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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 : {& M f' j/ n3 v5 w7 s( n
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- [4 J; a9 M: {6 M( D$ i& f- ]% k最近在研究JS 做了一个简单的逻辑来播放声音5 Y; t5 b; Y" K- Q" Y3 r
- var pit = 1;//初始化音高(速度)
& w% N0 h1 B9 C3 u, p# g - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
& Q' R, g& n3 a& {+ s4 C- U - function create(ctx, state, train) {( N9 \ y( u' D
- state.number = new Array();
6 g- \+ |. P/ C- Z5 X0 s; a m - state.soundsspeed = 0;//初始化速度. \& l" C! p2 \) P8 @
- state.speedsub = 0;$ u4 N( q& o. U5 V& O0 t! Q" p
- for(let i = 0; i < 100; i++){ j/ y" V& O( \' I1 o7 b
- state.number[i]=0;//初始化数组$ m. M7 j/ C1 [, C* V
- }" T3 y" w2 }8 @) Q' |
- }
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- function render(ctx, state, train) {
7 d0 ~ f* z5 y" L8 K0 f - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
# c6 H: h3 }1 u% P* K, K - pit = 1 + train.speed() / 40;//更新音高(速度)" F0 \/ b8 G8 @( w% d2 l6 F
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 , e7 \ u W; s8 X
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
3 }1 R1 p' g' B+ W - ctx.setDebugInfo("speedsub=",state.speedsub)
, Y, V# M5 [ H - if(train.isOnRoute()&&gamerunning==1){//如果工作
% Q, F2 P: R9 {) U - for (let i = 0; i < train.trainCars(); i++) {
6 c, ~6 J) J8 z( b1 `$ R. m - ctx.setDebugInfo("soundsrun",1);//记录声音开启
% e6 s( G* E; O% T - if(state.speedsub<-1){//如果车辆减速- M- a# U* p A: k5 z, Y
- ctx.setDebugInfo("shache",1);//记录刹车
; C, A3 S8 P# s; P, P+ ^) N. ?: G - 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
2 N. Z) {+ {$ r7 D9 | - 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
3 e1 C. ?& C0 ~+ P. V& j - }else if(state.speedsub>1){//如果车辆加速) S( ^& ]# P! l; V% h/ e- [
- ctx.setDebugInfo("addspeed",1);//记录加速" W7 C6 C3 Z" }! R* p% A
- 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1 I! m5 A7 h8 {$ i1 |; n. \
- }
% N4 k% I b. w1 p2 o - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声7 A% ^& ~6 _% g' m) z
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
$ l; i1 u" U$ M4 c+ W5 Y - ctx.setDebugInfo("horn",1);//记录鸣笛声开启: a" z0 }1 R& z/ X, }' d0 C
- 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9 n: w" R: J3 m$ P
- }/ }1 Z: a6 B) }! W. ~' K6 o8 y
- if(train.speed()*20*3.6>5){
( E7 d4 l1 e! P: d0 m - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声% @: O# L" Q/ y6 z& 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; q C2 ?3 D4 e+ f8 ~; t( I" S
- }% O6 i& |! E4 m4 w& G4 |5 J/ z
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){ r1 \2 u$ Y+ H, H1 G; Y" ?8 f: {
- 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( L0 |& M0 g- ?7 X
- 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$ R+ Q; X \, r/ n
- }
! A U" z0 |/ }/ ~ - }
) c( F# q9 m# ~' n) ~ - }
$ Z" M! {/ P8 _ - state.soundsspeed = train.speed();//更新速度' n: Q" r4 T2 S( B& h
- for(let i=0;i<4;i++){
1 p8 B9 i" K+ v/ W# m- y% C - ctx.setDebugInfo(i+"=",state.number[i]);/ ?% u2 d# I: U& s$ U; R
- }, I" V/ I2 E" V. V
- }
* S: t I- a$ e+ u- S2 G! `0 @ - 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
( ~: Q4 ^3 N w. A6 y - if(Timing.elapsed()>nu){//如果时间超过了播放时间, _! L! l; T8 s
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
) e7 C9 Q% D) }6 B - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间' ]# @/ s+ e4 S( Q6 _# {/ }( E0 M5 f/ V
- }- ]- b0 }) o- X3 a R" g8 ~+ @4 |
- function grnn(min, max) {//随机小数3 S0 S7 q0 K1 y; j% y/ T: m" P" c' m
- return Math.random()*(max-min)+min;. ?1 D- w# O+ E) _7 ~$ M( a
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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
5 `' X! D( T9 e" X, `- J - // 获取列车从车库开出的距离
! O5 F# I& Y0 u9 Z. F - let railProgress = train.railProgress();
% l ]3 b/ l) S' [7 N7 U - // 获取当前轨道的索引% [! q" A# c% k. b9 [/ N
- let currentRailIndex = train.getRailIndex(railProgress, true);2 n; r: M1 {6 s! p$ b$ ] m
- // 检查当前轨道索引是否有效0 f/ H; J2 g2 E- J* p8 E
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {$ g+ F, k: g5 P8 p1 Q0 b% T
- // 获取当前路径数据对象4 ^2 Y8 h2 U! S% n. h
- let currentPathData = train.path().get(currentRailIndex);/ ]* }9 o3 o; B* ~9 F; L8 b9 I
- // 获取当前轨道使用的自定义轨道名称2 ^+ [' d! I: E4 c/ L$ m
- let trackModelKey = currentPathData.rail.getModelKey();
1 s) O- H' |* U6 m; q: m - return trackModelKey;
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- return null; // 或者是一个默认值
% F1 I1 Y& C3 b8 U; q - }
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/ Y7 F7 A4 l( T* C |
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