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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 7 j$ E1 |0 X2 T& L' n# I+ d" |
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最近在研究JS 做了一个简单的逻辑来播放声音
) D& J8 z6 |1 y. O9 b1 ?* Y2 \- var pit = 1;//初始化音高(速度)+ T7 g8 e6 b, G2 ?* s L
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]& F# {4 b8 z3 P) q
- function create(ctx, state, train) {
7 [: I# w+ ~* b' f3 e/ w - state.number = new Array();
4 E, s3 V6 ^* n! O5 E5 u4 M6 g - state.soundsspeed = 0;//初始化速度* S1 X( @) \1 z1 C( z* @
- state.speedsub = 0;
5 K8 F( }& h; Q1 N2 V+ N% z) p" W% w7 c - for(let i = 0; i < 100; i++){+ Z ?" S: J. k
- state.number[i]=0;//初始化数组% G( ]# Y0 D; \" k
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- function render(ctx, state, train) {
# k1 j- `2 q8 P1 o - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
5 `8 Z3 j* K+ z! M' | - pit = 1 + train.speed() / 40;//更新音高(速度)* C( i; @" J, I+ K" M! o
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
5 B+ N. l! U# [7 P; B' F - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差, s6 _! C% u/ ^2 ?& Q: ?
- ctx.setDebugInfo("speedsub=",state.speedsub)
3 K* m! l8 f( p5 R+ b m7 ?4 { j3 r - if(train.isOnRoute()&&gamerunning==1){//如果工作
' E* q R, b c2 W - for (let i = 0; i < train.trainCars(); i++) {
& a# m. R! L6 O" q7 q - ctx.setDebugInfo("soundsrun",1);//记录声音开启4 E0 D. ^/ i' b# h- J: }
- if(state.speedsub<-1){//如果车辆减速
; x: a# A3 i. o2 A5 E. o* e& H - ctx.setDebugInfo("shache",1);//记录刹车1 K$ l4 |& C" ]2 \0 d$ z
- 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
$ ?1 x, g( c8 Y& | - 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! }8 e% H7 c( U* Y - }else if(state.speedsub>1){//如果车辆加速8 n$ U: L& `& `7 Z6 K! e
- ctx.setDebugInfo("addspeed",1);//记录加速9 a8 X! i# [0 e1 K
- 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- y9 |6 E* d: A F" Z* I C
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- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声& |5 g' {$ M4 b4 ^$ D
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
; e r; C* Y, n# a: j - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
, O. u- n1 K' i0 b" X1 |3 G - 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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- B; T3 p5 G+ n& o' d9 K - if(train.speed()*20*3.6>5){) I% L# Y @, s8 h2 ~' K, o" r( Z
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
; x7 [$ }# M1 ^3 j+ T7 r - 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){
! v6 r, d& X% j. r- e9 G+ Z: 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3 B. c# a% k+ ?+ {' }3 N3 T
- 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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- }
3 s- Q6 n, \) v9 Y4 V3 b - state.soundsspeed = train.speed();//更新速度6 Y& m0 T: C; \& X% _
- for(let i=0;i<4;i++){ j+ j! U1 R' R3 T/ Z* R( g
- ctx.setDebugInfo(i+"=",state.number[i]);
# _, Z& i' m0 W' t - }
) m _# l: z* B; R& r - }
4 ]( V; I. b; [# _ b" E& \ - 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2 q$ w" k W! E
- if(Timing.elapsed()>nu){//如果时间超过了播放时间7 T4 t# u3 f0 M- P( h) A2 J/ I9 J+ O' }! t
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放! u* B6 t {" H+ ?) y% O; V5 m
- nu = Timing.elapsed()+long; //更新播放时间- p9 F7 u! ^7 b0 I3 q5 Y- h7 h, j" M
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- return nu;//返回新的播放时间4 y. z3 _' U* b D
- }
; U% w. R$ Q r! j+ ?3 W% i ^! F" e' f - function grnn(min, max) {//随机小数& F2 q% n! h4 e
- return Math.random()*(max-min)+min;5 @- l" c g Z( N* Y9 U l
- }
1 n( h0 z. A$ u4 K - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的0 L' [1 u* R% R
- // 获取列车从车库开出的距离
! G) l, ~+ O }$ v0 _ - let railProgress = train.railProgress();
" G0 R; j: @# x. D& f - // 获取当前轨道的索引5 L- T8 [" a2 C
- let currentRailIndex = train.getRailIndex(railProgress, true);
+ Z% F* A/ Q; v* T* j - // 检查当前轨道索引是否有效- Q% ]3 k4 I( J
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {- e6 s9 \: v% W8 A, X4 q% i
- // 获取当前路径数据对象
+ z' m$ T9 Y! j7 a - let currentPathData = train.path().get(currentRailIndex);. _" D. U0 m/ }9 I5 _9 v" [- ?* X
- // 获取当前轨道使用的自定义轨道名称
' j# K5 | T8 K& Y7 J9 z0 W% ]7 I$ P - let trackModelKey = currentPathData.rail.getModelKey();& F/ i/ `; }+ p$ v
- return trackModelKey;
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- return null; // 或者是一个默认值
! t- Y0 d7 J& X b1 u( } - }
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) K3 n' q6 L1 c6 ~0 l( B+ @" i7 U \5 t
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