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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 0 G9 d% V' c: n( T0 S
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$ i5 D, z$ L" i% |最近在研究JS 做了一个简单的逻辑来播放声音5 j8 ^, x, Z6 P8 {% b
- var pit = 1;//初始化音高(速度)
- H8 Z$ K6 t7 l. N b - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]% w* z+ U3 {) T: p3 E" Z2 k O. s
- function create(ctx, state, train) {
# F- @ O) t4 t/ q7 D - state.number = new Array();# k2 _0 K' V1 G; V1 U8 R6 |2 Q+ G$ M
- state.soundsspeed = 0;//初始化速度
: G# [% B6 u6 W$ s$ Z5 ?- S - state.speedsub = 0;' _( d: D: c2 W3 X) E
- for(let i = 0; i < 100; i++){) z- G/ Q, r9 O( B
- state.number[i]=0;//初始化数组
0 w# I" L2 j6 J9 E: z - }
9 S$ Z6 A2 \8 Y1 G8 e/ | - }1 `( X: i6 O7 Y3 Z" E( O2 z
1 g. k* D3 H5 W/ o2 s/ b+ x- function render(ctx, state, train) {6 K7 |# F# H2 D& U; E- @6 U9 b9 L
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
0 T$ v8 A5 c5 O% C4 b. v6 _ - pit = 1 + train.speed() / 40;//更新音高(速度)
( T. b0 a! ~$ H$ o% B) X - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 * Q; i4 }5 M; j+ _6 F* U$ h0 _3 K
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
( u# C* u$ ?, i* h- l) ]" W - ctx.setDebugInfo("speedsub=",state.speedsub)
3 _, X4 l! }$ ~3 t. ^4 O - if(train.isOnRoute()&&gamerunning==1){//如果工作' e: d! G/ W, _# X
- for (let i = 0; i < train.trainCars(); i++) {
2 v8 ~: z8 C4 Q } - ctx.setDebugInfo("soundsrun",1);//记录声音开启' }2 K9 G7 Y& O2 d g3 m% b
- if(state.speedsub<-1){//如果车辆减速) G- D" j5 d) Z- q# D% x
- ctx.setDebugInfo("shache",1);//记录刹车/ t6 }% u, ^# W$ |+ m( Q
- 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' m7 Q9 U( N8 D- i1 R& I
- 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( g/ t; S" V0 Q6 y! X9 H; T
- }else if(state.speedsub>1){//如果车辆加速
. V" V6 Q9 y( w$ z3 S0 W - ctx.setDebugInfo("addspeed",1);//记录加速/ I6 L8 S+ P% _7 l% d
- 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 m& B% N( _1 h% f& x
- }
3 r8 Z1 {1 v! ^& p. O( j7 X - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
( d N4 d* l: X3 F" Z1 y% a7 D7 M - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声# r, k0 ?8 v+ @& q/ n; t: Y/ O6 {
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启0 `9 C1 l0 Z7 D1 V% n# K. q
- 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% L3 Y$ O* W( I8 C1 v
- }! L7 B4 w7 e8 A% c) P8 S
- if(train.speed()*20*3.6>5){$ a7 ~! V' O$ A7 F) @
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声" j+ T, e/ g1 C* j! Z
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
# [6 z8 E8 B; P) t0 u1 w - }5 I5 D3 W2 ]; Z. K3 S; u
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){2 l* U$ {, X- y x6 G; N7 E( m E3 O
- 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
$ N6 C" t" v* z* i: S, U+ j# q7 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5 _! S- {9 Z9 I0 ?" _* U
- }
# _& x3 J6 j; z! c- D+ J - }6 u- ?1 w: k2 K( d$ l
- }7 ?7 L) [; A2 S. o
- state.soundsspeed = train.speed();//更新速度; r+ [; q1 z; Q7 K: f7 P
- for(let i=0;i<4;i++){
: t; _5 N {. E2 }8 G( r0 B( Z - ctx.setDebugInfo(i+"=",state.number[i]);
# W0 B5 [' h+ x - }
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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
+ X- x- _ L S - if(Timing.elapsed()>nu){//如果时间超过了播放时间: i5 w. e8 R7 Z, X I
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
% M7 J1 u0 _# x3 a' j% t7 k( T - nu = Timing.elapsed()+long; //更新播放时间) E. n) X+ J8 L, t! L* X- U
- }
! S( X# N3 A8 k5 Z" B9 Q9 `4 I: k - return nu;//返回新的播放时间6 x. M/ @" k {, |: q
- }2 _- a- T$ J* ]7 h7 \
- function grnn(min, max) {//随机小数
# W! X$ m* ~* ?1 ^5 ^+ S; j - return Math.random()*(max-min)+min;
* R8 x- O- ?; |( q z - }
0 G6 L) f" r" k; S5 P - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
! `' t6 ? }* G5 S9 m - // 获取列车从车库开出的距离
+ }/ P' n6 [, N. B4 @9 p) x9 O; E - let railProgress = train.railProgress();
3 [" R, n6 m' [# R- L - // 获取当前轨道的索引* b+ h, J7 e. ]) E7 t: T6 _
- let currentRailIndex = train.getRailIndex(railProgress, true);
5 P9 S+ `& r+ F6 y - // 检查当前轨道索引是否有效: S; L3 [/ i% ?- e- |. A
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
$ ?5 y5 z. c% Q& ~, v8 P - // 获取当前路径数据对象
+ E( _$ X( p8 N6 D# l - let currentPathData = train.path().get(currentRailIndex);: e3 F9 {& h2 M' N$ y: Q3 a
- // 获取当前轨道使用的自定义轨道名称5 X A6 }9 U( `' x% t) Z5 Y
- let trackModelKey = currentPathData.rail.getModelKey();
) ]1 G3 _/ Y' K- E4 \# Q - return trackModelKey;
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- return null; // 或者是一个默认值* h _6 @/ T0 P0 j
- }
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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