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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 2 }0 i8 q; a/ U6 Q9 E( _. a
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最近在研究JS 做了一个简单的逻辑来播放声音
! e$ {* ]" C/ n( i3 M* D, t- var pit = 1;//初始化音高(速度)4 t1 n( P; n) z
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]1 X' @, R$ {- |
- function create(ctx, state, train) {
4 i7 N. ]0 A( s+ B1 g1 b - state.number = new Array();
1 u, i d( ~" k9 S+ Z6 u/ n - state.soundsspeed = 0;//初始化速度% e! c% F# C, n6 q/ [4 R9 w
- state.speedsub = 0;% j- ?) t* H! c- E7 ?
- for(let i = 0; i < 100; i++){
- \1 z+ U* u2 I& z- q4 X: |2 s - state.number[i]=0;//初始化数组
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- }' P+ y$ y3 Q4 `! z" H
m1 z( ]3 u4 M- M: r- function render(ctx, state, train) {! ^# V" ~* C' S. S
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动1 W. h% f4 q9 A! D3 ?8 U
- pit = 1 + train.speed() / 40;//更新音高(速度)
' r( ]6 X. h$ s) c5 Y& B - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 + |8 B& N8 n; S2 |( O& a
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
1 Q3 h, i2 E! k - ctx.setDebugInfo("speedsub=",state.speedsub)
+ r- G4 |" i- M& }8 ] - if(train.isOnRoute()&&gamerunning==1){//如果工作0 B# Q& B. i" @4 x% j4 Y( }
- for (let i = 0; i < train.trainCars(); i++) {
q7 Y& H' P5 g3 c1 N& v1 b$ N - ctx.setDebugInfo("soundsrun",1);//记录声音开启# T! _' H+ K9 g: O" b/ v$ J$ q
- if(state.speedsub<-1){//如果车辆减速
' b$ T+ S0 Z' Y1 T) t - ctx.setDebugInfo("shache",1);//记录刹车
- j& o" Q/ K5 I0 \/ k! \8 z( x, 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
- U+ w% L; r' M+ R v, T& 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27 k2 c+ ^8 `6 D, k2 d+ }3 N+ v
- }else if(state.speedsub>1){//如果车辆加速' N- s" n/ }3 E
- ctx.setDebugInfo("addspeed",1);//记录加速/ q' E1 B* P/ h8 t
- 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
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: M9 q8 D& ]; r7 `6 V- } - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
: |: n2 e8 e8 I7 ~. ~ - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声0 _ j9 N: e" C1 A3 U
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启( I+ S+ d4 ^) G' w
- 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
* W7 C" P8 w0 g% Y* e' W - }
7 F( ]* |3 B& J1 T, A, q - if(train.speed()*20*3.6>5){
4 V6 p/ a. K1 o4 |2 u# q - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声; X0 W; M/ I7 R1 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, ~ E$ y7 F" O' n
- }
- e0 t- X$ {' h1 q% |+ I - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){$ m0 I& m; }" z* Y, M6 L0 W9 [$ i
- 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
0 u5 h0 D) b( m0 y! i% W - 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6 S' r" Q" ^; h9 a n+ i
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- }
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- state.soundsspeed = train.speed();//更新速度. W7 }9 }9 K M# H3 l; q1 W/ ?
- for(let i=0;i<4;i++){
! ]5 F/ y. d5 Q, D- d6 ]5 z+ C - ctx.setDebugInfo(i+"=",state.number[i]);0 c3 y. s7 J- H7 g9 e& `' P
- }
/ F# ?, o e2 k& m" g; S - }
8 D4 t# w6 q( d. v+ Z. V3 L - 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
' c7 L2 f3 q. U - if(Timing.elapsed()>nu){//如果时间超过了播放时间
1 B+ V, {8 R) h% J4 P# | - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放! S/ _6 Y+ ]1 b
- nu = Timing.elapsed()+long; //更新播放时间
) K2 Z+ v) U' S( ^$ E5 K! R* ` - }
5 u9 t' P) i9 l! C( l - return nu;//返回新的播放时间+ E9 L. _* @: b/ C
- }4 v) g7 }% i1 F5 J L) i
- function grnn(min, max) {//随机小数
8 f+ T6 g- t+ t( i - return Math.random()*(max-min)+min;
' b3 ]- w+ C1 y5 z6 y! ? - }
$ c0 `( c/ }' ?. N* t" V8 h' \' @ - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的, Z* A9 _- I5 x. ~
- // 获取列车从车库开出的距离
/ D! X: z( y# K/ M. c# P3 V0 P, I - let railProgress = train.railProgress();
$ l* d1 R8 J' X; s - // 获取当前轨道的索引2 \: v8 G0 \( H- @& b2 P
- let currentRailIndex = train.getRailIndex(railProgress, true);9 P& |( ^! f7 ~7 x; L
- // 检查当前轨道索引是否有效5 [4 E$ z2 m: r' a$ m" k* n& k
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {2 {$ F4 B4 ^5 _& q8 L: V* n0 K. B
- // 获取当前路径数据对象$ I, S. y5 q: b+ j, h6 m
- let currentPathData = train.path().get(currentRailIndex);
. S9 ?( M% K2 y# g4 @ H - // 获取当前轨道使用的自定义轨道名称
6 [8 x: E) i0 y) c8 R - let trackModelKey = currentPathData.rail.getModelKey();
* W3 c* z& A1 ] - return trackModelKey;
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- return null; // 或者是一个默认值( r$ |+ [! t5 o
- }
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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