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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 % v! {" q4 z7 S+ c& k
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最近在研究JS 做了一个简单的逻辑来播放声音3 [# x- c6 \9 n8 @' Y' t
- var pit = 1;//初始化音高(速度)8 B, ?# t, I1 ~$ i
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
3 k9 M0 O2 F7 Z6 V+ ]) k' e - function create(ctx, state, train) {4 e6 Q$ f( V. p( A
- state.number = new Array();0 o- u+ d# H6 H8 ^( r: |2 n) g
- state.soundsspeed = 0;//初始化速度4 R2 L( Y. D. y7 y) e1 J
- state.speedsub = 0;. w9 y: ~- O- X
- for(let i = 0; i < 100; i++){" T) `# [( L6 X" I9 n
- state.number[i]=0;//初始化数组
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- function render(ctx, state, train) {
5 F. } G" [9 m+ t5 J( q - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动+ [( R0 @& q, w
- pit = 1 + train.speed() / 40;//更新音高(速度)2 z, B9 P8 J% b W# B* F% g2 d- o; L
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 # q+ A) L' G; P4 P7 ~, _: ]
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
; b: H6 x, t8 Y; I/ @ - ctx.setDebugInfo("speedsub=",state.speedsub)2 [7 ]: w3 \! y& H' R
- if(train.isOnRoute()&&gamerunning==1){//如果工作% y) r: ]7 M% @0 ~' h) o f, ~
- for (let i = 0; i < train.trainCars(); i++) {4 h4 {- J$ t7 x4 n) D* `
- ctx.setDebugInfo("soundsrun",1);//记录声音开启9 C9 o6 j# ^* G: u) X1 x
- if(state.speedsub<-1){//如果车辆减速3 g2 O% [, f% R
- ctx.setDebugInfo("shache",1);//记录刹车
$ N) { R& D3 u: v" O - 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
( o; @7 w$ k5 H - 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26 I- N/ y- N h4 k
- }else if(state.speedsub>1){//如果车辆加速
6 ?% m* Q ^3 \( d' W - ctx.setDebugInfo("addspeed",1);//记录加速) D( F3 B5 i9 A% D. j9 ?% V
- 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
6 d- j9 |# J7 t% b- f- ~9 H% q - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
: F' z3 O7 n! ^) X; \( ^( Y+ C - ctx.setDebugInfo("horn",1);//记录鸣笛声开启. @7 a+ G- A q9 p( 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. v% i3 F' |7 @$ b5 u
- }
& z. o1 a, u- o: Q& `5 w - if(train.speed()*20*3.6>5){
7 r( d7 S* B7 `2 {* d2 p" v - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声+ k& J1 f n9 `3 F
- 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){
' w A5 C% ^* U( H - 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
3 s6 h0 V! {$ ^$ [% f9 q - 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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- }
& n3 v$ |; ~, Y - state.soundsspeed = train.speed();//更新速度, `5 f C* d2 O- U( b
- for(let i=0;i<4;i++){7 z0 O; ^* f4 Z' f$ v( d1 \: t
- ctx.setDebugInfo(i+"=",state.number[i]);5 K( r7 C- R: F' ?6 c5 ~
- }
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; l! s' Y; F) }) i) y - 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 J" X7 r! u& p, @+ |$ {+ i9 S - if(Timing.elapsed()>nu){//如果时间超过了播放时间
" M1 \, I {/ _" H - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
' I( s) y; e' R8 [" z( ~7 [4 G - nu = Timing.elapsed()+long; //更新播放时间% ^# b8 N; t. n/ y" K8 C$ n8 h
- }
% F# x6 r1 W% |' T) a( J5 D - return nu;//返回新的播放时间5 N: `: ]. _2 q
- }
9 g7 z2 a( z; u) { - function grnn(min, max) {//随机小数6 k* w9 Y3 j# @' b4 l
- return Math.random()*(max-min)+min;9 R* I8 e, t7 i2 w% d _ w
- }
8 F9 d0 A- ]8 T O - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
& v0 Z K8 V T - // 获取列车从车库开出的距离. B; {: F/ j5 S3 O
- let railProgress = train.railProgress();- T5 g; w) |6 R6 ], ]
- // 获取当前轨道的索引
) ]1 w/ K/ X% | - let currentRailIndex = train.getRailIndex(railProgress, true);
; ~1 H6 \, X, I! g - // 检查当前轨道索引是否有效, ^/ g' j- C; Z5 s" z% ~: u' @. O
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {, |1 `+ T, I! f5 {" n8 p; b
- // 获取当前路径数据对象
6 o9 E+ y. z: z9 j) g. u! f - let currentPathData = train.path().get(currentRailIndex);9 S9 L. i% E) i9 p3 U
- // 获取当前轨道使用的自定义轨道名称
, J2 h- p( g$ B* t! B) ?& w9 y - let trackModelKey = currentPathData.rail.getModelKey();
7 B/ m8 N. C W9 v9 l7 v* _4 t - return trackModelKey;
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+ y2 A% c' `7 y - return null; // 或者是一个默认值
( O6 D0 g4 I3 f2 b W1 b - }
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& c6 r$ N- J' m( U1 R8 t% _
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