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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音
' p5 c+ F+ L5 [ o1 \- var pit = 1;//初始化音高(速度)
/ B! a& i# L' [7 {2 p9 w - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
9 Y& h9 D$ |, p) m) |( { - function create(ctx, state, train) {
A6 S7 C) E9 z. b8 r - state.number = new Array();
, d) ]' `# Q; m& o: [& ?2 I4 s- F: c- { - state.soundsspeed = 0;//初始化速度
O# f& Z/ n& F, b% Q - state.speedsub = 0;* s( i' J p A) z- E2 T) ^
- for(let i = 0; i < 100; i++){ }/ ?' h. C8 {% q. X+ {, l; f1 ]7 h
- state.number[i]=0;//初始化数组
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- function render(ctx, state, train) {
; b8 _% Z$ {! \7 Z$ E d) M `2 N - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
: |1 x7 k; T! Q; s6 ]1 }. ^ - pit = 1 + train.speed() / 40;//更新音高(速度)
' R# Y* `" j* c# k" h* { - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 " f* y: E1 X7 a
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差4 [) O, t3 J8 G* _5 z, k [
- ctx.setDebugInfo("speedsub=",state.speedsub)
% k1 y* M0 c y/ r1 f" H6 V' ] \ - if(train.isOnRoute()&&gamerunning==1){//如果工作
* ^0 N+ f( V+ E7 G - for (let i = 0; i < train.trainCars(); i++) {
e$ q5 D" a& x! b1 L/ ~; u7 a2 g - ctx.setDebugInfo("soundsrun",1);//记录声音开启
* o; p4 h" F" r3 F; k - if(state.speedsub<-1){//如果车辆减速
5 ]8 j' S0 x. n, z7 Z4 ] - ctx.setDebugInfo("shache",1);//记录刹车* e- L; x0 C* B, L1 F9 ?0 {
- 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
9 x% P0 t m5 Q' Q - 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$ J5 [" D N- @: I9 Q; {5 Q8 z
- }else if(state.speedsub>1){//如果车辆加速
. j, d+ Q8 b9 F! B- C - ctx.setDebugInfo("addspeed",1);//记录加速7 m. V/ c7 q5 j6 |: }3 B% [: w+ \" V g
- 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5 X0 k: s6 |" d& F
- }
: }$ d: V# T N0 J3 P - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声8 c" U( [, Q3 q( m
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
0 Q) i+ h2 a& K. \& ^. D( t - ctx.setDebugInfo("horn",1);//记录鸣笛声开启& m9 ]$ T- d' m/ s1 p
- 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 M6 @! X3 u - }' q$ f% B# d& w% {3 Z2 y0 z' g4 h" C
- if(train.speed()*20*3.6>5){
( C/ D e& S0 D7 Z5 L1 ^ - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
, `3 o7 G4 U/ G) f- t6 W - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){, @' V5 Z6 i, \8 @
- 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: n4 n" O8 u3 {2 R' |& D
- 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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- }
# `" o: z( t4 w/ p+ y - state.soundsspeed = train.speed();//更新速度
; _- v* Q; n3 V: F& P0 p; g - for(let i=0;i<4;i++){' d5 Q; h. h; q8 r
- ctx.setDebugInfo(i+"=",state.number[i]);
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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
7 v5 z" c5 G. z* O0 l- Y - if(Timing.elapsed()>nu){//如果时间超过了播放时间
! S- G w( R' i' p# D1 L - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放" y* e7 S4 f( X1 H) H
- nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间6 V, `# d' n" H0 B$ X
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- function grnn(min, max) {//随机小数
. m; Y! m1 e1 a) s2 P - return Math.random()*(max-min)+min;+ p N6 x( y/ @" i2 e' F
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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- Q! i* p, `& j) W2 c& M9 F
- // 获取列车从车库开出的距离
8 s: u5 m9 W$ r+ S - let railProgress = train.railProgress();- S1 r' h. y2 r* P- H7 v
- // 获取当前轨道的索引
% U8 D+ a3 o+ B- a& @* A - let currentRailIndex = train.getRailIndex(railProgress, true);
) {( c* _! l! B9 v6 G - // 检查当前轨道索引是否有效
, f- t( s! W* {, i; z - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {0 N' c, y- p3 j% d
- // 获取当前路径数据对象3 F' H% A) M2 p1 U$ [
- let currentPathData = train.path().get(currentRailIndex);. k% K( x: i9 ?
- // 获取当前轨道使用的自定义轨道名称% w& C7 ]5 ^" i1 y
- let trackModelKey = currentPathData.rail.getModelKey();3 @* W M% o# k( \! R7 v
- return trackModelKey;
0 ~) j- y! K F5 d& J# s2 ?3 u0 q - }
3 g# l1 e+ F" O' T9 y - return null; // 或者是一个默认值
: c) ^/ z9 }8 q. M6 b - }
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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