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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音4 m# n2 }! Z! ]) B% A
- var pit = 1;//初始化音高(速度)
3 b5 `+ A; t% L% S - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
+ M, I6 D6 k3 m+ G9 u - function create(ctx, state, train) {% r/ l, C! b7 g) A" O# e7 U
- state.number = new Array();+ H. M4 e1 ^# l+ Y5 u, j
- state.soundsspeed = 0;//初始化速度: _# [( N7 T" p* v3 R, c* S5 ~
- state.speedsub = 0;+ n$ g' G. O$ t3 r
- for(let i = 0; i < 100; i++){
) d5 j" T9 [+ A2 C0 C; w - state.number[i]=0;//初始化数组5 Q/ {0 o. y. w. k, ?
- }
" T5 T) c# @1 D3 k - }
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- function render(ctx, state, train) {/ T2 P( n8 y5 D/ e5 a: V' e) w D
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
6 d, z! m& ^2 \4 m/ R) A3 O: e - pit = 1 + train.speed() / 40;//更新音高(速度)
3 `8 _( `' p" L - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 d* G7 t1 z; {! t! C5 a# i. u
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差7 m* i& J0 g9 T. j0 Y% t+ r
- ctx.setDebugInfo("speedsub=",state.speedsub)
7 b: o$ h3 x4 r- H @5 M3 F1 E - if(train.isOnRoute()&&gamerunning==1){//如果工作* K( P3 m( ^: d* e! q1 x) Z7 _9 }
- for (let i = 0; i < train.trainCars(); i++) {& e, o% y8 o3 M# R
- ctx.setDebugInfo("soundsrun",1);//记录声音开启; _! w$ y/ ?" E# X3 u5 N& _2 i
- if(state.speedsub<-1){//如果车辆减速/ q% H1 q# e5 H
- ctx.setDebugInfo("shache",1);//记录刹车7 O5 r1 P; j& V; m, d
- 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
) o% `& } @1 `- W' | - 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
3 q/ U/ c7 s( Y S - }else if(state.speedsub>1){//如果车辆加速" F, m& @$ {) Y9 g& q' x* n
- ctx.setDebugInfo("addspeed",1);//记录加速
/ v( H! J* D% H! _- k - 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
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7 {6 |2 S. G- S. D5 A - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声. y3 x7 q4 G% ]" Q6 ]
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
}7 M& V9 m8 J8 Z) u" r- ` - ctx.setDebugInfo("horn",1);//记录鸣笛声开启7 h2 D" Y: M# F6 G# q
- 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' m! T8 t2 W" w8 T" T( o+ C. I- t
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- if(train.speed()*20*3.6>5){6 y1 j+ {+ z: D. p5 n0 @
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声; C1 G/ r! e2 g! z, O' z8 p2 ~
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声- B0 N4 e! Z" o$ ~% M0 z, n% A4 z
- }
+ q- S6 p1 G- E# }5 a - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
. _0 }! a+ i: T4 o R; t) [ b2 r2 L1 L5 v - 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; o, h+ K# w/ y7 |: ~
- 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. Q8 m5 X+ r+ ^" b
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- }
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8 t6 Q% G( z. \: B8 s - state.soundsspeed = train.speed();//更新速度
/ ]( A$ ]5 z1 T7 Y0 \4 M9 a - for(let i=0;i<4;i++){
; I9 I: |$ u1 Y2 G- B$ i6 i2 c - ctx.setDebugInfo(i+"=",state.number[i]);
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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
! a/ `9 G" V5 P5 e! W# H2 w - if(Timing.elapsed()>nu){//如果时间超过了播放时间9 g- {1 M1 G4 k0 F
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放- x# o( o, g# i& H0 y6 \" l
- nu = Timing.elapsed()+long; //更新播放时间# y' g4 p4 X4 ?. ~: ^9 u
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- return nu;//返回新的播放时间
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0 j7 d! J3 f7 G4 {) ? - function grnn(min, max) {//随机小数 l; g' _% i; N
- 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, F E4 E3 e% I+ ^( g
- // 获取列车从车库开出的距离
" ]5 F ?! W% |5 N7 d - let railProgress = train.railProgress();
/ M& k) [( C. p1 U0 S% P6 y7 K - // 获取当前轨道的索引3 Z# e3 V1 E1 o! e
- let currentRailIndex = train.getRailIndex(railProgress, true);6 m0 T' h/ h/ ^. P) N
- // 检查当前轨道索引是否有效4 O% H! E: Q& @5 p2 ?7 _8 H' W- i
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
0 l4 X3 u2 C( y/ B" \& k! o - // 获取当前路径数据对象
3 b0 k& @' P) e- d) F2 }# k5 t - let currentPathData = train.path().get(currentRailIndex);9 a. e/ b) X8 Q6 I U5 O. }0 H
- // 获取当前轨道使用的自定义轨道名称) Z! U. R+ E1 X
- let trackModelKey = currentPathData.rail.getModelKey();
) {0 R" K: h+ g4 g" W/ v* P) H - return trackModelKey;
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% q. k4 _0 h* W1 x1 ? - return null; // 或者是一个默认值5 L' {$ S! N8 y$ 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
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