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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 - V# ^; D/ O& }- y
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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! Q5 I) X) n1 N) p
- var pit = 1;//初始化音高(速度)
! @3 Z+ w8 }+ V% ^% D# a - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
( Z7 r% p- G" y3 K& ] s - function create(ctx, state, train) {
$ l9 h0 n, t8 ]; a: i$ R4 P - state.number = new Array();0 w8 w* g3 ^' v* L8 s: E, M1 Z
- state.soundsspeed = 0;//初始化速度
4 ^- t& U0 n4 Q9 s" s; Q - state.speedsub = 0;9 k* t# C* E$ ^) L
- for(let i = 0; i < 100; i++){
; G( k8 W3 |; M, D% l" }! K# J, W - state.number[i]=0;//初始化数组
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- }
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- function render(ctx, state, train) {" X* D3 D" f+ z% z0 B0 ]
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动. {& a+ |# R& ], T, D* H" j6 a
- pit = 1 + train.speed() / 40;//更新音高(速度)
6 V% y- U. ~5 k" X2 m - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
5 l2 Q; V% u! d - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
# e {" ^) N f, n+ { - ctx.setDebugInfo("speedsub=",state.speedsub)3 m) o, U' s- E% W3 v+ C9 K- h# O
- if(train.isOnRoute()&&gamerunning==1){//如果工作
6 [6 i+ m8 v6 s9 i E - for (let i = 0; i < train.trainCars(); i++) {
; k F' c# G; ]1 C4 h" ?9 S5 R* T# j - ctx.setDebugInfo("soundsrun",1);//记录声音开启
u v# t- v- l2 T - if(state.speedsub<-1){//如果车辆减速7 g* z, X. F. \" m3 @
- ctx.setDebugInfo("shache",1);//记录刹车
# j, l" F; B b$ f4 I6 O3 { - 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; t, G. u; m5 a. E* `
- 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
! [& K, f" A- g$ r, e0 N+ A% p( N - }else if(state.speedsub>1){//如果车辆加速
0 p. ~5 S- Q8 i: F - ctx.setDebugInfo("addspeed",1);//记录加速
% y7 \) O# c% y0 M - 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; A# ^* J/ h6 w4 e2 k/ O1 B# x4 [ n
- }; f) X% t3 p9 t2 |
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
$ d) s+ t& q* c - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
! U; @8 E7 w% u - ctx.setDebugInfo("horn",1);//记录鸣笛声开启* |* t& l' S$ h; q' 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
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4 a0 P# |: C0 W9 g1 ] - if(train.speed()*20*3.6>5){
9 p1 \1 K/ @6 | - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
) m% |- m$ U8 o7 q- Q - 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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+ ~& p* Z, Q( M* W6 ?4 y - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){( B# P4 Z: n1 @
- 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) F9 V) l( f+ m' L0 ?7 O' e1 ~* 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0 h2 M X1 S1 I
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- }
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4 m: N+ Y; r9 |7 N# _ - state.soundsspeed = train.speed();//更新速度
1 A" b* {: O- X - for(let i=0;i<4;i++){
# f- u8 p6 F Y3 L3 f - ctx.setDebugInfo(i+"=",state.number[i]);
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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2 c, Y9 W" b2 H) m4 p
- if(Timing.elapsed()>nu){//如果时间超过了播放时间+ C+ i7 a- F* |* S# t/ l
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放! |! ?. a; j' D
- nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间
, M1 ^6 r: J2 H5 L- E3 G0 ^ - }
; A% r9 S6 ]8 f* e% i - function grnn(min, max) {//随机小数
) `* x4 M7 J; T [ a9 U( e5 E - return Math.random()*(max-min)+min;
& j1 [# {1 l' @9 G& u - }
+ w9 K2 Q$ j4 B" r ^4 O - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的: `* ^3 Q- p; i8 C
- // 获取列车从车库开出的距离
2 Y, M) V8 c3 l5 N - let railProgress = train.railProgress();; b4 R1 k# C% |4 P8 m0 S0 z8 j. t3 A
- // 获取当前轨道的索引
( B7 g' I+ H8 k8 a - let currentRailIndex = train.getRailIndex(railProgress, true);
# k; d4 F% X# c, x4 G+ O - // 检查当前轨道索引是否有效
. r- ?! J2 N k# R# a6 @) n% ` - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
/ _7 S' p& |9 @ V - // 获取当前路径数据对象. I0 b2 t. y$ ^2 T% A( d
- let currentPathData = train.path().get(currentRailIndex);* V- X' x$ J8 J5 S+ [7 R) ]8 T
- // 获取当前轨道使用的自定义轨道名称
1 K. U2 g/ \+ J, A - let trackModelKey = currentPathData.rail.getModelKey();
/ Y8 Q' g0 g( A$ {9 ^. h9 V/ P4 O - return trackModelKey;
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- return null; // 或者是一个默认值
8 |6 I/ X: T K' Z7 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- l \& l& X/ \6 z
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