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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
h9 k& V1 N7 }; \- H M( ^- var pit = 1;//初始化音高(速度)6 E! y+ Q/ U5 S0 e
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]; n$ V. Y$ d0 R; S [
- function create(ctx, state, train) {" N% F! d* ^1 l1 m: S) q$ |0 ^& m
- state.number = new Array();9 h3 c" m8 h! u' A# r( ]* z4 ~
- state.soundsspeed = 0;//初始化速度9 [1 X4 Z4 F* Q% K
- state.speedsub = 0;
0 r ?' E, |9 z# V4 O" `3 H - for(let i = 0; i < 100; i++){: V" N7 T1 ^# ~; Y ?% t0 D; C& g
- state.number[i]=0;//初始化数组$ X( S) g% p3 M1 q9 C
- }$ w) X' P5 H9 A
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- - m# j# d0 I u$ F7 m1 u: X/ Z# w4 D
- function render(ctx, state, train) {
! T7 a1 P# `) c3 P0 d2 g - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动( O$ G; r/ ~: ~' U4 Z! C) _
- pit = 1 + train.speed() / 40;//更新音高(速度)0 {2 w4 t E. y g( H. @' {
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
, q* K9 `9 T0 L4 f" [6 q, S - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差9 E& X, t, i b4 F" \* u
- ctx.setDebugInfo("speedsub=",state.speedsub)+ G' Z" Q, p- L- K, y- l3 ]
- if(train.isOnRoute()&&gamerunning==1){//如果工作
& A' R: B5 [3 |( g - for (let i = 0; i < train.trainCars(); i++) {5 u# x1 ^) ~ m: ?- k/ o8 Q
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
. I+ l: p; Q, o2 i* x - if(state.speedsub<-1){//如果车辆减速& z# K' Y3 I& ]
- ctx.setDebugInfo("shache",1);//记录刹车$ H6 Y& W" T' `6 F
- 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11 Q m3 D5 K0 D% G( @ ]4 Y' }
- 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
" G+ a; ]1 o( o8 g9 `" m& y - }else if(state.speedsub>1){//如果车辆加速5 W+ e9 h4 l+ m* Z. G9 y
- ctx.setDebugInfo("addspeed",1);//记录加速) k- i4 Z' H/ S2 `+ w1 u. J: e
- 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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- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
+ r0 E4 J1 O- i, c( [0 @ - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声6 O9 p$ n; |0 q, g' p# m1 o9 J6 m
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启" P5 N4 |: H- Z/ V. t6 z3 _8 K% 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7 [; a5 w* a2 m8 t- a. E! `
- }
* t+ K. k8 y0 @; N6 n) a* u( D - if(train.speed()*20*3.6>5){
1 I3 ?1 ^8 k7 k - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声! s a7 l+ G" ?9 a7 J: ?7 o6 Y& M. c
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声) P3 i- E+ A# |, `: j
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){1 e1 O! c* c3 S% ]% \1 L0 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
: o# F" F8 b4 R4 o7 b+ O4 j& z - 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/ v* t, q' O* @9 G2 P
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- state.soundsspeed = train.speed();//更新速度+ D' Q' b+ @/ ~6 S2 Y
- for(let i=0;i<4;i++){2 b5 R' e7 O) m) O
- ctx.setDebugInfo(i+"=",state.number[i]);
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0 z' u% f7 S3 ~* x) P* x1 n - 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
) y8 i% j, k. s - if(Timing.elapsed()>nu){//如果时间超过了播放时间9 o- c2 n- q9 ?3 C
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放/ P8 g; T( ^8 V
- nu = Timing.elapsed()+long; //更新播放时间7 v* G& Z9 T4 }
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- return nu;//返回新的播放时间' |' d0 H4 f8 {* J4 K7 M
- }
, `* G5 C& S: ~& a3 M s( s - function grnn(min, max) {//随机小数
6 c+ Q) c1 A( g! p- E+ Y* N& I - return Math.random()*(max-min)+min;
3 N9 f& g1 i6 M, ~: d5 w& m - }
3 E+ O& Y% O# H, k - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的8 U' K9 w" }9 a
- // 获取列车从车库开出的距离
8 T1 ^7 w3 T$ C - let railProgress = train.railProgress();
1 b( ^/ q% s! _$ z4 f - // 获取当前轨道的索引0 T( p) C8 j, C% }% G- C
- let currentRailIndex = train.getRailIndex(railProgress, true);' m7 ]; i' ]$ C. C2 H3 h
- // 检查当前轨道索引是否有效
5 c5 @( d* i6 k2 a - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {' P! A( p* K' S# a! N/ y* z$ H
- // 获取当前路径数据对象/ R! e. P b; N. y& L# g
- let currentPathData = train.path().get(currentRailIndex);
' y& a" J3 c: g/ o1 b) e - // 获取当前轨道使用的自定义轨道名称
$ v2 C3 z7 y; J! b4 T; B- x - let trackModelKey = currentPathData.rail.getModelKey();9 Y- \* M+ F) f% n+ X: {& Y
- return trackModelKey;8 S! g7 @( d3 k* {
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- return null; // 或者是一个默认值
* j8 T$ J* F2 V2 Z1 A5 v - }
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 w ] v6 n; i0 s. a& S2 \& y* L! ]2 N
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