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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音
5 \( X/ X/ f% E8 S" G/ T7 _, f- var pit = 1;//初始化音高(速度)& ]2 a. L( f( a' X, F+ `3 n
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]$ t: J7 W7 m6 L2 z7 y
- function create(ctx, state, train) {
- k5 L( V( B" l5 J - state.number = new Array();3 X4 Z5 g& _; x& z0 H! p
- state.soundsspeed = 0;//初始化速度& K' y1 R7 s3 P5 Y" Y$ c( U2 G2 m
- state.speedsub = 0;
* p) L0 h1 B6 N) p$ H( H A - for(let i = 0; i < 100; i++){" b$ Q4 H" C( j( h5 Z
- state.number[i]=0;//初始化数组. t3 \7 h) G: G6 \" [- C+ Y+ p
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# z, U, u' [4 e; y5 N1 M5 [; H: s% X' h1 _- function render(ctx, state, train) {" ]$ r' p4 T: Z6 C6 L
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动% _1 }. n+ y z8 S9 q
- pit = 1 + train.speed() / 40;//更新音高(速度)
: J& u9 B+ T8 J9 |3 p0 i - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
6 F! P" `7 P- \; ?! ~9 x; D: p- \ - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
4 ]0 Q% @3 \* E+ g; [* U; o! @ - ctx.setDebugInfo("speedsub=",state.speedsub)+ a' g, X/ ]/ u2 u
- if(train.isOnRoute()&&gamerunning==1){//如果工作
) M* z6 @9 }6 L0 b4 b7 z; k - for (let i = 0; i < train.trainCars(); i++) {2 x& y3 B6 f( M& m* A
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
( E- a, _# t! R1 X/ R, z9 V) f, B - if(state.speedsub<-1){//如果车辆减速: p7 i0 p" P- v" v$ C5 X
- ctx.setDebugInfo("shache",1);//记录刹车
' Z5 _$ @, r# B% a& S* | - 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' l1 G' t6 {( q' T
- 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22 [" k t' S! V. W7 Q
- }else if(state.speedsub>1){//如果车辆加速9 Y5 i) ^. B$ C4 z0 p G4 e) ~
- ctx.setDebugInfo("addspeed",1);//记录加速
L0 _3 A C/ e9 c z1 w - 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& j* Y8 M4 [$ V! g
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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: S5 _" k; i( R8 v! R M
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
( E4 ?# j) O% O5 k G# }4 o# J: n - ctx.setDebugInfo("horn",1);//记录鸣笛声开启3 x$ Y( A0 W5 e* _
- 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2 Y# L/ q% M( l7 g2 q
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- if(train.speed()*20*3.6>5){
( g [- ~+ z9 h' R+ [( i5 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
8 }0 g# A3 C3 ]. q2 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) K; N* a: x2 D
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
# F% D. u' u5 s - 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1 r2 p" u U9 b
- 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2 ]9 p; i. E$ r! r6 F+ }# n
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- state.soundsspeed = train.speed();//更新速度
! m' A+ }8 E6 I$ P. g: ~ - for(let i=0;i<4;i++){8 M! U, X& F1 F0 y( {
- ctx.setDebugInfo(i+"=",state.number[i]);7 Q; _: ]9 t* Z. B9 V9 K6 e
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- }
( q) E9 K- V2 b7 u: N, 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 g) q% Z( e( u+ [6 x - if(Timing.elapsed()>nu){//如果时间超过了播放时间7 B4 {4 E' T: W# f/ _% K4 p& v" N
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放) \$ J5 o) f1 R6 s4 [4 q+ U
- nu = Timing.elapsed()+long; //更新播放时间
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* u8 Y5 }. ]3 y0 ^ - return nu;//返回新的播放时间# Y& A: G+ \. A. @9 V6 l) @7 j
- }
. P1 j4 J8 v+ B9 K k* ?8 Y9 C) z - function grnn(min, max) {//随机小数* `+ R+ l& R9 R* C+ h
- 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. o0 N& D/ `+ t: F3 I7 _% y, ~
- // 获取列车从车库开出的距离/ _( ?6 D/ |3 Z" d
- let railProgress = train.railProgress();5 u- p7 R% x: @" g# u" i8 X3 I4 F
- // 获取当前轨道的索引8 n/ x& k9 `# ~- I7 g
- let currentRailIndex = train.getRailIndex(railProgress, true);
: E4 r! L# O: ]! T, u3 A - // 检查当前轨道索引是否有效
2 Q" ^; B5 T7 \- v - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
: v1 n$ N% d5 V% m1 Z! L - // 获取当前路径数据对象
1 K* v# U! d- a) ], o6 P - let currentPathData = train.path().get(currentRailIndex);
. k- _- u) Z! w5 M Z - // 获取当前轨道使用的自定义轨道名称6 r& Q+ e7 M7 z# H* W
- let trackModelKey = currentPathData.rail.getModelKey();
9 t+ L0 U- w% ~ - return trackModelKey;! z& W- x. f$ S! b
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- return null; // 或者是一个默认值
" }+ z- S" c9 ?" A4 o- P - }
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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