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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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- L/ }/ l# n0 z最近在研究JS 做了一个简单的逻辑来播放声音% e7 B M) `8 |( r; b, Q
- var pit = 1;//初始化音高(速度)7 ]- l/ S) L; E- I8 W- G$ m
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
5 P, N* V6 \& t. q - function create(ctx, state, train) {, \; J) \7 b/ y$ w
- state.number = new Array();) G4 |+ r' i8 ~: D. X4 J
- state.soundsspeed = 0;//初始化速度
% { [* X/ Q$ ^ t - state.speedsub = 0;- b4 X: T/ ~; {2 Y5 z: S
- for(let i = 0; i < 100; i++){$ P# B7 J0 b% i \3 c
- state.number[i]=0;//初始化数组
0 T' J( t! p7 o/ \. P! E - }
$ J, {# Q, Q, F# | - }. k. H( K/ y8 D' U) E
- l$ ?' W1 v. P% W/ h$ y9 a( J* g- function render(ctx, state, train) {4 f+ I+ j4 @/ o g8 A
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
& O/ q2 Y/ u4 b. S5 D) p - pit = 1 + train.speed() / 40;//更新音高(速度)$ Z: m! K7 ?# @! D* S
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
( m! w. q; K% B - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
( V0 i* c: M6 F/ P# j. b9 M6 G+ Z - ctx.setDebugInfo("speedsub=",state.speedsub)+ Y2 w' s; s; L' ?5 d
- if(train.isOnRoute()&&gamerunning==1){//如果工作
" f/ S/ t0 ?4 M1 @9 P& d: M - for (let i = 0; i < train.trainCars(); i++) {
" W& H+ i$ t+ s+ n - ctx.setDebugInfo("soundsrun",1);//记录声音开启
+ i9 C% g, n0 A+ q& [( N0 s - if(state.speedsub<-1){//如果车辆减速+ R& v) F9 {% T: d E3 [
- ctx.setDebugInfo("shache",1);//记录刹车: J+ Z+ @8 _; b5 o+ ~' {9 P6 \5 A
- 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
8 l# F! z4 K; U - 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25 Z- I$ ]4 R; P1 l
- }else if(state.speedsub>1){//如果车辆加速; N! b+ G9 W$ g+ V; D. i" C6 F
- ctx.setDebugInfo("addspeed",1);//记录加速" `+ _: l, Z4 s; _. F. w
- 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# P: x6 b/ m+ u. y; S) [" c1 ]
- }
9 v0 ?2 [2 a7 u* z4 y1 C2 t - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声. b; ]5 z0 F7 u5 G
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
/ U5 Y, Q- N, y/ A" n v - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
# W6 ~+ D8 q; ^! D' x - 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){
# k& Y& I7 z. U4 p# M# 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! z3 p7 _$ w% D/ g
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声9 Q7 P4 x/ W% Y6 f% o
- }( H3 Q, @+ \. E
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
) q2 I! _3 ]* G4 A) T5 v# W - 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
' V7 C, u$ ?: B. ~- Q - 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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- }
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- state.soundsspeed = train.speed();//更新速度9 o4 p( n: d3 u, @5 P7 L, n
- for(let i=0;i<4;i++){
! S7 c0 ~' Q. b3 O9 R - ctx.setDebugInfo(i+"=",state.number[i]);+ O( g- C# W& }8 H+ R# C7 ]
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- }2 M- i0 W7 J4 A4 m, y9 U& U0 t+ ^
- 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/ O1 u- K) ` - if(Timing.elapsed()>nu){//如果时间超过了播放时间! N9 u& I" x# L5 A0 @
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
/ m' z! s3 o& {7 k - nu = Timing.elapsed()+long; //更新播放时间 H3 [. W2 r. z6 I# J) J8 _# w
- }
+ k* {/ P2 Q& B* @ - return nu;//返回新的播放时间
$ j+ a9 ? s6 x4 f+ W- H* |$ i - }
8 P6 L2 m, T6 _" P - function grnn(min, max) {//随机小数4 g, V3 P1 f/ }& c8 K, M
- return Math.random()*(max-min)+min;/ T4 C K% Y2 V8 o* i
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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 j! ]- L4 r& Y0 f9 C0 B
- // 获取列车从车库开出的距离
4 r. L& D z! j$ S# H - let railProgress = train.railProgress();
* H. ~2 {' r8 m( z: \: F - // 获取当前轨道的索引' ]/ O! T- ?* Q. A- @
- let currentRailIndex = train.getRailIndex(railProgress, true);% w0 u6 o7 S7 {6 ^$ R7 y
- // 检查当前轨道索引是否有效4 @' j. i0 R) Z
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {( y) p9 \8 s, w$ d# n
- // 获取当前路径数据对象) H; J; _( f; Y: _
- let currentPathData = train.path().get(currentRailIndex);
' T7 D- H; a* H9 G( p5 N4 F( y - // 获取当前轨道使用的自定义轨道名称! V7 A5 `( `3 |: p7 Q
- let trackModelKey = currentPathData.rail.getModelKey();; o$ H& ]% P! }0 T' {
- return trackModelKey;7 C' y' l+ d/ Z2 t: y$ h
- }
* K3 g) Y1 z) R& ` U+ X) U7 g7 j) c - return null; // 或者是一个默认值2 [% ^8 o; @% Z6 x9 n
- }
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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