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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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( }+ J2 C- }, U( O; R/ J% U最近在研究JS 做了一个简单的逻辑来播放声音
8 R5 n7 M6 F- i7 x3 K6 q- var pit = 1;//初始化音高(速度)% Q6 E* T9 Q2 h
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]# k9 R3 o2 g0 M0 O. |
- function create(ctx, state, train) {
, {& L+ E6 E; p/ K4 `9 `/ M/ [5 _ - state.number = new Array();( V ]: L# ]2 E5 W4 f
- state.soundsspeed = 0;//初始化速度: B3 Y1 v' p+ u8 \ t7 x
- state.speedsub = 0;
) n) x9 {+ T4 u" y' T - for(let i = 0; i < 100; i++){
3 t6 s! O1 w3 M/ J" l - state.number[i]=0;//初始化数组
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- function render(ctx, state, train) { \# G& X+ C$ l \8 l* D
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动# ]+ t: e+ \1 c- C3 C' G
- pit = 1 + train.speed() / 40;//更新音高(速度)
" h8 q( F/ b2 ]5 D/ ]3 q - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
% z. y; g( X6 R _4 z( q6 Q( I - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
; t, ]6 H2 @: w( O9 t5 H - ctx.setDebugInfo("speedsub=",state.speedsub)
2 O& q6 I: A- w- l - if(train.isOnRoute()&&gamerunning==1){//如果工作
1 q) z: {# j0 S! a# ^ - for (let i = 0; i < train.trainCars(); i++) {3 d) N6 F% @3 g+ m4 j7 G7 m- @& v( k
- ctx.setDebugInfo("soundsrun",1);//记录声音开启0 L% U* G6 K& C+ m
- if(state.speedsub<-1){//如果车辆减速/ N5 o7 s% c" A9 x# Y' {
- ctx.setDebugInfo("shache",1);//记录刹车 P. J* l& x+ E1 K! M$ c9 `: R
- 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
. L; _, E# m1 z, o- F- Y5 L - 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 m0 |7 x& D5 }. u, j" E% [ - }else if(state.speedsub>1){//如果车辆加速% J# P; p4 f9 }0 S8 y' \7 k! l
- ctx.setDebugInfo("addspeed",1);//记录加速2 F% x v3 ?3 g
- 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, G9 b2 s0 ~' Y2 ~! Q/ N9 \2 m
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
% v1 N: {" o( S6 M' W9 ^) y - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
! [. y" M+ K3 u+ L7 b; i2 | - 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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. R' \9 i- Q* _4 f - if(train.speed()*20*3.6>5){& d; i# r: v" j5 _5 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: A6 ?" X6 w$ m
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声3 `! v6 ? g9 H) g6 [! {' C) c. Y
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){. S/ S; L% h( k H- 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: g7 }( v/ }: ~: D7 l8 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, r; y4 C6 x5 K
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- }
8 ?3 s' H3 N1 n# S7 Y$ T* ^ - state.soundsspeed = train.speed();//更新速度
* c/ g+ g7 x% @ - for(let i=0;i<4;i++){7 v; S7 b' q5 `* b1 O) h% n
- ctx.setDebugInfo(i+"=",state.number[i]);/ y" \$ C# d- G
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- }
7 p& v! y9 n# c' m" z9 A - 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 `+ d, J& P/ A - if(Timing.elapsed()>nu){//如果时间超过了播放时间
4 B' B5 k% Y2 M! \& p - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放" m) O/ L- r% l# p& P
- nu = Timing.elapsed()+long; //更新播放时间9 B; |9 q. j" o4 M
- }
2 H6 ?* q9 z/ c4 U - return nu;//返回新的播放时间/ \$ |- c4 r$ Z3 p& n
- }
. o$ s3 c4 d2 {8 w" e - function grnn(min, max) {//随机小数, r3 b# u. Y. m$ O0 O4 L5 _( @
- return Math.random()*(max-min)+min;
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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
5 Q7 Y: t0 M" b8 E - // 获取列车从车库开出的距离( d0 ]! J* c3 J
- let railProgress = train.railProgress();
1 p& Q! X% T' D) V7 R: E - // 获取当前轨道的索引
& I& ^8 q& w, f - let currentRailIndex = train.getRailIndex(railProgress, true);
7 I4 d' Z" \0 y, X- E - // 检查当前轨道索引是否有效) _) t8 b: m$ a* O6 ?
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {+ c0 _, |* U' ~7 A9 q5 e9 |
- // 获取当前路径数据对象( }+ u- }9 _/ E
- let currentPathData = train.path().get(currentRailIndex);$ ?+ R0 k3 s- j) o0 y
- // 获取当前轨道使用的自定义轨道名称) j6 ?# z; ~/ p1 V% H( c
- let trackModelKey = currentPathData.rail.getModelKey();
' W; t- w6 R2 s; J5 @( m% J - return trackModelKey;
/ }0 H, ~ Z/ T& V U - }
2 u$ R8 g6 M! ^0 O! v - return null; // 或者是一个默认值4 ^. w8 k Y$ [; i
- }
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2 Z, c$ a3 G2 s7 p* T B
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