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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 5 W; X2 a: E0 H: e) A2 g( i
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$ M2 Z# B% \, w最近在研究JS 做了一个简单的逻辑来播放声音, N; y/ ^: w+ m8 V+ H5 t0 E2 I
- var pit = 1;//初始化音高(速度)( |) c6 f2 n7 g
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
) \4 V/ B1 X% n) c1 x. O1 h - function create(ctx, state, train) {. C" t8 ~' P, ~9 p; p, S
- state.number = new Array();
0 D8 z* O. L3 ~0 D! u4 @ - state.soundsspeed = 0;//初始化速度
1 F+ G4 H% ^0 O% H- Q$ t' Q - state.speedsub = 0;, J2 s# A- I$ j2 p5 \9 n
- for(let i = 0; i < 100; i++){! |/ L# ~* z9 {. a1 z0 M1 G7 H
- state.number[i]=0;//初始化数组# N, @" F4 L/ L- {3 G6 l! |, g
- }9 z' [! u$ Q# h# ~; `! \
- }
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/ k1 F9 j% H- _+ D# R9 u c6 _) `- function render(ctx, state, train) {- o; e' W2 A+ u+ K9 w! [- O
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
+ o5 I" t. d O' k& n: g9 _+ z - pit = 1 + train.speed() / 40;//更新音高(速度): F& S0 c" o$ k! s6 h, E8 a
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
5 _- R! @+ c$ D - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差( H, b- J$ E! K( g+ Z" G0 E
- ctx.setDebugInfo("speedsub=",state.speedsub)( r0 k& c, N: z' b+ z
- if(train.isOnRoute()&&gamerunning==1){//如果工作
( _7 f; K( }/ s6 q# M4 j; @! ` - for (let i = 0; i < train.trainCars(); i++) {2 q6 ]3 X" ]# n$ P
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
5 q4 k" r9 |' `, V4 Y - if(state.speedsub<-1){//如果车辆减速
: z- T7 a3 q/ O0 {: _6 C - ctx.setDebugInfo("shache",1);//记录刹车+ S( O# g% {2 e* ?/ t( c
- 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
% V6 E4 Q3 e/ ^# w2 M$ t - 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& b M" J E5 r) \
- }else if(state.speedsub>1){//如果车辆加速
1 T: K }0 p2 C+ S* \7 u: f/ o0 D - ctx.setDebugInfo("addspeed",1);//记录加速
! V9 x3 c0 _/ U" p8 W4 T - 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
; @4 c' Q. P( b* F4 z2 t - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声- F4 ]5 n# `9 x/ j) @0 B+ ]
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
1 q6 C4 [" R, K9 J8 m - 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
2 P I. d! s9 P8 A% G" ? - }
. s0 S" H. v6 @& n; l/ {: J; z" T - if(train.speed()*20*3.6>5){5 L7 m1 L6 m K7 o' W
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
/ ]9 I. B4 z3 a0 X+ 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
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){, U+ r6 b; N4 \
- 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
6 V6 s, K. x( s9 H, p - 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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2 `8 B& v. |6 U6 U. w4 c - }
% N, Y: K+ d$ W5 ~# s( K - }
: t1 A5 k2 F7 v- v4 V8 U6 F+ Y$ O - state.soundsspeed = train.speed();//更新速度
7 m1 f |$ v: W3 e) V# L; Q% [5 g - for(let i=0;i<4;i++){
L) G& h" F9 M3 W! H1 u - ctx.setDebugInfo(i+"=",state.number[i]);0 O P0 W( n& \2 Z0 w
- }
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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
s7 h0 i- s D3 a- O3 \! Z0 ` - if(Timing.elapsed()>nu){//如果时间超过了播放时间. d% Y1 P/ l2 f! z2 y
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放! M7 C3 p2 w' w2 c, j" C! M! ~
- nu = Timing.elapsed()+long; //更新播放时间( X# J# |( @- ^6 p: P) u6 a
- }
- u5 _0 A s ]8 P - return nu;//返回新的播放时间7 l6 W+ }( \- V
- }% {9 N6 Y, z; r5 z
- function grnn(min, max) {//随机小数5 e, j- y4 J6 @( r( V
- 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
4 {( S6 }* C! z: j - // 获取列车从车库开出的距离
( O2 m8 O' _1 V1 I1 W+ c% d - let railProgress = train.railProgress();
3 y" V( G9 p& z" J - // 获取当前轨道的索引
- C: S! I! B9 c - let currentRailIndex = train.getRailIndex(railProgress, true);+ W' `' ]& t# @. N& \
- // 检查当前轨道索引是否有效& l: R! Z- H1 N
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
2 |4 `- O' N! q5 E - // 获取当前路径数据对象7 m. x$ \0 E% [3 V* |( ?; D& P
- let currentPathData = train.path().get(currentRailIndex);" _8 z$ j, k I& U. x
- // 获取当前轨道使用的自定义轨道名称
6 a( r X5 D% M - let trackModelKey = currentPathData.rail.getModelKey();1 v) A$ L* p1 c$ i T
- return trackModelKey;
3 A6 g# p1 W: B - }
$ |2 s& p. _3 ? - return null; // 或者是一个默认值/ W1 f# N8 T4 U3 w0 r+ Y+ F
- }
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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