5 _+ Q' Y% V$ ~
- }
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- }
' k; v3 G! r1 F7 y - state.soundsspeed = train.speed();//更新速度
% d0 J" ?: N+ C5 Z3 H$ d) F" n - for(let i=0;i<4;i++){
8 v1 v j" P2 D2 @" G - ctx.setDebugInfo(i+"=",state.number[i]);$ v* ~ A+ Z. a6 s
- }. V% z. @: K" b; m5 O! A
- }
" s/ [+ f7 l$ |5 o' [$ K - 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
1 @. n/ q% P! T - if(Timing.elapsed()>nu){//如果时间超过了播放时间* o# m5 M, M( v2 I/ X0 {1 b
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放! B1 U* k D. ~% {5 f
- nu = Timing.elapsed()+long; //更新播放时间5 U9 \2 Y8 s# x7 D7 y: \$ n
- }) R8 N- r! l- {+ E1 W
- return nu;//返回新的播放时间7 c: x5 U, H6 ~3 E/ r) z1 q
- }( ]1 B Q' ]7 q, c: b# ^
- function grnn(min, max) {//随机小数
( d& ?/ N. |, |' [ - return Math.random()*(max-min)+min;3 z- K+ B& v4 c1 W
- }: r$ ~6 E% b; B# Z1 u' D8 V
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的! @! X9 [( k: z: G% O! a
- // 获取列车从车库开出的距离4 w2 E3 ?9 i+ T8 F: o
- let railProgress = train.railProgress();
" k0 P; v& h+ h2 D8 d* v7 D1 ? - // 获取当前轨道的索引
3 d, m% {7 G* [. s - let currentRailIndex = train.getRailIndex(railProgress, true);6 u0 X4 t& O4 H/ ]: @1 ~
- // 检查当前轨道索引是否有效7 J/ x1 e; o7 @% X9 I) [2 z! p
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
# w j6 s+ Y" l7 H0 d0 P6 O - // 获取当前路径数据对象
" e% B+ x( O/ \8 x: u - let currentPathData = train.path().get(currentRailIndex);( |3 t7 \$ t c
- // 获取当前轨道使用的自定义轨道名称' w- N! F; Y/ M" j" m- s
- let trackModelKey = currentPathData.rail.getModelKey();
: r( ?* y; J- n6 G8 L* I m - return trackModelKey;6 Z W; T8 [- p/ L$ p
- }
+ K6 G1 ?0 b' T& R4 U - return null; // 或者是一个默认值
3 _! J4 t: E! v: U - }
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! n, N4 x7 I; Q8 W" Z& Y) x" j& h3 I
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