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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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; h' m! B: c. T3 S) z最近在研究JS 做了一个简单的逻辑来播放声音* S2 n* L1 A" W
- var pit = 1;//初始化音高(速度)
5 T1 p7 H1 E) N: D - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
; d8 m' L4 Z& p7 v G0 x2 b0 e - function create(ctx, state, train) {
2 `% n+ j7 A* D/ {, k. \" t5 ~! A - state.number = new Array();$ z; r* ^% x+ t5 |
- state.soundsspeed = 0;//初始化速度/ u% b3 U3 ~8 `( ]& S* m
- state.speedsub = 0;
+ ^$ g5 L' c) Y8 k! I - for(let i = 0; i < 100; i++){9 [: u8 n2 i2 U7 M9 z
- state.number[i]=0;//初始化数组4 ^) N1 [* N# y0 P
- }9 B2 Z9 s2 y/ G5 l1 K, k" k
- }
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7 E! J/ n; k! `0 ^" x- function render(ctx, state, train) {
* Y* o5 @0 U: R" y2 e: f; Y6 w - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动* ] C8 Y8 B' e6 V$ u+ }2 i
- pit = 1 + train.speed() / 40;//更新音高(速度)
, e5 ~* }; ]* {. Y0 w - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 * t% j* Y& \5 P" }- \6 u2 z2 i
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差/ X/ e9 s! }+ `$ r
- ctx.setDebugInfo("speedsub=",state.speedsub)
" U' t: L/ i$ B9 ?: {* o - if(train.isOnRoute()&&gamerunning==1){//如果工作
9 ~: y' v4 B! a$ L - for (let i = 0; i < train.trainCars(); i++) {+ P- n$ ?# X! h Y
- ctx.setDebugInfo("soundsrun",1);//记录声音开启$ j* A/ Z* q% h4 C& y' o
- if(state.speedsub<-1){//如果车辆减速
! |% Z- E# F- {4 F: p8 l+ e - ctx.setDebugInfo("shache",1);//记录刹车# K6 _* D) z( p& e2 T
- 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
( G* d M# T) _$ c" U; i - 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; h; G0 s5 E4 E) y* L$ x% Q
- }else if(state.speedsub>1){//如果车辆加速
# N' G4 U! P! g# g; Q - ctx.setDebugInfo("addspeed",1);//记录加速% A6 q1 U0 e" ]4 Y" n$ T" z2 p. y. ~
- 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6 U* G& E G) O! P4 s
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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
( {- _% x5 ^6 Q. V4 j; A+ N - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
5 }* u" K$ `* c& i. e7 L0 D- U: c - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
5 W5 k* H: L& `( P, 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
5 o B7 u9 b7 Z3 V! G! G - }' B* m: r/ J( @/ [. w# N( \2 ^: Z4 i* f
- if(train.speed()*20*3.6>5){
9 E( c* |+ H# `0 w" ~4 G2 ? - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声, I) V4 v! ~$ i$ g1 t
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声1 r% o# [" ~$ k4 [
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){5 `' C. F' j0 J3 v' {. D4 }
- 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0 }; V" c9 a3 E l2 E
- 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
5 ]$ g, z4 B2 L" T( M G! y! }0 |2 m - }
: E& t |" Z0 R- n - }# O6 [( k- {+ F+ P O7 B+ p$ ]
- }
h% V& l, D0 t& s; ~6 V( i - state.soundsspeed = train.speed();//更新速度
- g0 E" l" D% s - for(let i=0;i<4;i++){
t- E% W9 A2 P, Q6 G% T9 G3 ] - ctx.setDebugInfo(i+"=",state.number[i]);( `( J+ a1 c. }$ F% G7 w
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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3 r( `9 S1 g G" [+ i7 N- t
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
7 ]) Y* V% F$ s% x0 H/ W. ` - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放! @$ W; W H9 A/ ]( c
- nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间
" ~6 I# V3 K3 u! v - }3 x* c1 U5 H. b9 m S* ?
- function grnn(min, max) {//随机小数
- h5 Z' h) Z. j% ]" u. Y. U - return Math.random()*(max-min)+min;- p# @1 J$ Y4 g+ h" H; E
- }
( }9 z- A2 X3 Y3 ?4 {8 a' N3 v% j7 w - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的7 @$ ?" M! U. n$ f9 c
- // 获取列车从车库开出的距离3 e+ _+ G& \) a5 J
- let railProgress = train.railProgress();9 T/ W) k" \% M4 \6 x% Z
- // 获取当前轨道的索引: J, I" G( m$ u* C+ X
- let currentRailIndex = train.getRailIndex(railProgress, true);
1 @ `8 A, S% K Y* v - // 检查当前轨道索引是否有效6 a+ o+ t0 G* u) u( M( `9 @3 u5 m; y
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
( H5 h, R9 q% C- X# z - // 获取当前路径数据对象
& H/ N3 p" T9 Z! P - let currentPathData = train.path().get(currentRailIndex);( `+ V9 a( M' ]; M2 w3 _8 {
- // 获取当前轨道使用的自定义轨道名称; P2 f6 a/ g* {6 |7 i9 F
- let trackModelKey = currentPathData.rail.getModelKey();
) d& M' t) K% ^+ p& J9 w' J - return trackModelKey;
1 Z1 y2 _+ S7 M5 u! ^" S - }
& X; v& l3 p( Q5 r5 H2 W8 n - return null; // 或者是一个默认值
9 `5 o4 m* Z# e4 E3 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' L, r! Y9 v: n8 z# Z! E7 [5 u
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