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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 6 G9 g" B/ @( A- t: D0 _# i
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G3 E4 ]* b4 t; N" ^5 e最近在研究JS 做了一个简单的逻辑来播放声音
: D6 {* t6 d% H3 z! U8 Q- var pit = 1;//初始化音高(速度)
# X# C" A7 R$ x! p8 l" o8 ? - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]/ d' t- \0 `: H0 h1 S- a+ d
- function create(ctx, state, train) {' Q3 ]; s: w7 a/ K9 F* ]
- state.number = new Array();$ n _; ^$ V* O5 {- @6 F: V
- state.soundsspeed = 0;//初始化速度
! L0 O- O$ G+ X: Q' E - state.speedsub = 0;
- e9 I( s Y1 B - for(let i = 0; i < 100; i++){4 N1 h5 e h9 s( y K1 i
- state.number[i]=0;//初始化数组# G* f$ C# S8 J0 G( l' f
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- function render(ctx, state, train) {0 }6 R; j7 d' J9 L0 W' [8 A. X* y# d
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
4 L( v. o2 P! q6 Q, X6 `; u1 e - pit = 1 + train.speed() / 40;//更新音高(速度)
( R7 ~' j% x. L s6 J - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
5 }7 l% K; \* e% Q - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差7 G) e3 `# a, r; e7 r$ t* O
- ctx.setDebugInfo("speedsub=",state.speedsub)
8 b& K! B$ h, o - if(train.isOnRoute()&&gamerunning==1){//如果工作8 V, E' e" R; D
- for (let i = 0; i < train.trainCars(); i++) {
( _& y2 s' ?2 _& u% t. Q2 [ - ctx.setDebugInfo("soundsrun",1);//记录声音开启+ Z1 }( L) C9 \- w$ {; m8 t
- if(state.speedsub<-1){//如果车辆减速
5 _7 ~" W k# ^; J( Y4 O - ctx.setDebugInfo("shache",1);//记录刹车
. J9 K( j8 D2 V* M8 o- d3 s$ C2 F - 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 q( C) u: W" F6 G( I/ S
- 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: k' U S; l* ?: @3 g( J2 Q' C* q( s
- }else if(state.speedsub>1){//如果车辆加速" z. C0 K, J& q+ c' o/ t0 `3 U$ W
- ctx.setDebugInfo("addspeed",1);//记录加速
+ \( a( W5 C* `) @ - 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6 ^% Z! Z3 O3 v0 z
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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: F9 e, X8 _8 x0 S3 s
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声4 i: w4 L. {' j$ y
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启5 p% q8 h+ y: ^! e& K5 x! A0 j( 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! U* B' @* z8 f! n5 Q$ P2 f
- }
, x. ?) [: b# q4 e1 I% h/ m; Y" a - if(train.speed()*20*3.6>5){
# I# a( T4 V3 K - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
) W |8 K, j& K% v - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声8 j( C8 `8 P+ ^
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
2 ?9 s; n- N9 M" | - 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5 i/ c) M+ z2 e! 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
* t( L( U9 D+ ?+ L i - }
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% X$ U* h* O( _1 o - state.soundsspeed = train.speed();//更新速度& R( l8 F+ J+ o8 }% \5 g$ G* B9 i
- for(let i=0;i<4;i++){
2 D7 ?9 a( B. @3 t) G: w$ r - ctx.setDebugInfo(i+"=",state.number[i]);) T' ^' o. ^2 ?8 m
- }
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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+ w5 b- f1 h2 q2 v- N
- if(Timing.elapsed()>nu){//如果时间超过了播放时间2 o0 H, i, O$ ~1 m+ E+ E2 j
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
: I& @- j- O8 `: S) _/ O. O; K - nu = Timing.elapsed()+long; //更新播放时间/ M1 O$ [! Y' R2 O8 v
- }
/ k9 b8 V! f( i/ l5 W' s/ M - return nu;//返回新的播放时间5 G! v2 X( m" J/ n
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- function grnn(min, max) {//随机小数. H" o3 ^. J- Z3 H) f
- 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
8 T; c+ k7 q, p$ X: { - // 获取列车从车库开出的距离
: c: A7 Z3 A; z% z - let railProgress = train.railProgress();
( r) z6 N* i. T+ B - // 获取当前轨道的索引% f: `( K: Z6 ]% C% `
- let currentRailIndex = train.getRailIndex(railProgress, true); Y$ @; G2 Y3 Z- \0 h
- // 检查当前轨道索引是否有效
) l, n0 p+ L9 u: p4 }6 H - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
1 s3 @: \ l8 Z6 o - // 获取当前路径数据对象' Y6 b7 n$ h' I
- let currentPathData = train.path().get(currentRailIndex);4 y- N1 a7 Y7 W K7 K2 o
- // 获取当前轨道使用的自定义轨道名称
`/ o" m: Z- T. g4 q. \ - let trackModelKey = currentPathData.rail.getModelKey(); b" K) d9 P" X( F ]3 G. ~
- return trackModelKey;
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0 j2 C# S7 }$ z' q2 L3 v B# f - return null; // 或者是一个默认值
) \- W: Z& o5 D2 @, M3 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5 H3 Z' W6 A! {& J6 ]- C
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