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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 ( k+ q2 b* M) S# s
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# a* P2 q+ G7 Y6 L$ J最近在研究JS 做了一个简单的逻辑来播放声音) G+ a3 w7 ^, i* y- l# C4 D' W
- var pit = 1;//初始化音高(速度)3 w, c5 ]# I9 e5 M* D
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
I/ A" b: v+ d: [! f/ j% q - function create(ctx, state, train) {
$ f6 d+ N( H. t- U4 y/ k - state.number = new Array();' o) ^+ `3 P: n& X6 R/ W$ [- y/ |
- state.soundsspeed = 0;//初始化速度9 g- Y$ O0 m! t+ o( ^7 B G
- state.speedsub = 0;
8 p% K( G; o+ P - for(let i = 0; i < 100; i++){& V7 ^$ \1 @1 r4 D# m+ ^8 T
- state.number[i]=0;//初始化数组3 Y: ]& ?' d$ p' { ?7 H1 Y( B
- }( M+ y7 W' J" s f* }+ m* f
- }
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- function render(ctx, state, train) {
2 f7 e3 z, [- c+ M$ e' l - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
0 p; S) K& N' }- z( v - pit = 1 + train.speed() / 40;//更新音高(速度)
/ P- K4 F+ ^- R# t9 `! H1 j# H/ Z! k - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
0 l8 g; d$ {, v) e% d9 l - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差# b/ `% ~+ a- P9 c3 Q3 c7 D
- ctx.setDebugInfo("speedsub=",state.speedsub)
3 z3 H% X- ~& E/ Q% ` - if(train.isOnRoute()&&gamerunning==1){//如果工作/ t, R! ]) i1 h! e9 u
- for (let i = 0; i < train.trainCars(); i++) {5 ~! ]3 P/ |) Q( ]
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
4 V. S j$ v$ e ~2 ?* q# S - if(state.speedsub<-1){//如果车辆减速1 e' q! Z7 {/ I+ J9 `
- ctx.setDebugInfo("shache",1);//记录刹车# [( Z$ q3 H" i% ?
- 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
) ~9 [) q- F. s a - 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
4 X- r ^7 E2 S3 t+ H7 [, W - }else if(state.speedsub>1){//如果车辆加速. r4 K9 Z0 M, E5 ^" v/ S% M
- ctx.setDebugInfo("addspeed",1);//记录加速
( x @3 B$ P# m3 I9 c4 e - 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9 }* g2 e! z+ [' F$ m
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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9 z f) |' V7 A1 {0 i
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声4 ^$ r0 l3 W& G- @) ]0 m; d; B
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
9 P! J* p1 u6 J3 m - 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9 n! s L, u0 Q, s/ k
- }
0 v! d/ {+ B- c! W5 m" Q% o - if(train.speed()*20*3.6>5){
7 W! Z# p. s0 j. H4 d - 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 a4 ^5 M' p+ z9 A) {: L - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
/ j5 Y( C# v, ^) b8 U - }
# b+ g/ V/ x" e6 s% T - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
- P+ S4 x8 R2 h" _* d - 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
2 k1 b; a$ Q' n: ~$ i4 ^8 y3 n - 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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- } M8 k5 j1 I; g; R# _" y: {
- }
8 A$ [( }& ?7 K( B9 s9 l! x; { - state.soundsspeed = train.speed();//更新速度
1 Y" ^( W2 @* K5 C0 ]7 G0 H& r - for(let i=0;i<4;i++){
* [# e6 {. N# f8 S/ k. ~ - ctx.setDebugInfo(i+"=",state.number[i]);
$ T. O% R0 K+ H/ u6 X1 d. k - }
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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 q S4 C( E# H+ f: v9 g- c1 a, v
- if(Timing.elapsed()>nu){//如果时间超过了播放时间( V) \. q: w& P1 t- _/ d1 W4 H
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放, ]3 J1 Z" ~6 b# L: l! k
- nu = Timing.elapsed()+long; //更新播放时间6 P8 N" g7 k; w* N- \& O5 }
- }
f3 Z/ F, R5 |" P) i - return nu;//返回新的播放时间* i& |% ~9 B' k/ w; g; ?5 ~
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- function grnn(min, max) {//随机小数
: _" v8 o9 |' e% k! q, L( n - return Math.random()*(max-min)+min;
' w3 V- S! N6 t1 f - }
% t2 Y" ^% @& H/ t! G+ C' E1 _ - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
# P2 Q+ @- Y! k \ - // 获取列车从车库开出的距离
/ Q6 t+ a: p8 \" v' [ - let railProgress = train.railProgress();
7 x9 E) R4 U) Z/ S - // 获取当前轨道的索引! C+ [- L4 ?5 D( Y& x; Y6 a
- let currentRailIndex = train.getRailIndex(railProgress, true);
6 b4 s# C: w4 A# Z - // 检查当前轨道索引是否有效4 \( O/ |% \. C2 K3 l
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {3 z0 J3 g7 m% f# f' y3 C
- // 获取当前路径数据对象
1 t4 K& ^* M0 D& j. h - let currentPathData = train.path().get(currentRailIndex);0 ~( a! ^5 T% o c8 p
- // 获取当前轨道使用的自定义轨道名称) K3 ^5 U$ `7 N1 b9 E1 g. J0 L
- let trackModelKey = currentPathData.rail.getModelKey();
( S; D% u- l0 Y" u - return trackModelKey;- `% H- X1 z# h3 H: ]7 i
- }
2 {$ b9 p. x. D ~9 N/ _ - return null; // 或者是一个默认值" w6 |4 G5 X2 G; j4 Y
- }
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# J% ^' z- X/ j1 u: K* p
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