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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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# l/ k% [& q0 c' A2 ?! e" \; b最近在研究JS 做了一个简单的逻辑来播放声音& B* M+ e( F- I* ?
- var pit = 1;//初始化音高(速度)& N$ k( E) a1 {$ C- @- F* Q
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]. Z/ T6 e l( U
- function create(ctx, state, train) {
) h) Y! G: l: w9 n z - state.number = new Array();" z* x. m& P! ?+ \( u+ B1 g$ Y
- state.soundsspeed = 0;//初始化速度
* d/ O, I" h+ i& m. ~/ A4 _ - state.speedsub = 0;
& W& q! T; X2 L- f F - for(let i = 0; i < 100; i++){2 L5 F! m8 o0 U' A; m7 \
- state.number[i]=0;//初始化数组' ^, x- f7 C" K8 v
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- }
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- function render(ctx, state, train) {1 p K+ Y8 M$ P. P, a' _% \
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
! p+ H9 h( m" J8 A! `, _: d5 O - pit = 1 + train.speed() / 40;//更新音高(速度)
. A/ x( r4 F3 T' P8 L* h* Q - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
: E! E; T1 X% f - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差! R* y2 S ~. v% z+ C- i' G: T, I
- ctx.setDebugInfo("speedsub=",state.speedsub)7 \$ t, F8 e0 K( C
- if(train.isOnRoute()&&gamerunning==1){//如果工作+ G* C4 _4 d K: M2 I
- for (let i = 0; i < train.trainCars(); i++) {. D2 U+ p4 V9 ^" d0 s$ V
- ctx.setDebugInfo("soundsrun",1);//记录声音开启. C: O2 |$ G9 [( V: ?
- if(state.speedsub<-1){//如果车辆减速! M" C8 F/ b# ]
- ctx.setDebugInfo("shache",1);//记录刹车3 ]4 {1 p/ G q/ Q- c
- 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
- }) w) g+ T- B9 Q5 ` - 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
' ~' j1 l) W! X* }1 R! L" Z! G- c - }else if(state.speedsub>1){//如果车辆加速
5 V- m! W' S( w+ c; p" r - ctx.setDebugInfo("addspeed",1);//记录加速
- K# J, e9 e9 R& ^6 A2 B6 m1 E - 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
/ I$ k1 s2 w/ ]+ H# p - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声& o- N6 a# D9 d* t( t8 }
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
) T0 m3 e. q* u - 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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% e1 d/ P; K5 b - if(train.speed()*20*3.6>5){9 n0 O! {, P8 A9 d
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声! U1 N8 S, d0 a1 Q" w9 h' K
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声 L5 h y' R+ g3 z: J! {
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){# \. f2 `' m4 l$ f& i+ w2 q
- 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
! K0 w/ ~" {" j' o# o - 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
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- state.soundsspeed = train.speed();//更新速度
% Z& k$ s' b2 a - for(let i=0;i<4;i++){
p6 Z7 p& k$ `2 F. l$ U& i( l - ctx.setDebugInfo(i+"=",state.number[i]);
^6 \( ^3 e6 W, d7 R - }
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& s$ k& a8 I: Q9 m0 Z3 k6 d& P - 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) K3 ^* \8 ~% j
- if(Timing.elapsed()>nu){//如果时间超过了播放时间4 L2 S% d# ^# f) C
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
% c8 l* F+ g/ n9 A+ l+ J0 j0 x8 b: s - nu = Timing.elapsed()+long; //更新播放时间* ^4 S; C0 `3 b
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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
" j" C7 B& A7 B; {4 t - return Math.random()*(max-min)+min;0 x; ?( x, E6 v
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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0 j/ e( K/ E. M2 w, K
- // 获取列车从车库开出的距离
5 w* l* r1 G- s - let railProgress = train.railProgress();8 ~8 R) t* X- d: e, |
- // 获取当前轨道的索引$ o9 Q! ?8 ~3 L
- let currentRailIndex = train.getRailIndex(railProgress, true);0 T+ ~: O; q x8 E; q# i
- // 检查当前轨道索引是否有效
' j) B, }0 F7 u/ | - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
4 w* Z: w8 F- l; N6 J4 g" B, O; J - // 获取当前路径数据对象: q8 `9 n5 r9 c# m
- let currentPathData = train.path().get(currentRailIndex);
$ B1 ^7 w3 Y# q, n - // 获取当前轨道使用的自定义轨道名称0 e. j% f# |( W0 G! p
- let trackModelKey = currentPathData.rail.getModelKey();
4 I3 Z8 i8 a h0 ^9 I, Z& u - return trackModelKey;$ R2 M% k, t2 F8 T$ s9 z4 t! o
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- return null; // 或者是一个默认值
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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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