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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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% d2 C: {* n2 v# y a最近在研究JS 做了一个简单的逻辑来播放声音
. ^8 R1 e/ p; J- E$ w- var pit = 1;//初始化音高(速度)
4 c7 X9 h% J; B8 H- f - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
2 W P: z, ]* u- {$ a. v - function create(ctx, state, train) {
% j9 s) A9 c* @" x. I4 Q8 w - state.number = new Array();
1 ~1 M' O1 M( A7 z+ k$ d1 W - state.soundsspeed = 0;//初始化速度* s; P7 Y6 V5 t* G I
- state.speedsub = 0;9 j" \3 G2 a; v+ `8 k2 V
- for(let i = 0; i < 100; i++){
+ F% e# @& e) s' h - state.number[i]=0;//初始化数组( u7 Q4 m' {- L5 t4 N; b3 U
- }/ X% Q. o/ k0 C
- }; G( K x. u+ p
- # W6 _- o; k: ?0 y5 O
- function render(ctx, state, train) {
, m2 c2 d D3 M$ d. ~7 ] - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
, F8 ^$ ?9 z0 A# O6 a; h% `5 R - pit = 1 + train.speed() / 40;//更新音高(速度)* J- n+ V( l( D$ v- `, P: w
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ' s: Y! ^7 N% ~ t& n' _/ ?( c& C
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
5 j/ g7 k6 r9 o& X2 y - ctx.setDebugInfo("speedsub=",state.speedsub)
8 F. w+ a2 Q5 z) z6 q8 | - if(train.isOnRoute()&&gamerunning==1){//如果工作$ t/ ^/ Y7 Z0 L1 x; z/ Y5 _5 Y
- for (let i = 0; i < train.trainCars(); i++) {
3 g" y( ]% J3 p/ I2 [ - ctx.setDebugInfo("soundsrun",1);//记录声音开启0 t. [" c7 F5 O
- if(state.speedsub<-1){//如果车辆减速9 v1 ]: U: F. O5 |9 t
- ctx.setDebugInfo("shache",1);//记录刹车" P( ?' _7 [, C* Q7 P
- 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
0 P# w5 {! j4 K - 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+ \0 y7 z, k: a7 ?" `
- }else if(state.speedsub>1){//如果车辆加速, R+ R2 W$ R: K
- ctx.setDebugInfo("addspeed",1);//记录加速
; n% L' p5 |; K9 L$ s( f. o: 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1 g! u9 z9 ^, U# Z0 }( n1 R5 A# ?/ M
- }
, F9 v. }/ G r; @9 ? - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
* E- k* e9 n- ?6 M - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声* X# M2 R+ n# n6 {5 ^$ ^
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启* _! ?- V9 A, X& M3 }4 X% l
- 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
/ Q6 o) t% L9 _* n O- T - }
x j/ Z9 _4 D7 a) n) |: B7 P - if(train.speed()*20*3.6>5){
. x6 `7 m' N* r$ K) {- m( d - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
7 p1 ]2 E, e2 E, @1 ]/ u2 G3 e - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声# \( x5 L! b' z. U& w) s+ x3 c( d
- }
?! \ q. U; z" ~- u. j4 M - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
. i) Z+ R7 m2 Y, Q& m; @ - 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
! c9 i- x6 X' J# m - 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
4 D$ p& e7 x# M* [ - }
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- }
* T: j. |7 i) K8 y* U7 j - state.soundsspeed = train.speed();//更新速度8 |. q& f0 v( Z6 f$ ^0 H4 y1 E
- for(let i=0;i<4;i++){# E" M+ C" g* \
- ctx.setDebugInfo(i+"=",state.number[i]);
, k% ~' Z9 p" h1 i# I H) w7 P - }
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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. _4 U3 Y7 D# d9 s7 Z' T6 ~
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
, a1 t# { e1 q4 |6 A0 |, p9 ] - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放9 x/ y1 g" I3 L0 L/ O0 \8 S
- nu = Timing.elapsed()+long; //更新播放时间* z$ K3 {4 z8 s0 \ Y! T+ n C/ |
- }, i5 P" z; z( L
- return nu;//返回新的播放时间
3 _: P: s& K8 `6 ` - }
: _* d9 S- r- [- d; m& P - function grnn(min, max) {//随机小数
3 t" m5 n* n7 u& o2 R - return Math.random()*(max-min)+min;: {$ s' S9 { L, z0 ]0 f4 F% f
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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! G4 r6 [6 r8 v7 F) X3 f" N
- // 获取列车从车库开出的距离3 |' ]* _' x3 |
- let railProgress = train.railProgress();& J7 S% ]0 J" e8 R. g& x
- // 获取当前轨道的索引
% l# g5 u, W% Q- o9 P/ r! D - let currentRailIndex = train.getRailIndex(railProgress, true);
4 Z& d( A7 e" y; a3 F6 q) O - // 检查当前轨道索引是否有效$ e. g& o7 h+ D8 I1 x
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
+ b, A' j2 o: S& m8 }) o2 Z% x - // 获取当前路径数据对象7 R" U% w; p0 m9 Z7 ?' R; K
- let currentPathData = train.path().get(currentRailIndex);6 ?% {6 T5 U4 G" e+ c# I
- // 获取当前轨道使用的自定义轨道名称, O. p5 F; A- P! ~# A
- let trackModelKey = currentPathData.rail.getModelKey();
" K/ q0 B6 G; m; J - return trackModelKey;
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- return null; // 或者是一个默认值: F- c! X1 d8 Z% x! V8 M4 v
- }
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* C; d0 i0 x! e4 ^/ Z, _
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