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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 $ `" \( c$ r ?7 G1 f
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最近在研究JS 做了一个简单的逻辑来播放声音
& z+ J2 x9 y/ @1 ?/ [- var pit = 1;//初始化音高(速度)1 |. Y$ i8 d/ O- v* x t
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]4 m, l0 P2 K: G
- function create(ctx, state, train) {
% o& L- {$ R+ s! G) T4 n! Q1 J - state.number = new Array();; ^$ k* U4 v, }' i3 Q8 M- W. b
- state.soundsspeed = 0;//初始化速度
1 @4 y* T$ @% z3 W( o( N+ \ - state.speedsub = 0;
' `8 P- S2 m9 X6 s+ [5 E( y4 a - for(let i = 0; i < 100; i++){8 L7 n, P* N# H+ x# c$ `
- state.number[i]=0;//初始化数组
2 N1 }2 Z/ w- O* e6 F - }
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' ~; ^8 j: u) d( N3 a- function render(ctx, state, train) {7 H9 ?, a o) |- e% w4 v% l e+ {
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动% w+ d, L( E# U: [3 P
- pit = 1 + train.speed() / 40;//更新音高(速度)
: n& D' I( [! _ Y2 i( ^0 {5 ? - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
, s0 g) \9 s5 _2 {( E. f! O. c9 T' m - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差+ Z! T$ n/ O# b# F) f
- ctx.setDebugInfo("speedsub=",state.speedsub)
. T3 K( r; V$ }9 s' K! R F - if(train.isOnRoute()&&gamerunning==1){//如果工作
, D& r5 J, @& G- r% E - for (let i = 0; i < train.trainCars(); i++) {
, B, ]; S/ Y/ n. B8 |( e3 s6 B - ctx.setDebugInfo("soundsrun",1);//记录声音开启
8 D& y, }" G! Z' E1 |6 N& D - if(state.speedsub<-1){//如果车辆减速
1 ?" x& ^9 O0 O$ p+ a' b% w+ M - ctx.setDebugInfo("shache",1);//记录刹车
2 V, w2 W) m+ v6 ]- @& E - 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
4 q7 r& o" O; b0 l4 R$ K4 |7 { - 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 s2 y2 G0 ]2 F' b* k) w8 `; O5 x! d
- }else if(state.speedsub>1){//如果车辆加速( h Q, r( e7 e
- ctx.setDebugInfo("addspeed",1);//记录加速! O3 |6 g$ ?! P% p$ 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+ b' c. ^4 b; O3 \
- }
4 z- Q& z7 b z+ d% e/ V/ C3 y - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
, ?3 n( _' [: D5 ?: I# Z4 t - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声2 g/ [+ B; t# |1 s; ~9 f
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启7 ~ P' p" ]7 k: U1 F5 N5 r
- 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1 j9 F: X5 j$ F, I' `5 N! a
- }
. N3 E: A% r( H* ]$ M5 \) u - if(train.speed()*20*3.6>5){
* V, Q2 p/ N0 V# H( L/ n; D* 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
& ~7 @7 u) r5 y) Y2 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1 j1 @ X+ N+ [( F
- }
5 C0 f1 Q6 C% M3 O3 k - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){ p2 N7 N$ f6 ] e2 T: P! L
- 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
, T: |' f6 ]4 @% b; @ - 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- U( \! |' B5 F4 m: \
- }
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- }; \8 Q4 W* b; k
- state.soundsspeed = train.speed();//更新速度" J6 J" e1 g9 M9 D/ _$ d* z9 E) s
- for(let i=0;i<4;i++){
" S H; b$ j* y. { - ctx.setDebugInfo(i+"=",state.number[i]);( \: Y- u4 P4 ]" \$ f
- }7 u! b& |2 y6 [1 [. e% p# t$ A
- }
! W$ U5 c8 |2 @ - 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$ Q3 m, d5 h5 s) G/ L
- if(Timing.elapsed()>nu){//如果时间超过了播放时间, T7 n' `$ M* ?$ ]( D! V
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放0 y2 F7 l7 R4 f+ p [% k3 c+ N5 _
- nu = Timing.elapsed()+long; //更新播放时间/ ]- \+ A4 |5 T- d* p+ Z; Z3 E/ d0 Q( [
- }
3 c8 W4 g2 u" K# j- U - return nu;//返回新的播放时间& l1 j; ~/ f! j, a
- }1 P3 {7 b3 m& S/ M" ~
- function grnn(min, max) {//随机小数, q. q1 f) O* H' i4 t1 Q* u5 Z2 E
- return Math.random()*(max-min)+min;/ e, K+ t/ e1 Z6 V8 N) e, n
- }8 u4 g) u$ Z3 u
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的4 c n3 e0 U4 E# |5 E. Y
- // 获取列车从车库开出的距离4 O6 z& |7 n! l3 U2 Y% C c% n3 e6 E
- let railProgress = train.railProgress();
* X: O( W0 I M - // 获取当前轨道的索引
% u7 k, h$ ~8 p9 Y4 C1 s" c - let currentRailIndex = train.getRailIndex(railProgress, true);
8 D4 r! z, G/ D! p3 N) i - // 检查当前轨道索引是否有效
+ H* C% h3 |6 p9 f% G6 W P! \ - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {/ A/ e% [ C+ z& h6 v5 X8 c
- // 获取当前路径数据对象7 \. i7 e u1 r4 v; _8 k) E/ R9 ?
- let currentPathData = train.path().get(currentRailIndex);3 Q; G9 Q1 g& y0 ^- }: x/ e+ e
- // 获取当前轨道使用的自定义轨道名称
3 a( d( v- B* {# }0 b4 o - let trackModelKey = currentPathData.rail.getModelKey();" k0 \7 `" N2 R% f2 ]6 l1 i, n
- return trackModelKey;
% ?. a% g3 u; t1 m5 B - }
4 t! P% |# a" J( {, m - return null; // 或者是一个默认值7 D0 u' r6 _; z* J0 T2 e9 _: `
- }
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$ w6 C# m( I+ |1 o
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