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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 ; ` g/ u j' c4 B1 i
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% s0 J3 H1 s9 u/ N* M D/ R, B最近在研究JS 做了一个简单的逻辑来播放声音
8 V$ J8 W9 Z% L1 ]- var pit = 1;//初始化音高(速度)
/ D2 z) H. p# s/ S! k - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
/ \ F4 K7 ~& [ - function create(ctx, state, train) {3 d/ p1 ]6 b' X
- state.number = new Array();. X, j" h n/ ] X
- state.soundsspeed = 0;//初始化速度" N, P7 J. _0 w/ _1 e, z
- state.speedsub = 0;! \* y' T6 @7 M
- for(let i = 0; i < 100; i++){# T' M2 W$ s) D0 j9 F0 ]% `, N0 z
- state.number[i]=0;//初始化数组6 m& L# P+ K+ g# o; e
- }
- d# _- y, ^6 K N! d# s0 z7 a0 ` - }) p& }# ^ @# x6 e& P
% A8 P' s3 U3 B n) z3 B- function render(ctx, state, train) {
% C" c+ q2 Y4 t - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
5 u ~! s9 b% P* v4 S - pit = 1 + train.speed() / 40;//更新音高(速度)9 Y/ @; ^- x4 x, q
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
* ^/ X( f! R6 d - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
8 P. t: N) p; A$ G. u, R - ctx.setDebugInfo("speedsub=",state.speedsub)! U; J0 r( C( t% r! k: C4 {
- if(train.isOnRoute()&&gamerunning==1){//如果工作% _, }$ G( L5 i% ~
- for (let i = 0; i < train.trainCars(); i++) {' |7 o& F/ J3 g( r
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
2 U1 W1 X# X4 {* E - if(state.speedsub<-1){//如果车辆减速. K( I% h2 A* ]; o
- ctx.setDebugInfo("shache",1);//记录刹车1 C" s3 R, L5 e3 l! p& l$ `
- 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13 g4 i- O& H7 \. _# J
- 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 |2 t6 J& R, i0 r: K - }else if(state.speedsub>1){//如果车辆加速& i5 P2 ^, a8 h0 e, P6 v: @
- ctx.setDebugInfo("addspeed",1);//记录加速2 E5 h: _8 l; S, l9 i a2 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
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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 G' ]$ o J& g/ s
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声" Z( _* {' [2 `" Y7 e& w
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
. N- w# ?& N8 |0 O& _+ H& D3 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
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7 s+ U" p( v* X8 K - if(train.speed()*20*3.6>5){4 r6 V1 T5 w. j, O" d, p, a( a( l$ t
- 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 O4 J* d1 j. p7 z- D2 c; Y7 Y
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
1 {" E8 Z) p K4 S# \ - }: h) i( O" k7 V) a: D; R
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){# `( W9 n. K+ a3 J T7 ?/ [7 g
- 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 g* V( U. o: Q+ e( x; L( {% u
- 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8 @ m& D, x! h7 J9 w' p( P
- }
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- }2 y6 K7 w. e9 ]8 h4 o3 I# B
- state.soundsspeed = train.speed();//更新速度
+ ?# ]1 M. p+ | - for(let i=0;i<4;i++){7 g" A, c; P$ O1 O) |7 O
- ctx.setDebugInfo(i+"=",state.number[i]);
$ T E5 U+ ~: u: f9 K# o - }
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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6 h- N1 s) y% U- J5 B3 Z" E7 g
- if(Timing.elapsed()>nu){//如果时间超过了播放时间& _% _, x; ~8 }/ [: Y6 |' ~& F: l
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放/ Z( G- k* O. x1 j3 V M
- nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间' _7 d1 }* @- o: z! F8 ^+ U! I
- }/ D, R! V3 z% M! r( |1 T/ F" u
- function grnn(min, max) {//随机小数
k( P# T' N7 |% N1 h3 \; ` - return Math.random()*(max-min)+min;
7 R8 C9 z, U) e2 R, w) ~3 a - }
* L9 z$ J2 U2 R+ [9 D) T - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
- [% c6 Z) b$ t% j: i - // 获取列车从车库开出的距离. U' T+ Y4 j: S" M+ Z1 _. d
- let railProgress = train.railProgress();
, O. u/ d/ [9 ^ - // 获取当前轨道的索引
( O8 K, p* Z4 }: N; R - let currentRailIndex = train.getRailIndex(railProgress, true);' ^' J5 Y+ M7 l' c
- // 检查当前轨道索引是否有效
, Q0 d u$ a2 v2 L - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
- N" X% m8 l5 r. W# j - // 获取当前路径数据对象
# _8 z" o" n7 V2 q* R9 q- G& N2 Q/ Q - let currentPathData = train.path().get(currentRailIndex);
+ {. }3 A! K5 X - // 获取当前轨道使用的自定义轨道名称; M, m9 ?, K# H! I2 A2 k
- let trackModelKey = currentPathData.rail.getModelKey(); e3 Q1 W: c. y8 h1 k
- return trackModelKey;% P8 b* `; f+ r; U+ L6 L0 h+ c
- }
1 z. j( l/ S) [5 L. m; k - return null; // 或者是一个默认值6 o: a6 _( A" A) n9 ^
- }
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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