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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 0 J$ M* C/ B; w% B8 s8 j3 Q
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! E7 Q1 K, \: A; y7 E3 i2 w/ K, F( A最近在研究JS 做了一个简单的逻辑来播放声音
" ^- q" h" |) @6 \, G- var pit = 1;//初始化音高(速度)
1 O" N5 e7 |% v6 M: f' \ - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
( V$ I$ z5 \5 R( V1 K. F2 i$ i - function create(ctx, state, train) {4 ?5 @& P* o% }3 J+ x5 |* @
- state.number = new Array();+ A6 i. L5 ]/ g9 u" W, T! `# I6 H
- state.soundsspeed = 0;//初始化速度
9 U& Q* X' I9 z; c - state.speedsub = 0;; r2 u, H7 ^9 a; T& }
- for(let i = 0; i < 100; i++){/ ?. `: b4 d% \- m- s: G
- state.number[i]=0;//初始化数组 s9 [, o8 \" K' i! J
- }
5 y, I4 C& d$ } - }
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- ~- z. \: |7 m+ D- function render(ctx, state, train) {8 F0 m2 p) Y" M0 i( o" y0 u
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动) I+ A% O* p& ]7 g, m( e
- pit = 1 + train.speed() / 40;//更新音高(速度)1 m2 ]' l$ H$ a1 L
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
1 U( {' d; p, ] m7 a9 e2 s - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差9 J6 V& W4 _' c* n3 }
- ctx.setDebugInfo("speedsub=",state.speedsub)- ^; M* i0 a8 O3 O P6 T Y
- if(train.isOnRoute()&&gamerunning==1){//如果工作$ e2 Q: Y( {1 m5 K# n( M# e/ D8 w
- for (let i = 0; i < train.trainCars(); i++) {& V6 t( I8 j7 ~4 F# T: G
- ctx.setDebugInfo("soundsrun",1);//记录声音开启6 h. x! F# {$ S; g
- if(state.speedsub<-1){//如果车辆减速- m7 X1 N- h( S5 g' W3 B6 p
- ctx.setDebugInfo("shache",1);//记录刹车' I2 g3 e# z; A5 D9 B6 ]
- 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' l8 ^: F7 p, Q9 L G4 ~4 K1 g
- 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: t5 [& T% F" g9 o5 g, ~
- }else if(state.speedsub>1){//如果车辆加速
3 `+ C- `. K6 Z* q9 e; g# L - ctx.setDebugInfo("addspeed",1);//记录加速& W0 w( X* P% S+ A/ o
- 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& G8 E4 v. C, e$ E+ v
- }3 ?. Y5 R, B3 k; F/ x' X" Y+ e
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声( E, b# B* o; `" z
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
/ [* e9 C3 W6 ^0 \ - ctx.setDebugInfo("horn",1);//记录鸣笛声开启 ]0 u* W) V: n' ^1 H; }. I* r( E
- 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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- if(train.speed()*20*3.6>5){2 I; Z3 U3 e I+ e/ I _
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
) b" O% j: J4 I z8 c: H4 F - 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! S0 y. |7 ?, C: Y: A
- }
2 u+ {+ }0 \( T5 y - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
# k* o% v& |. Z/ x. x - state.number[5]=sound(ctx,wheelsounds[Math.floor(grnn(0,3))],i,soundspos.braking2,0.8,state.number[5],32,0.05);//播放撞轨声& d! O- v' T- E9 Y4 F0 A P
- state.number[5]=sound(ctx,wheelsounds[Math.floor(grnn(0,3))],i,soundspos.braking1,0.8,state.number[5],32,0.05);//播放撞轨声
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7 G+ q8 Y4 ?, G! Q# i - }
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- state.soundsspeed = train.speed();//更新速度! b5 }( [5 ~) M1 C4 V/ C- X
- for(let i=0;i<4;i++){1 }; Q5 w2 q" u5 ^
- ctx.setDebugInfo(i+"=",state.number[i]);
# k9 C9 l+ P& N: F4 Y% T - }
. r, e4 I4 |" f/ S - }
4 J- r9 k+ [0 j$ L9 P% i - function sound(ctx,name2,i,vect,pit,nu,ll,long){//播放声音pit是音高(速度) nu是一个数组,用来记录播放时间,ll是音频响度,long是循环播放时间
6 r2 m8 `- q+ e% {* h- [ - if(Timing.elapsed()>nu){//如果时间超过了播放时间
5 J# v- w4 v- U. ], H' J - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
+ i9 i& Y0 c: { - nu = Timing.elapsed()+long; //更新播放时间
, [; `1 S |! G/ [4 s) F - }
- }5 Y9 Y. A9 ^ - return nu;//返回新的播放时间
; y' G' S! ?8 L0 o8 [4 u - }
' u5 O+ ~/ o* o# H n - function grnn(min, max) {//随机小数" }) f7 u. o0 o! T0 C7 H
- return Math.random()*(max-min)+min;) Y( V9 l% y3 K% G7 k( \) A
- }/ J0 O& ^. G: ~/ O% ?+ U+ e+ r2 G
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的) i; \' F; J' e2 ^8 \' h8 X0 f
- // 获取列车从车库开出的距离
1 k5 Q' Z I7 Z. b" k5 ] - let railProgress = train.railProgress();
) `6 {8 h; O' s# u6 t( l( b4 z - // 获取当前轨道的索引
) U( _) O+ A/ o Y3 o2 } r; c - let currentRailIndex = train.getRailIndex(railProgress, true);/ R% l7 w0 A- q- P: O" H+ w5 g
- // 检查当前轨道索引是否有效# Q$ C* W! { B) y: V$ a
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
, J) n3 r- Z9 b6 Z - // 获取当前路径数据对象: w( v9 t# @) h4 Y' { A- y
- let currentPathData = train.path().get(currentRailIndex);
' b+ l7 D( b+ b8 c - // 获取当前轨道使用的自定义轨道名称
7 l3 O/ L1 l9 D. g I0 s - let trackModelKey = currentPathData.rail.getModelKey();
$ D: ^* m9 W5 a0 @ - return trackModelKey;
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! \2 ]; e' q, q: u - return null; // 或者是一个默认值: \# x3 H" ^; n+ B5 W) h+ R# Y$ U6 L7 a. Y
- }
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/ J, L. o8 D) X# V9 X. Z; g& ~
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