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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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" G" O. Y6 ~% k- O最近在研究JS 做了一个简单的逻辑来播放声音
6 V' m6 r, ?" P# e- var pit = 1;//初始化音高(速度)
' U/ H, }" j6 p7 ^ ~ - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
+ Y K6 O: S" g - function create(ctx, state, train) {0 W4 t0 Q; c8 l' m
- state.number = new Array();. U2 y9 A4 x$ [
- state.soundsspeed = 0;//初始化速度
4 m7 o7 V ~' j! l - state.speedsub = 0;
) f) T9 g/ |, s - for(let i = 0; i < 100; i++){: `2 d% c$ n5 r9 v0 a7 Z
- state.number[i]=0;//初始化数组
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- }6 p$ z1 Z/ ]+ R6 X+ S
& e! n% ? Y' K' y- function render(ctx, state, train) {
2 x; m5 f5 @/ s2 r8 I1 u3 ?. w - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
1 f0 p$ x* {3 O3 v9 V- g# p3 W - pit = 1 + train.speed() / 40;//更新音高(速度): r, q1 e" `; `/ H/ s: z/ _
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
' `. d# o/ _- N% }( j. L4 g$ Z - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差1 Q" i M) W& ?
- ctx.setDebugInfo("speedsub=",state.speedsub)* ^# d- L' h. ?9 c% W3 R& g% Q0 `! Q
- if(train.isOnRoute()&&gamerunning==1){//如果工作& G1 i" r5 p( x/ j
- for (let i = 0; i < train.trainCars(); i++) {
6 R1 @6 M! l- r4 K# x# R8 d - ctx.setDebugInfo("soundsrun",1);//记录声音开启
4 z9 Z6 E* A A$ Q- I+ B - if(state.speedsub<-1){//如果车辆减速# X, G. c% T+ y* l1 Y: W
- ctx.setDebugInfo("shache",1);//记录刹车; |' N0 M$ G; h5 G' u
- 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# q0 Q+ l, S" [5 s, X
- 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
2 M3 `; `6 n, Y; C; R) I - }else if(state.speedsub>1){//如果车辆加速
/ W6 j+ U, [7 o7 X - ctx.setDebugInfo("addspeed",1);//记录加速
& O# m* Q( m" o E - 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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- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
0 X# Y: Z4 w4 V: O - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声8 z# P$ U) }9 [( Z; m# ?, t
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
' L* B8 G3 w* f - 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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- if(train.speed()*20*3.6>5){. _: o7 o% R! Y5 ]# E$ Z6 t
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声+ B3 ]/ q" Q- o/ g3 ?0 _4 c4 I6 S
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声; C2 U+ y9 @& T5 }* z2 Q
- }
$ m* c" m {7 n# D6 r - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){8 N. N5 V" t4 Y, S5 y& u
- 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 N2 a7 B' s, ? P; A+ T: o9 z# Q - 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* v+ ?; q0 A H, l4 {4 T) k5 Q: C
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- }
& @: f7 l. g( Q. p3 f - }
8 L$ i9 B% p4 [$ i3 b; W - state.soundsspeed = train.speed();//更新速度; D5 Z# ~& h7 c! p
- for(let i=0;i<4;i++){
5 B- ^+ _+ E$ B& K+ C0 U+ Y - ctx.setDebugInfo(i+"=",state.number[i]);/ f8 C/ D s9 P/ R$ `) o
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- }
& `* f. F9 U1 e 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$ m3 \" F/ K3 T Y1 W4 F; [
- if(Timing.elapsed()>nu){//如果时间超过了播放时间7 z9 b$ |( {- u1 J+ Q7 R
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放1 ^) R8 x. Q# p; ^, H, ~/ p* Z
- nu = Timing.elapsed()+long; //更新播放时间
, j0 V' u6 m! F - }
- f. z, L- N% M - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数. ]# Y5 n# t# |. x
- 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
1 |$ x2 V0 x' ~# g. v - // 获取列车从车库开出的距离
, A- L' B; v& a* i7 C5 o8 ? - let railProgress = train.railProgress();
4 _% }. K9 i6 } I - // 获取当前轨道的索引
# d) u* r4 S& ~- d1 A - let currentRailIndex = train.getRailIndex(railProgress, true);6 V8 @* v9 ?( m8 e3 R/ b+ r; c
- // 检查当前轨道索引是否有效
" G0 S3 D1 V- m8 `4 |" b* n - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {9 O2 Q7 I4 J5 h L$ |6 e* Q5 o2 U( ]
- // 获取当前路径数据对象
% H0 j3 \& l2 R! l6 v# A - let currentPathData = train.path().get(currentRailIndex);! u- y, B' f$ p. c/ L
- // 获取当前轨道使用的自定义轨道名称
# ^2 Z- y H/ k/ C - let trackModelKey = currentPathData.rail.getModelKey();
4 X; J3 k7 F) x( O+ Z& a - return trackModelKey;7 m1 Y+ x* T- ?+ G
- }7 u @1 x. B. r7 ~* z+ e, }
- return null; // 或者是一个默认值
6 W1 K, A" z E - }
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7 F5 X: B$ G4 \$ G% g! Y1 p; A4 j
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