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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
: h( N* J% \3 p- g$ E- var pit = 1;//初始化音高(速度)+ W2 A0 q$ E, j3 A2 A4 G; a" d+ z
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
) n! G- w: I8 y# }! S; H - function create(ctx, state, train) {! y. r/ N8 S0 e* V+ A5 b2 O8 ^, j
- state.number = new Array();7 }: i1 A! k, }& H. ^; J* Y
- state.soundsspeed = 0;//初始化速度
R4 t. K6 z8 f' A - state.speedsub = 0;
' c3 d. d; E% H& Y8 c X* i - for(let i = 0; i < 100; i++){
* j t% F) m8 i3 J" f G - state.number[i]=0;//初始化数组8 k8 k/ E! N% `! l; z
- }
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- function render(ctx, state, train) {
. V9 g! u2 |3 {+ d8 d1 U7 R |: J - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动5 w1 K7 \% q5 o; U( a4 r
- pit = 1 + train.speed() / 40;//更新音高(速度)$ l2 z B3 A% Y& C6 h
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 7 R2 f; J' M2 N4 x4 F+ m3 R! v! Y
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
1 ]9 o/ a& i- b: C; x9 r- q7 t - ctx.setDebugInfo("speedsub=",state.speedsub)1 E0 C7 |4 W6 ?, s1 z5 D/ @
- if(train.isOnRoute()&&gamerunning==1){//如果工作, C7 E& `* E4 y$ F
- for (let i = 0; i < train.trainCars(); i++) {
& c) F( U$ }: o9 w* T - ctx.setDebugInfo("soundsrun",1);//记录声音开启
4 ~- C3 K9 n" m9 }0 b( u - if(state.speedsub<-1){//如果车辆减速4 W% C( n1 _ m9 |; r* Q9 ]
- ctx.setDebugInfo("shache",1);//记录刹车
+ }& A+ r1 d4 a- C9 {5 B - 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
( `. A0 \. i" U4 ]7 e: }6 c - 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+ \+ c. s x. `; H
- }else if(state.speedsub>1){//如果车辆加速
7 v; w0 z7 j; V& l% \. r- b - ctx.setDebugInfo("addspeed",1);//记录加速7 [ m( ` P. N; y! t, N
- 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& V& }4 v" G. L& z# B4 e
- }
1 }2 G2 P p' |( y7 C7 b - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声" G @$ C9 R& h( l
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声- n2 ], q0 ?- ~! f3 Y7 u
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启) _: N( j" m1 y/ E4 E+ \( h
- 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! j8 E0 y1 a: r" Q( b2 \0 [6 {
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- if(train.speed()*20*3.6>5){
n4 R( p, q* p1 H - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声, M/ D# j( F# B3 X. g' X8 q8 q- 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; z: g2 V5 u+ B" A. e
- }
/ `3 E3 K( T/ R r - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
! L& S2 f' o. E9 ? - 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+ f" d7 y4 s: j9 n- o; _# h7 j
- 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# H3 Y4 w$ t% d O) i' q" f a
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- }
0 V) F7 s8 A- `2 ^6 T% T" }/ { - state.soundsspeed = train.speed();//更新速度
* m& d3 z3 R9 p( b K" m$ J - for(let i=0;i<4;i++){
$ q! G! ?8 t( {( Y5 P - ctx.setDebugInfo(i+"=",state.number[i]);4 p& v+ E3 S2 L3 Y& S
- }
& I' K5 s9 W3 m5 H0 y - }
( T) U$ z- S! o/ [ - 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5 V& u3 `9 T1 S
- if(Timing.elapsed()>nu){//如果时间超过了播放时间" Q6 z% G. @. k& \6 t6 e; J
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放" U% [- Y) [, R- d! W6 h
- nu = Timing.elapsed()+long; //更新播放时间1 {" a+ n5 B- w* I" h2 v
- }
$ U8 b9 l$ e& D( ]- s0 p6 v - return nu;//返回新的播放时间6 o, ~& a; x/ e+ c7 n6 S
- }
: t( u3 a, w9 l$ z! g - function grnn(min, max) {//随机小数$ M, B/ K# a: p7 u/ i- p
- return Math.random()*(max-min)+min;
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' L7 w$ Z8 d$ b, s7 M$ w - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的. C7 P& r7 L2 x: H
- // 获取列车从车库开出的距离$ x( P7 f5 E5 [
- let railProgress = train.railProgress();. w9 D- E7 B: r) L
- // 获取当前轨道的索引2 W$ Q' [4 `, ?/ z& y- U
- let currentRailIndex = train.getRailIndex(railProgress, true);$ [$ O- L4 a3 ? s
- // 检查当前轨道索引是否有效7 l$ [- N' Y% Q, K. \/ j/ q M* M
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
( n: s, U+ r' s& [8 T! j, ` - // 获取当前路径数据对象- p2 _% X# T% ]2 E6 |" T
- let currentPathData = train.path().get(currentRailIndex);7 Z+ p" J9 f$ O0 u5 I# C# x4 K1 C
- // 获取当前轨道使用的自定义轨道名称# g. z' t. z. P5 @# C
- let trackModelKey = currentPathData.rail.getModelKey();
/ c/ \8 j( C( C! H u* H - return trackModelKey;
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- return null; // 或者是一个默认值% Z/ T* [ f$ K: ?# g( H/ c4 y; s
- }
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" o, P8 v4 ^* E. P5 C3 E: a0 I$ ]
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