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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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4 v4 t# d6 n" c7 R% [4 M3 c1 l最近在研究JS 做了一个简单的逻辑来播放声音
" v! q8 K/ D2 p; [' |9 L- var pit = 1;//初始化音高(速度)' \8 A7 Y, a. y1 p7 @! U* j2 e
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]6 R8 W3 V' Q- U: `2 X t
- function create(ctx, state, train) {
# U4 s1 Q+ t/ i! i - state.number = new Array();9 i. d5 @* I1 Z- G u% G
- state.soundsspeed = 0;//初始化速度
* @9 o) N# W+ @" f3 K* s* N - state.speedsub = 0;% l Y3 y( m; S/ u5 y6 T# J
- for(let i = 0; i < 100; i++){7 z+ t; {4 @; W) K8 S1 r# u
- state.number[i]=0;//初始化数组* a" u' \0 E* K+ j9 j( v, u' }; w
- }
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- function render(ctx, state, train) {# p& D) i3 t# z7 D4 d+ {; i
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
0 t9 ^6 X5 }: _, V( t+ P3 W/ | - pit = 1 + train.speed() / 40;//更新音高(速度)
# L* u+ e9 R4 o. S+ t t# x - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ! h2 t7 g4 d$ K) A$ y( q; {' X
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
% _% _: G# F3 {5 _ - ctx.setDebugInfo("speedsub=",state.speedsub)
7 u1 e: x3 R2 [2 c( _7 |; Q8 @ - if(train.isOnRoute()&&gamerunning==1){//如果工作0 s7 X8 q! t% i. Z. Z4 @
- for (let i = 0; i < train.trainCars(); i++) {
8 ~' Y. ]2 `' X Z) y# K - ctx.setDebugInfo("soundsrun",1);//记录声音开启
2 o( q; ~* Z* f3 a: t7 h- Z, q - if(state.speedsub<-1){//如果车辆减速
6 G7 c8 q x% _1 h: O' q - ctx.setDebugInfo("shache",1);//记录刹车
0 R+ W% `2 m) r. E4 @; 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" R% R; x5 ]" @' o: t6 Z9 |
- 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22 p" m( P9 Z$ Q) Q
- }else if(state.speedsub>1){//如果车辆加速 }" ~' B) h. I' E8 V1 R- s& K
- ctx.setDebugInfo("addspeed",1);//记录加速& e3 K9 ~, I2 \4 g5 S
- 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- \6 H: m r! U1 l' J0 p
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
1 i! z' W2 T9 m* `. i) n2 T$ m - ctx.setDebugInfo("horn",1);//记录鸣笛声开启! X& L$ k: T/ ~1 l# @3 G7 K
- 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
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+ Q" m( g- w0 [( ~7 K7 | - if(train.speed()*20*3.6>5){
) ?! k( f" E$ L- s - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
4 R4 S& j! _ v - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声) V. C8 n! }- x3 _1 \: l$ B
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
, z0 C1 E; I# S - 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
: Z" b* {7 Z7 x2 k - 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( D( {0 b8 C, K3 w
- }
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- state.soundsspeed = train.speed();//更新速度
* r0 O7 e" ?! g& L# G; s* P& O9 x* J - for(let i=0;i<4;i++){
( h2 [1 x3 u+ x - ctx.setDebugInfo(i+"=",state.number[i]);3 O& e' r7 O! T O
- }
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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& M" j9 k( f3 \% b) _3 c; _
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
, J, p# d" Z: H# o5 P1 e - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放1 }4 K$ Q3 o$ R. X/ H6 ]" f
- nu = Timing.elapsed()+long; //更新播放时间# @( I/ {+ Q2 q5 S/ l- @) J4 u; J$ G
- }
) k, x7 U: T1 V& O! J! x" l' j$ l - return nu;//返回新的播放时间! G. q: [: b5 v. @
- }
4 y6 o: g- P/ ^ - function grnn(min, max) {//随机小数
* x! ~' m: g( Z# f: y$ l# v - return Math.random()*(max-min)+min;
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- y3 |) W* P% _ - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的8 X" \# {* a% C9 X& A& y
- // 获取列车从车库开出的距离
% V0 e/ A5 g- Y5 r4 \* u - let railProgress = train.railProgress();
* T; l m, H8 v: {# @2 D - // 获取当前轨道的索引
4 d5 |( ?3 _5 b: \ - let currentRailIndex = train.getRailIndex(railProgress, true);2 Q9 \7 ~4 `7 D' {3 A3 O
- // 检查当前轨道索引是否有效! O: U E& ]: V
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {9 s4 o& |* e) [4 A6 n7 |( v% `( R3 H9 I3 l
- // 获取当前路径数据对象
5 r; s) a& q6 P/ Y - let currentPathData = train.path().get(currentRailIndex);% t: Z# _- f' W% Z; }, q
- // 获取当前轨道使用的自定义轨道名称3 N& l% x$ n ~* f3 V# E- b
- let trackModelKey = currentPathData.rail.getModelKey();
. G! q6 I% f3 A2 ^* Q - return trackModelKey;
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- return null; // 或者是一个默认值9 h' g1 P: l2 x& E: E2 p
- }
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( g3 j# y6 k* h2 B
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