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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
: i& i+ J1 L: k6 v" J, A- var pit = 1;//初始化音高(速度)3 M# R% C. D6 y
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
' V; K) T4 ?# B1 B& t* U - function create(ctx, state, train) {
! E5 d' \5 W7 P+ H G3 J - state.number = new Array();" X3 n% ~( Q4 Z+ {' m @. Q$ f
- state.soundsspeed = 0;//初始化速度
1 g! v& e4 f1 z6 w3 u- V, E - state.speedsub = 0;. Q+ C* |# b) Z% O$ u. ?) K
- for(let i = 0; i < 100; i++){8 g, V5 |& @' _. I/ \+ C
- state.number[i]=0;//初始化数组9 U# w$ S+ n' Q. y7 K
- }
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- function render(ctx, state, train) {
) F, F& s, W1 P, m# F - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动7 x& G4 [( k+ C& l8 R0 W5 l
- pit = 1 + train.speed() / 40;//更新音高(速度)
% S' [! a2 s# I' _2 I% ` - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
6 w4 q8 m* B' z' y- ?, \# t6 D - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
7 M. j& G0 P% m* } - ctx.setDebugInfo("speedsub=",state.speedsub)
$ T( _' o. `% S( a! D - if(train.isOnRoute()&&gamerunning==1){//如果工作, j" i4 |0 u, j0 f+ v' T
- for (let i = 0; i < train.trainCars(); i++) {* N0 s2 Q9 o0 o |8 O& f5 y
- ctx.setDebugInfo("soundsrun",1);//记录声音开启+ K3 K& P, L# m0 h7 D
- if(state.speedsub<-1){//如果车辆减速
4 K& _% z5 O' w4 ?( b8 C - ctx.setDebugInfo("shache",1);//记录刹车3 T5 ~: U0 V. z: _1 I
- 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
3 p, z: T, p* q/ ?3 B 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& p( h, n1 \( Z, I
- }else if(state.speedsub>1){//如果车辆加速
, c% w5 `6 v: ^* h4 E' K- {0 k - ctx.setDebugInfo("addspeed",1);//记录加速
2 Y& G: G2 v+ h. f0 g4 ^ - 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+ C3 F" ], g( w, y8 @ Z
- }2 j1 N" ~2 X( s; i: v' w# Q5 `' v
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声. {7 q. V% C! u3 Z
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声# \( k+ @3 d* X. X) G/ e* }
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
" w, F+ S# }) W/ _ 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
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, |4 t6 ]$ D4 e* V - if(train.speed()*20*3.6>5){" a" e5 F2 p5 I
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声9 q7 @/ l5 x1 k# g+ 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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% h, ~7 S3 I7 B/ u% g0 a9 u - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){, o4 `+ H6 G- G
- 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
9 _, F, P' p/ i! e - 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' K) Z; n. t U" @+ k/ B- i9 I
- }
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& I; V: W$ v8 Y! k# o - state.soundsspeed = train.speed();//更新速度- X, Q4 r* Q% I' J4 b* |
- for(let i=0;i<4;i++){! M5 g9 ?1 C2 R* N' X% n9 M
- ctx.setDebugInfo(i+"=",state.number[i]);8 F$ B3 X* }; \, w5 W
- }; S. u$ Y/ ?- R
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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
' u* k) E+ _& [. C; o6 q$ v - if(Timing.elapsed()>nu){//如果时间超过了播放时间! o4 I' E) i! |: p2 ]7 v
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
4 \5 \6 t* J3 _7 i. y" ^/ Z0 R+ U - nu = Timing.elapsed()+long; //更新播放时间
6 E* O# s* I5 U9 ^4 B - }
" K2 L' o# ~( }7 z4 D7 M1 G3 d - return nu;//返回新的播放时间4 n L" x9 j1 }9 e! s/ O
- }6 q1 S: a: F1 w4 k2 [- F
- function grnn(min, max) {//随机小数
/ m1 p4 V6 w v4 h6 [ - 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3 W/ a; e5 I% I* [* J/ `
- // 获取列车从车库开出的距离
6 L, f+ Y& s, n2 k/ [4 @5 z - let railProgress = train.railProgress();" q. o$ }9 E# g9 X/ x; d
- // 获取当前轨道的索引
& L4 L5 D' v* G3 V4 v - let currentRailIndex = train.getRailIndex(railProgress, true);+ C, d% L/ H L# F- |* p
- // 检查当前轨道索引是否有效
2 m7 B/ q+ w! {, U7 {1 j2 k - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
* H' i! B/ B( u8 C6 i7 T - // 获取当前路径数据对象
$ G6 I2 g! ?( u7 n - let currentPathData = train.path().get(currentRailIndex);' w& o' k+ C( E2 r' A
- // 获取当前轨道使用的自定义轨道名称0 D# I ]- }5 t" |' h
- let trackModelKey = currentPathData.rail.getModelKey();5 q# S, _) A. q3 f3 Z0 s% |
- return trackModelKey;
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- return null; // 或者是一个默认值: q0 b2 V9 q2 B1 v3 s, ]: L
- }
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4 Q! w- h# t% ~( X4 b. o
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