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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 4 l: Z7 R% J2 Y/ i
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- P7 Z" y, R& H5 Q) P: ]最近在研究JS 做了一个简单的逻辑来播放声音8 ]9 M+ i; A `9 n7 k2 g+ C
- var pit = 1;//初始化音高(速度)
' B" a% h$ @8 W7 `5 |) | - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]8 ?/ g0 `- t8 Y
- function create(ctx, state, train) {4 q0 c+ S# b; f2 T
- state.number = new Array();
& X6 f/ o1 s7 v - state.soundsspeed = 0;//初始化速度: O1 g# L& z3 |( x+ x. j! \3 t E' g
- state.speedsub = 0;0 H ?- s" W! F- ?9 z; k
- for(let i = 0; i < 100; i++){ R3 N8 P, v# b+ b( ~0 ]
- state.number[i]=0;//初始化数组
& N4 h; z- s( `2 N+ S - }
8 }' @# S0 L6 q) Z7 r% |: u - }
' _2 y, U: f4 Y. [) \" a+ l - / r# O/ N2 M2 }9 ^# O* x
- function render(ctx, state, train) {
3 @( n; Q; T( I. z: e9 Y1 \ n - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动& ]: z$ M' U9 p, o, f' r9 }
- pit = 1 + train.speed() / 40;//更新音高(速度)
8 V( ]* i# b3 @( p7 B - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 - b W: P2 y0 W3 p1 c0 b
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
* h% O7 I1 a# `% L - ctx.setDebugInfo("speedsub=",state.speedsub)
: \) x; b7 z% c - if(train.isOnRoute()&&gamerunning==1){//如果工作9 y5 Q+ t, J! }
- for (let i = 0; i < train.trainCars(); i++) {
( X- i9 ?, U7 _% J) y - ctx.setDebugInfo("soundsrun",1);//记录声音开启
( [7 b0 o: Q7 \8 P& V+ C - if(state.speedsub<-1){//如果车辆减速2 Z; T' i, c- I* y1 D
- ctx.setDebugInfo("shache",1);//记录刹车
) L* r) W( P8 g Z r - 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
: K" z( c( ^* d. D: K& f - 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28 D6 k5 X1 N+ S
- }else if(state.speedsub>1){//如果车辆加速 }2 ]0 M0 R) E+ A
- ctx.setDebugInfo("addspeed",1);//记录加速
1 @% ~, R" f" T - 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. t7 l# h; m* k0 d9 C2 w
- }" S. s: ~/ O. e8 j- F; \) r
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
7 Z8 U+ {: y/ b1 I - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
% T% x% q! [) C$ w) N- k0 o - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
' p7 v& |* F- B. x - 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' ?# @. r- p2 A7 z! |% f
- }
7 C E6 a6 N+ O- X% U - if(train.speed()*20*3.6>5){
; N) j' S n$ Q4 Q9 W - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声# ]" x" b. o8 {! A) U2 D8 V# e
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声, `- B( o) z4 z7 Z* s; I1 w v# O
- }; h" y" C- W* w0 h3 K' e, q. s! k
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){) X, h9 W! ]3 {1 ], V' h: E
- 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
& d/ W" }* y! |) R. @4 ^ - 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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- }
0 S6 i3 S2 G( u' B1 k - }
( r- X& C0 h C& G+ M, H$ r- X - state.soundsspeed = train.speed();//更新速度6 q8 v- r+ Q I: f! |
- for(let i=0;i<4;i++){- d0 t( p. r C. V5 k
- ctx.setDebugInfo(i+"=",state.number[i]);! p" j$ h' G3 }% n
- } Q6 n2 S9 X( m. g: F
- }; [2 ]+ d" p7 T% @
- 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4 C/ n) F: M1 x' G3 ^; O
- if(Timing.elapsed()>nu){//如果时间超过了播放时间) {6 p" w) C) e; o
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放) f7 {2 g' ]9 Q8 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
* I8 c8 M) z) Z$ V& O, w# `: P - }) s7 M% i1 `, T% c6 E) F" g
- function grnn(min, max) {//随机小数+ H V9 C: I# e4 ~& m
- return Math.random()*(max-min)+min;
, F- P+ h! L/ k7 B6 h# k' j. \) ? ] - }
H: p0 n" L+ r - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
* e9 q( E# n9 }) w" k- L - // 获取列车从车库开出的距离
2 h) N# t1 r) F# |8 n - let railProgress = train.railProgress();
& Z. H$ y- e5 ~, i! `: F- J - // 获取当前轨道的索引1 Y2 R1 @. h$ N" N
- let currentRailIndex = train.getRailIndex(railProgress, true);
% F) P1 h0 P1 z& W' g( q2 L - // 检查当前轨道索引是否有效
: I5 B! S. W. p - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
9 X$ U3 \& t; \ - // 获取当前路径数据对象% v- J. k+ ~; u* p$ o
- let currentPathData = train.path().get(currentRailIndex);
/ F3 F; _; v% P. Z3 P: x - // 获取当前轨道使用的自定义轨道名称" v0 ^$ ~; g4 E* W7 o2 L( Q
- let trackModelKey = currentPathData.rail.getModelKey();/ L. m& w& C1 P: N- V) i
- return trackModelKey;, o: S6 b6 q7 \" ~- U( a! `5 P- q
- }
8 @ |$ c. w. }* L9 I9 c - return null; // 或者是一个默认值7 U4 [ E; R: l: p6 L- l. X
- }
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9 ?1 P8 L; `/ o3 E- w
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