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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 % Z# q( Q) c& i
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( e" V3 U x$ w* @+ W: `7 P; [8 _7 k1 x最近在研究JS 做了一个简单的逻辑来播放声音+ X+ J, ]2 C8 L! f! w9 S
- var pit = 1;//初始化音高(速度)
3 Y/ T B; x- T) z4 b) C - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]& i/ e& h3 I4 w/ A
- function create(ctx, state, train) {; K, q1 z; h" Q
- state.number = new Array();: C+ I3 `+ g/ L7 i N w- t% p
- state.soundsspeed = 0;//初始化速度
6 Q( q" g1 ? C% E. W' \+ n c8 x - state.speedsub = 0;# q8 [" m! g/ ]2 L
- for(let i = 0; i < 100; i++){- T( F6 m/ c. O; y$ m, J$ {% b
- state.number[i]=0;//初始化数组
/ u2 r8 Q5 s$ u; Q - }
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- - `& m+ S4 H4 }
- function render(ctx, state, train) {, d+ X) Z) j$ E' J! ^0 F0 R$ _7 Z0 }" [$ f
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动# r% r% ^2 m% l$ j9 l- q2 b* ]
- pit = 1 + train.speed() / 40;//更新音高(速度)' w" _& D$ h/ N- S5 {
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
' l1 E3 B8 F; g8 r7 G. p! `$ } - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差( W; T8 X5 O. z# F( l4 u
- ctx.setDebugInfo("speedsub=",state.speedsub)2 B8 o- y: f, P# x4 a
- if(train.isOnRoute()&&gamerunning==1){//如果工作# q, V" ^- ?5 O5 M u$ j4 E
- for (let i = 0; i < train.trainCars(); i++) {6 t/ R5 @0 v, E" H
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
$ h. o3 a$ O, g- d, E4 h' {4 e - if(state.speedsub<-1){//如果车辆减速
' u# S# [3 n/ X9 g - ctx.setDebugInfo("shache",1);//记录刹车: h2 s2 a3 V! W
- 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/ m! K+ b6 z$ g
- 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/ ]' n" y; W v6 b) r- m. X5 m
- }else if(state.speedsub>1){//如果车辆加速
: ]* S7 w7 F3 F8 ?. t3 f5 K( N" R - ctx.setDebugInfo("addspeed",1);//记录加速
- _8 }5 e, `5 \ j2 G - 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 T: p$ ~% c6 L, A+ p+ V - }
* I( a3 Y1 _: F4 n7 ?2 m$ P, b3 h - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
9 n% o* {/ M. i$ [ - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声& u+ V5 m6 [8 j, |
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启& z3 `) J; i# 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
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- if(train.speed()*20*3.6>5){, A- N$ d* {& t- b
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声8 J/ \& u# f/ U8 {' A# P1 ]8 a @7 A
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声, U5 i* W9 D: f B
- }+ Z$ N) T D% c' S. N+ K
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
2 v7 E. Z" S' f" Y2 ]; h - 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 T" m+ Y& ?$ u. q1 \, O
- 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# {8 e7 |$ R9 v- h! h
- }
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- }
+ e6 A& J& a: ^# | - state.soundsspeed = train.speed();//更新速度
" c8 N! U" x( x" ? - for(let i=0;i<4;i++){2 D" J, Q/ |3 g* K2 B
- ctx.setDebugInfo(i+"=",state.number[i]);
' ]3 n' \) B, {0 C/ ]* o - }
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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
) M8 i4 H9 ~/ |+ c) i8 ^ - if(Timing.elapsed()>nu){//如果时间超过了播放时间# l( O8 P; z5 ?/ O/ Z* j
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
" r( C4 }& H/ F9 t- v - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间: D) v) u) {; }/ `- ]( @, _) B
- }2 D+ J7 g, F0 t: \+ O3 d
- function grnn(min, max) {//随机小数
8 [& ~* I# `( e; a! t# x# c - 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# |$ E% M& a1 Z2 C+ Z
- // 获取列车从车库开出的距离
0 }2 M# h/ `: n1 c' p8 I - let railProgress = train.railProgress();
7 A2 V, q$ c( U+ ]( l - // 获取当前轨道的索引
( P" I% J* {, B - let currentRailIndex = train.getRailIndex(railProgress, true); e* p7 V3 E0 X. B
- // 检查当前轨道索引是否有效
! V1 ]8 _0 o0 m, z3 L) b7 m - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {. r: A: G# I Y( e
- // 获取当前路径数据对象
( \8 ^% H" D7 x! |- y - let currentPathData = train.path().get(currentRailIndex);
) Z w, Z B2 `$ p$ [4 f; X - // 获取当前轨道使用的自定义轨道名称
1 r+ v9 ~+ z G - let trackModelKey = currentPathData.rail.getModelKey();
. \- F( ^2 L" z+ E - return trackModelKey;
8 L) S6 I0 L2 b* ?# E$ n7 T - }
, G! k9 P+ E6 J+ O3 J" t - return null; // 或者是一个默认值
u/ \7 n' g& x4 o' [5 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; q. S* r! x7 U0 F+ g. g
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