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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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( M* O: n1 {( D, x( N最近在研究JS 做了一个简单的逻辑来播放声音. `0 V; Z9 J# a5 |8 ~3 q
- var pit = 1;//初始化音高(速度)# ~0 D1 n+ p. b+ I. q" U8 R5 t9 e
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]# W4 Z( Z7 b& y. ?6 r8 T7 l d
- function create(ctx, state, train) {
/ X. A% g8 E- u% A5 W - state.number = new Array();
; B% e" {4 T. j6 B4 n) O9 ] - state.soundsspeed = 0;//初始化速度% Y& S+ s3 @ |$ Q1 }$ J7 ^% I
- state.speedsub = 0;! n0 |6 B( e- l
- for(let i = 0; i < 100; i++){
' d" ~3 X2 ]. R! F1 T8 Q! T - state.number[i]=0;//初始化数组
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- }
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- function render(ctx, state, train) {
' F% G$ X5 o6 ?! f7 [4 z1 e - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动9 Z2 k' L2 z3 V* ]7 A
- pit = 1 + train.speed() / 40;//更新音高(速度): i1 f' \: j, j. N( \7 _+ Z' q$ K
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
: J4 \) ?# p/ C: c" v8 q - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
) N, u4 [% M! L - ctx.setDebugInfo("speedsub=",state.speedsub)
1 T- P+ S& q2 H* y9 o, ~ - if(train.isOnRoute()&&gamerunning==1){//如果工作# }4 e: Y# l( \7 w
- for (let i = 0; i < train.trainCars(); i++) {$ J: N2 S( R7 z; p
- ctx.setDebugInfo("soundsrun",1);//记录声音开启6 b/ M3 H+ d" l7 p, i5 [
- if(state.speedsub<-1){//如果车辆减速- i5 T! S! J y5 E: m. O( X$ \
- ctx.setDebugInfo("shache",1);//记录刹车& c' h! }; Z- Y
- 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" a# j1 F9 }: V7 R. D! X& U) T3 e, _
- 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
5 Z% X4 q7 y1 t, Q: u* y! N y! g - }else if(state.speedsub>1){//如果车辆加速
. K: B7 V }3 u2 Y4 W- k0 } ~ - ctx.setDebugInfo("addspeed",1);//记录加速- V6 {* _! ` S3 R
- 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, E9 D( G- _7 U( j- A: t
- }
" X( \; e8 j2 s! M. N# b - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声) ]: c7 d9 J, e8 _" y% a9 l
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声- ^4 H1 ~. x% H# n' J" u
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启2 C2 \# _5 y; v' w: u
- 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; X4 I/ D+ V" d0 A+ j$ d
- }
8 m( L) Z, y" T5 u8 y% g( ? - if(train.speed()*20*3.6>5){
" |% z( w' U" d - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声1 N. h: g' t2 \
- 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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7 ~- C" S& H, j, A/ m$ E7 _ - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){) h; g' x6 W* |, L# H3 Q ~4 r1 k
- 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
2 V0 e2 R! f9 A2 t3 n - 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 u+ M/ Z" C7 |9 c: ^2 y$ T
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- state.soundsspeed = train.speed();//更新速度. c0 v( v, I; i: x* _9 [ h! f
- for(let i=0;i<4;i++){+ z7 _& Q' H2 z9 u
- ctx.setDebugInfo(i+"=",state.number[i]);' h) ?% k8 `8 ^! o( z r% ]
- }
% t' T+ H) J2 x - }
. G. F2 d4 A4 _" `# y* N% M8 Q - 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
4 X3 O; ^6 m& V' k8 ?+ K2 { - if(Timing.elapsed()>nu){//如果时间超过了播放时间# t3 O' R' o5 u. L
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
* w4 h! |1 D/ U6 ~& }+ j) [ - nu = Timing.elapsed()+long; //更新播放时间
. _9 Z* Q4 F2 i- j - }
8 s1 B4 Z' ]& D0 b0 k( d8 B& C - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数' \8 g2 Z) g. X: b. V: i" A
- return Math.random()*(max-min)+min;
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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7 a& ~6 E5 c# `3 V7 c& L/ ^$ y& c5 e
- // 获取列车从车库开出的距离+ [% m! ~: a! l5 X1 o+ Y# W
- let railProgress = train.railProgress();2 U5 U4 Z% m4 [+ T5 \& g0 w6 L
- // 获取当前轨道的索引
1 V5 H+ s5 J4 {: P5 Y' ?5 S; u. w- P - let currentRailIndex = train.getRailIndex(railProgress, true);) q% s3 H; x$ w* i
- // 检查当前轨道索引是否有效
- `1 x# y& d$ k3 [' G - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
: U( x9 f w5 h0 U: x1 c - // 获取当前路径数据对象
: }$ M: Y b8 G+ ~ - let currentPathData = train.path().get(currentRailIndex); K$ G8 o* b6 ]8 ^; ?7 N
- // 获取当前轨道使用的自定义轨道名称; L' F/ \1 L1 _0 V1 K5 R$ E
- let trackModelKey = currentPathData.rail.getModelKey();4 j& q1 ^2 k0 I1 _
- return trackModelKey;. ~; l r# c/ d, @4 A0 d: U* L, y' @
- }
2 f! {4 v/ R# p- Q: H - return null; // 或者是一个默认值6 w$ i' t3 Z1 u9 ^# ~: V s
- }
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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