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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 2 B4 X) [$ S' R0 g
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8 ]; V! ?" H( @$ i" L最近在研究JS 做了一个简单的逻辑来播放声音
I; D- S0 @7 a5 R8 n4 j- var pit = 1;//初始化音高(速度)) s& y' I/ u9 o! p( m; k3 t
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
! @. F* d- ~+ Z% K- B& C' k/ B - function create(ctx, state, train) {
2 v4 r! D: V. g/ X9 E! d - state.number = new Array();
1 U* V2 z7 s, c' J. ? - state.soundsspeed = 0;//初始化速度
+ x1 p/ S2 n& f( M - state.speedsub = 0;
4 a0 o& l+ I7 D2 W: V - for(let i = 0; i < 100; i++){+ s/ t/ h6 `# n4 G: P) {9 G
- state.number[i]=0;//初始化数组 Y7 e2 B- H/ n. `4 j
- }
" X$ O$ `0 [: ~/ d) o - }
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% r; _: c, K* U- function render(ctx, state, train) {. @ X5 l2 e3 Q4 k3 E+ \9 p
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
9 T1 ^, {1 C$ R; l `( F: K# Q - pit = 1 + train.speed() / 40;//更新音高(速度)
5 M* L$ i% f, M l - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
( b9 X& W) P6 e9 e$ \5 t: } - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
, j0 R/ I2 g4 N* `- Q- }1 ~ - ctx.setDebugInfo("speedsub=",state.speedsub)
# o* r% B0 P6 n% T) {: N - if(train.isOnRoute()&&gamerunning==1){//如果工作
' l3 v7 I, `& z7 u) P6 T3 W+ P - for (let i = 0; i < train.trainCars(); i++) {- d; z0 u7 i/ i$ e+ x; ?5 E
- ctx.setDebugInfo("soundsrun",1);//记录声音开启, s/ ]' b0 v6 q3 O
- if(state.speedsub<-1){//如果车辆减速
8 ]7 `- {# q# Q: d - ctx.setDebugInfo("shache",1);//记录刹车
, S) s( e, n W" l; G1 F - 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12 V: o9 R& F* R) 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
; F# u+ V2 E) a Z$ ]2 h! ]/ } - }else if(state.speedsub>1){//如果车辆加速
3 Z. W3 G2 S- v" R. q! g* h - ctx.setDebugInfo("addspeed",1);//记录加速- A" L! Q# \8 n) p c
- 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. O; |# |8 j2 n8 v6 ?
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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
6 |% }& s' b o7 a k, K - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
! |0 V7 \* s3 m6 a - ctx.setDebugInfo("horn",1);//记录鸣笛声开启) I8 s, p& z$ Y. W% F! o( C/ R
- 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4 k: R5 p O0 y7 K! E) n6 [
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- if(train.speed()*20*3.6>5){
) [) _9 o% }+ x7 I - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
8 ?+ T& W$ T5 d$ D+ [, T - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声" Z5 r6 R/ b6 U: u3 A0 E% H
- }
2 x! J% [- T1 ?) u# `% L - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
$ m3 t2 y5 l1 s- g3 m, ]5 R - 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 ]- j5 R% J) `4 V9 L
- 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. N( R3 U( I: n5 Y' D# Y
- }
) i% L/ H3 f1 B) L/ F, U0 h - }
5 Z, f7 d6 G [" Z! w - }
, x5 Y3 L- i9 d8 n) B8 u: r1 ~. f! h - state.soundsspeed = train.speed();//更新速度, W2 I! Y K( f# n
- for(let i=0;i<4;i++){
3 E$ {8 L, Z! X/ S, G3 P* ? - ctx.setDebugInfo(i+"=",state.number[i]);% w2 a' F/ r0 T; g
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- }4 `* |* |) T2 C# J0 {
- 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; ^6 `0 X1 ^# b, z0 s. ^+ I
- if(Timing.elapsed()>nu){//如果时间超过了播放时间+ e$ b- K& i9 @9 T! D
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
/ L3 V. O7 y5 Q3 h* D - nu = Timing.elapsed()+long; //更新播放时间9 e! F: ?% p: a8 G! \1 g' n
- }4 j p; @' H! [* K, u6 ]
- return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数9 `5 X1 Y0 s$ {( `: N- u
- return Math.random()*(max-min)+min;/ T0 W% k7 A0 n$ a7 |' d7 T
- }
7 ^) _& _' o: F6 P% ]" ?: L - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的1 s* f% H+ u% o& a8 e* l
- // 获取列车从车库开出的距离4 A8 _ z* g- G- W- ~
- let railProgress = train.railProgress();6 T6 D( z2 ?7 @1 g
- // 获取当前轨道的索引0 q- G( U3 D. c7 K& _, P) I
- let currentRailIndex = train.getRailIndex(railProgress, true);
5 d4 f6 D! B# E1 z - // 检查当前轨道索引是否有效/ n8 `' O+ q: |+ p. ~
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
( u% o/ I8 x R, I - // 获取当前路径数据对象$ @# e6 K7 J6 y% B N+ I
- let currentPathData = train.path().get(currentRailIndex);6 T( J2 |: e8 Y7 o) T
- // 获取当前轨道使用的自定义轨道名称5 a9 T- l f' Y& i8 u1 y- ^2 K
- let trackModelKey = currentPathData.rail.getModelKey();
/ Y' Z! c" _, g" b( _( P - return trackModelKey;
6 _6 ^8 ]5 ?+ }' q v - }
3 X2 b+ {% `8 U4 L - return null; // 或者是一个默认值4 U3 U2 ~7 ]3 z
- }
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4 B, W( U' h6 n: b
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