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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 - k; ?0 @/ P- Q0 }' `9 P1 u) _. N
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i3 M2 l( F* ^( C/ \) W& q最近在研究JS 做了一个简单的逻辑来播放声音- e) S' T Z: ?& g- z6 P
- var pit = 1;//初始化音高(速度)
1 b6 ?4 j0 r+ M3 M - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
! Z9 |7 C, g. D. s - function create(ctx, state, train) {
+ B; y! ~' I E) l( _$ r' {3 R- M4 `) g - state.number = new Array();
& i7 j; N r4 ` - state.soundsspeed = 0;//初始化速度$ ]3 \9 o' w' a% k# M
- state.speedsub = 0;
8 U/ d, f2 }& t. S, V/ @ - for(let i = 0; i < 100; i++){
" j4 B- k. q1 N2 J6 @ - state.number[i]=0;//初始化数组7 O* ]7 \* c2 Q$ X
- }
U0 X" p; s( V$ t - }
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e4 |; a$ h+ l" B9 x) v8 W4 ~. ?- function render(ctx, state, train) {
6 e: j4 b: Y: @4 C - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动% j r$ k& \: ^- J9 F
- pit = 1 + train.speed() / 40;//更新音高(速度)
0 Q( j6 X$ C/ Z - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
( U1 H6 ]7 e+ r" g0 \; S3 Q6 v+ ^ - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
+ n& h v2 v* ~. g0 W8 }9 }3 j2 P - ctx.setDebugInfo("speedsub=",state.speedsub)9 v; C' w4 k+ Y, y+ f. f
- if(train.isOnRoute()&&gamerunning==1){//如果工作
' g. k2 V; \5 N6 g4 l - for (let i = 0; i < train.trainCars(); i++) {' w4 E* t9 a. B4 s$ s9 B! v5 }
- ctx.setDebugInfo("soundsrun",1);//记录声音开启# [1 y) v5 u/ O
- if(state.speedsub<-1){//如果车辆减速
5 Z+ ?. o$ [" l - ctx.setDebugInfo("shache",1);//记录刹车1 K; z( S9 e! l& u0 I) S% Z P
- 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: c& ^! _$ U5 @7 Q
- 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; l; O" {! P8 [0 S3 _+ C
- }else if(state.speedsub>1){//如果车辆加速1 O- J/ r( \) f8 ]
- ctx.setDebugInfo("addspeed",1);//记录加速2 G$ |$ c+ j) r; B
- 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4 c. [1 w# b v
- }
7 v {2 Z- |! R+ L2 K1 R1 s& l, e# a - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声& t9 o5 }+ r4 X
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
; c `5 \. X; ]0 t* g - ctx.setDebugInfo("horn",1);//记录鸣笛声开启. k9 V1 M. N: n6 |% K; }7 o
- 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
8 B, I2 C) o: m H - }
3 n7 L% s1 p% W+ Q - if(train.speed()*20*3.6>5){$ _( c' v3 S, h+ M& Y
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声) {' w# S. Q) T8 T7 e9 W' F+ 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! C6 @5 X6 P6 C# k
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){* p7 I- M# ?9 i! I4 z5 H* y, _
- 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4 p5 K) A6 E& G' s- F
- 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. B, o7 X* S2 O1 ]: J2 q0 a& C7 F
- }
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+ E2 T b. F; ?# A9 y - }
/ j, D6 |" j; r - state.soundsspeed = train.speed();//更新速度3 U0 J8 I% w( [: ?
- for(let i=0;i<4;i++){; h2 Z) L- A1 A
- ctx.setDebugInfo(i+"=",state.number[i]);
5 u, I \* f$ _# |1 H- {9 X, ]. b - }
- K& W% Z9 \+ Z4 ~" y - }
) I% T$ n; y7 Y6 U0 W - 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
T4 q& {8 h# i3 k' H* x - if(Timing.elapsed()>nu){//如果时间超过了播放时间3 D/ d# o& t- M* [9 P
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放- }% F, w& u. d1 q+ \5 e) e
- nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数8 d6 U' `! x+ s* T2 `" y- G5 D7 [
- return Math.random()*(max-min)+min;& r2 O# m/ `1 X& T! O, ]4 r
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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4 t; u8 }" A1 b4 Z/ O ^. g( W
- // 获取列车从车库开出的距离
; P- G1 V; L. v& E' V - let railProgress = train.railProgress();& `: N- r: B/ o( v- c! Y2 E
- // 获取当前轨道的索引: B1 A& c0 t6 u
- let currentRailIndex = train.getRailIndex(railProgress, true);, M4 F0 C% C! e% y5 |0 s v5 U7 ~. o
- // 检查当前轨道索引是否有效
* B$ j$ k* E3 Z, Z0 T0 l" ?5 H - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
$ ^0 O" f( J: h( A - // 获取当前路径数据对象
9 i8 T- r! m( E1 I+ i! ?6 J& Z - let currentPathData = train.path().get(currentRailIndex);- b4 T- E2 h: U0 r. o8 j
- // 获取当前轨道使用的自定义轨道名称# a/ [% k6 K6 T0 f A
- let trackModelKey = currentPathData.rail.getModelKey();
+ y5 b; S! S! V6 ? - return trackModelKey;4 y7 X1 d( k9 P2 f7 e% b- c3 H
- }
! g, X* K) _% C: U6 \/ K - return null; // 或者是一个默认值4 j" E1 m8 M ?4 K, _) C/ a
- }
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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