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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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5 B& b' U5 D* X2 C* M最近在研究JS 做了一个简单的逻辑来播放声音
3 v8 i" g" n1 N- var pit = 1;//初始化音高(速度)
0 D4 |- ?5 Z. j3 }) D) ^4 G - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
+ j, w" w% Q& u W/ {& s - function create(ctx, state, train) {8 u2 l& R6 O) w
- state.number = new Array();5 j( u5 I7 Z) P- F/ d/ r
- state.soundsspeed = 0;//初始化速度! b; W+ h% v# D* f$ `
- state.speedsub = 0;
# D) d: D2 S$ o% ]* {1 L - for(let i = 0; i < 100; i++){! g% e P$ K5 u/ R ^9 A
- state.number[i]=0;//初始化数组
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- }4 p% V: j; j# t: V! k. [! {
: Q4 a* k$ h& f( V4 i% x$ e- function render(ctx, state, train) {8 a2 @, m" {1 b4 |3 Q. M7 X8 m0 c
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动, F: K4 u) _' J+ r" e' a
- pit = 1 + train.speed() / 40;//更新音高(速度)
^7 _4 |+ k, R# ?! P" q2 g. V - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 7 X* R1 o% F% A: U
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
) ~6 F! Q* Z0 v7 H2 n - ctx.setDebugInfo("speedsub=",state.speedsub)
# p1 f0 K, T+ _* n - if(train.isOnRoute()&&gamerunning==1){//如果工作% p+ U7 d) w& T) w& ], R; h1 k
- for (let i = 0; i < train.trainCars(); i++) {& `) H h+ c2 p% a8 w
- ctx.setDebugInfo("soundsrun",1);//记录声音开启3 r, [. F; f& _
- if(state.speedsub<-1){//如果车辆减速8 V1 c' M$ X* l' z, L# c: I
- ctx.setDebugInfo("shache",1);//记录刹车
& K% w; m4 w6 e - 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$ a* a& g* u& z8 D: @2 _: 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
8 A$ r* W" D. q0 c' a H - }else if(state.speedsub>1){//如果车辆加速
# }5 y* m% f3 w3 L- R - ctx.setDebugInfo("addspeed",1);//记录加速5 m8 m5 J1 _( e+ t/ j
- 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 s! o" W4 T% m; V" ]3 S) m0 A
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声+ M% A, |/ b4 ?8 v; v
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
/ J8 O/ u& C" B1 B0 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1 B6 K2 i! x& a! y
- }
& u: V4 q0 @) ]1 a - if(train.speed()*20*3.6>5){
7 n) v8 V. U3 y - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声# L `3 C- e3 y5 f0 w
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声! Y9 I% p: F# L# j8 u v. M
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){0 t: i% M- 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
2 u8 J( T, O0 A - 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* y. X4 |9 H$ [8 a; Y9 {: a, F" j
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- state.soundsspeed = train.speed();//更新速度
3 p- | F# l2 [, X5 _( p. k+ o0 g - for(let i=0;i<4;i++){9 Z) O1 M# o' j9 y. q& U. ]
- ctx.setDebugInfo(i+"=",state.number[i]);# N6 z% j8 ]; w' k* _) U
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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
/ {5 N! F/ d j" P1 o" }0 @ - if(Timing.elapsed()>nu){//如果时间超过了播放时间! Z$ U6 T& x! H [$ v! B
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放, d4 v8 _/ Z B+ {# O3 h. z
- nu = Timing.elapsed()+long; //更新播放时间, \, G3 l& P0 }+ S+ u. x
- }3 P) }% g4 T0 s# |
- return nu;//返回新的播放时间
% L3 b, |$ a+ M - }
" G5 x* Y- r. B - function grnn(min, max) {//随机小数
& J$ j2 V9 Z! o. f/ c/ v& O - return Math.random()*(max-min)+min;. Y5 m/ i( n, P6 V- e3 t: D# ~
- }
% V7 Z3 z$ a' U0 v, f8 c3 T - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的: b+ N3 c F* _; x0 o4 m
- // 获取列车从车库开出的距离
1 w% W8 h5 D- ]! g( h - let railProgress = train.railProgress();7 F. b) ]5 N, b
- // 获取当前轨道的索引
& x6 `( y0 i: W- H* x: T - let currentRailIndex = train.getRailIndex(railProgress, true);
/ c7 `' X) Z3 t- k- C0 V% X - // 检查当前轨道索引是否有效2 C& s$ J+ n7 x5 ? U9 W! D
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
& u" Q6 C3 {+ m9 D5 W5 q - // 获取当前路径数据对象* c$ J5 c) N2 G/ t9 U. N
- let currentPathData = train.path().get(currentRailIndex);
4 H @* l6 j- Q0 C - // 获取当前轨道使用的自定义轨道名称
& @8 @* ]2 v1 k9 z - let trackModelKey = currentPathData.rail.getModelKey();
' D9 w4 M9 r- i6 y2 _1 i - return trackModelKey;
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- return null; // 或者是一个默认值! U. _& {* T! M
- }
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6 M3 w: j: g+ ~6 g
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