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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 - M2 w- C. G8 H! L, c2 B3 e
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# z1 L3 F% }7 ?/ |; f. C最近在研究JS 做了一个简单的逻辑来播放声音
5 I7 x9 x x8 Q- Y- |8 n- w- var pit = 1;//初始化音高(速度)
$ ^0 i* Q# o' a. T* S - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"], A- ], f: o. R" Z
- function create(ctx, state, train) {
0 ~/ T; v) R$ p/ b( S- _; Y - state.number = new Array();
' P( ]# q2 t/ ?2 I @ - state.soundsspeed = 0;//初始化速度8 @8 Q4 {" G, ?: c7 K! g' U% ^2 a
- state.speedsub = 0;' A# A5 U# {& E/ Q, K
- for(let i = 0; i < 100; i++){7 i; n. J3 z( `" a2 X: `$ v
- state.number[i]=0;//初始化数组! y. n( @8 B. N$ G" ^
- }
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- function render(ctx, state, train) {* h; w7 i v9 ] ]4 X7 b4 B$ s7 M
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
& s' }# d1 ]' [ - pit = 1 + train.speed() / 40;//更新音高(速度), }% ]" |9 f' {8 C- F
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
) Z4 r( L1 F9 I% D& C7 _# S. V - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差. F/ y% Y6 r2 G. W
- ctx.setDebugInfo("speedsub=",state.speedsub)
5 S8 @, [. L; v% A, X2 Y+ U! E V - if(train.isOnRoute()&&gamerunning==1){//如果工作9 Y6 @) G3 W2 N$ f
- for (let i = 0; i < train.trainCars(); i++) {* n( S( K0 j- S6 y+ `" N
- ctx.setDebugInfo("soundsrun",1);//记录声音开启 \. }8 _2 }6 i: O+ l' W
- if(state.speedsub<-1){//如果车辆减速
( Q3 o, L/ u6 |: K- a5 k, M3 U - ctx.setDebugInfo("shache",1);//记录刹车+ l+ a- B, c" L& y5 ^3 z- @
- 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16 a" W3 { z) S$ S9 _, O/ C9 S# 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
2 j, D3 u+ K/ _9 V" X; F - }else if(state.speedsub>1){//如果车辆加速2 Z1 w1 m4 c& s9 z2 B4 V
- ctx.setDebugInfo("addspeed",1);//记录加速6 Y$ n8 q9 ?2 C& l
- 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
( m% B# b# ]. y7 V/ D - }
# x2 v1 z0 o' `+ ~% N - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声& k, j) f- N/ w
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声) G* b* ?4 v1 _- P; O* M) L
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启1 ^; V4 c' H; W( U9 ^( N. U4 ?
- 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; p$ r' b! c* R
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- if(train.speed()*20*3.6>5){$ C# x. v; V. Q5 t# 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" N/ \! Q6 N: u
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声7 E% ~/ P# ]/ I7 n4 d
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){* X1 ]& W: b& |9 K+ x
- 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 j& c& p, ^ A+ Y
- 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! a4 z" N; N* v) S0 I$ d
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- state.soundsspeed = train.speed();//更新速度8 i- \! D) @" T( ?( y) g Q- i
- for(let i=0;i<4;i++){
+ i3 u, {) E. q3 X; ^ - ctx.setDebugInfo(i+"=",state.number[i]);
. J4 B6 Y$ S5 b - }
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0 r/ X) w8 ]# {: ^ - 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 D/ |# d: q9 n4 \( |& P( r6 v
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
4 A6 V. a: v1 s" I) R' @4 i9 y; Y - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
3 A( L$ j' \4 v0 b- I - nu = Timing.elapsed()+long; //更新播放时间/ Z8 X. r9 ?# g- a0 a' W9 q- {# ?
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- return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数8 B; Z7 Q) @& [& V% o! S- ]4 i
- return Math.random()*(max-min)+min;4 s9 Q/ ~( e1 i3 V0 F4 _
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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! M; O& `$ \$ e7 x2 g. T( `
- // 获取列车从车库开出的距离
. _5 g2 x, v/ ^6 | - let railProgress = train.railProgress();* ?0 ]2 D+ g( B
- // 获取当前轨道的索引
9 c5 L) W. i; @3 { - let currentRailIndex = train.getRailIndex(railProgress, true);) G/ S, a9 i1 r' }2 _ w, \6 b
- // 检查当前轨道索引是否有效" i# Z6 t- B8 ~# g
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {1 I2 _& Y4 H6 a2 H- B( _
- // 获取当前路径数据对象
0 b8 G( s( ^3 s$ h2 g" _% l" g - let currentPathData = train.path().get(currentRailIndex);1 y/ t# L/ B/ [% v
- // 获取当前轨道使用的自定义轨道名称6 i; W& E- {, P0 x7 h* `2 s
- let trackModelKey = currentPathData.rail.getModelKey();
7 T- ~; N6 a- I& c5 m7 E+ t6 K' F - return trackModelKey;
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- return null; // 或者是一个默认值
/ y/ ]3 l8 c3 K' I! 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4 ^1 K. z' H1 o6 p
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