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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 q/ a: j% z& E, K Z1 y$ W8 t
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2 b1 D/ {7 x5 G- Q$ h最近在研究JS 做了一个简单的逻辑来播放声音* p: c) G& H/ t8 J3 m, F
- var pit = 1;//初始化音高(速度)
D% Z, C1 R- Z& u - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
+ J, ^6 f8 w: a# ~% ^8 Z - function create(ctx, state, train) {6 K2 h' B) R; l! u1 d
- state.number = new Array();
/ j* m* q) Q) L6 { - state.soundsspeed = 0;//初始化速度( v4 Z9 {) T( z+ [' I" {* ^
- state.speedsub = 0;" t& G) M9 J7 _! j( g, G( o% e
- for(let i = 0; i < 100; i++){
2 {2 I: p. x# F9 t1 C - state.number[i]=0;//初始化数组' B `' J, J1 v) A6 o" ~# m* Y( W
- }
+ X- G, k3 d5 c8 _* z. k - }2 C2 @8 P) g' g7 b
4 m# A7 T% @ g! p7 f+ M- function render(ctx, state, train) {. \" @. v, n% S/ h$ O
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动7 T8 p' }& O" `9 |
- pit = 1 + train.speed() / 40;//更新音高(速度)
; a( {/ }/ R7 W. `/ c - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 " B7 O+ i4 H5 ^4 A0 c
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差- Z* H; s0 y/ i1 n- T2 N. H* c- m
- ctx.setDebugInfo("speedsub=",state.speedsub)) [" f# W$ A! t
- if(train.isOnRoute()&&gamerunning==1){//如果工作
! r: m9 j, s' t6 g* e8 C - for (let i = 0; i < train.trainCars(); i++) {
- G. S8 M9 I- C6 F7 N( q - ctx.setDebugInfo("soundsrun",1);//记录声音开启8 N, o! }$ a5 H' Y" L+ K" `
- if(state.speedsub<-1){//如果车辆减速; Y- ~" Z# ?) w& I
- ctx.setDebugInfo("shache",1);//记录刹车
* z! N6 o$ @2 T6 _$ Y - 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
; ]. k- ?7 H7 l. M - 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
- ~2 D. ]; ~+ L1 G# `+ S - }else if(state.speedsub>1){//如果车辆加速
2 n& u2 g) F+ `- E - ctx.setDebugInfo("addspeed",1);//记录加速2 R6 r7 K0 k; I. v0 G/ Z
- 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
; z% r) _* V$ g# h1 \& r - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声* H, ^7 X$ {2 V; b. E
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
# l8 l" Q4 x4 ]& p0 ^ - 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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- if(train.speed()*20*3.6>5){/ Z$ Y' J9 R+ H
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
* C# h% q5 R3 z5 B% n - 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 g9 x# s5 E3 O8 [! K6 s# D( z
- }8 X/ b4 _+ h! G$ Q
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
- e' ~( g+ k _ - 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; S Y e E9 O, O" J8 p2 {
- 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, O4 K* C$ [/ x4 b+ ~# T
- }
3 Q, e6 r( _ w+ a - }
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- state.soundsspeed = train.speed();//更新速度
" y# f/ D! X) Z/ J, f9 { - for(let i=0;i<4;i++){
0 `# T! z7 l7 j+ G - ctx.setDebugInfo(i+"=",state.number[i]);( V/ u3 s; A3 v u( h
- }
% F! Q+ b) B( Y) f; b - }
8 F6 l2 e+ |+ N6 Y1 W8 E, ^ - 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
- X! d: B0 r$ C2 }# O: ?! i& ` - if(Timing.elapsed()>nu){//如果时间超过了播放时间
8 Q. S' J' d0 o8 W) C. Q - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放3 W0 x! [- {6 Q6 W/ a' B
- nu = Timing.elapsed()+long; //更新播放时间
I% B; s2 P/ m4 n) ~* o - }
H# g9 j+ {1 X" J) c/ u6 s( \ - return nu;//返回新的播放时间- N3 t+ @( M A5 p P
- }
/ t; P9 D+ ]4 I" {; m - function grnn(min, max) {//随机小数
/ K5 X' @: y5 g5 K. o# } - 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
( K. y( Z0 H+ W" o) l# R - // 获取列车从车库开出的距离
6 x+ a) o0 m7 k! B% B% k4 V - let railProgress = train.railProgress();
% R+ g3 @% m$ X - // 获取当前轨道的索引; } u, K& v- }9 S! e& s
- let currentRailIndex = train.getRailIndex(railProgress, true);2 q5 K" l, m; @* z4 u+ p, z; l
- // 检查当前轨道索引是否有效9 O; l/ U( V7 |3 [5 k
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {+ p) M9 @* w2 n5 [- n
- // 获取当前路径数据对象
' \1 I2 H0 J$ s- \ - let currentPathData = train.path().get(currentRailIndex); z$ W) T9 B. j( w
- // 获取当前轨道使用的自定义轨道名称
! C5 I& i( U: N7 G& V) i - let trackModelKey = currentPathData.rail.getModelKey();
" s6 `3 V( D. m: U - return trackModelKey;; r0 [, b v, q& b6 l
- }
4 ^8 o& ], m+ b - return null; // 或者是一个默认值
4 O& H; H7 }8 h9 g& p9 B. x, r" G - }
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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