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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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, B7 l5 E: I$ L) x最近在研究JS 做了一个简单的逻辑来播放声音; l. m* P3 b" i" H t3 p# `0 N
- var pit = 1;//初始化音高(速度)
V$ I* i: ]5 g$ H$ o - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
% V" ^5 n9 S! X/ |. K6 V: i7 R - function create(ctx, state, train) {- ^" y8 p/ C7 e- E
- state.number = new Array();. f# w: g" H4 L% x R
- state.soundsspeed = 0;//初始化速度
$ `9 E% q0 L+ t4 g( G - state.speedsub = 0;2 M, S# T1 e3 }% \
- for(let i = 0; i < 100; i++){
: a0 M3 |+ K" B% z5 Q - state.number[i]=0;//初始化数组
$ u' u* Y; i) [6 o' d5 C - }
7 ]4 z" p1 }. D - }
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z/ ?# W5 `1 J7 F- y- function render(ctx, state, train) {
* S0 w" ^5 p8 Z5 C. \2 b6 g7 f - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
' z8 B5 p, V! ]% L( \/ q9 p2 S9 h/ q - pit = 1 + train.speed() / 40;//更新音高(速度)
7 S' ~3 }9 v# I- | - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
. ~2 H( Y! Z1 |$ `: `8 m- c5 O - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
1 C" s# \1 k* S6 G - ctx.setDebugInfo("speedsub=",state.speedsub)
2 V, ?8 @) w% p$ T5 v9 @ - if(train.isOnRoute()&&gamerunning==1){//如果工作
9 V$ k5 E7 q. \9 m" B, @. [ q) e; D - for (let i = 0; i < train.trainCars(); i++) {; O w! O* P7 E& L, a
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
) l Q- }0 }- |& n - if(state.speedsub<-1){//如果车辆减速" l4 Y1 G/ C* y' k5 [) l8 w* @1 ~
- ctx.setDebugInfo("shache",1);//记录刹车
# V0 N o# U- e; X" V g - 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
2 ?; z! k! p$ ^+ u' M- Y - 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' `3 W; U* s! _0 S1 T
- }else if(state.speedsub>1){//如果车辆加速# D' Q3 }' ^& I
- ctx.setDebugInfo("addspeed",1);//记录加速. Z5 W' R. c- a' h- K( d) w# B4 L
- 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
$ \9 y4 l& `& k( [* U4 i; T5 ?" e, O - } r$ a/ ?2 n1 K" }
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声' x$ G' B% Z: k' d
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声" u. w+ A+ v( Q
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
, ~0 m" f8 U3 @$ j - 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, z+ W3 Z8 Z8 G$ H4 h/ ]
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- if(train.speed()*20*3.6>5){1 A& b& @- p% o* o' c
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声 q7 d" p% Y7 x" `
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声$ g( ?! I1 n5 q! T b
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
, m, m2 N) 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4 Z" g: T3 m4 B$ _. ~3 ^
- 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, m. K+ s( c4 C+ J* V% d& C
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- }
0 x( L# E$ c0 Z6 R0 X - state.soundsspeed = train.speed();//更新速度7 ^- u" F, t, m7 L
- for(let i=0;i<4;i++){1 a% _1 Y. x6 u9 |. u
- ctx.setDebugInfo(i+"=",state.number[i]);
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- }) E$ l; S7 |* B
- 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& Z4 K( S, ^7 j
- if(Timing.elapsed()>nu){//如果时间超过了播放时间8 H/ W% z# x$ L3 Z/ Q
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放9 |! g" t0 `/ ~1 N5 [- b
- nu = Timing.elapsed()+long; //更新播放时间1 C# F& z( D- e( Z, }
- }* x" L; l: i* {5 C
- return nu;//返回新的播放时间% `- \2 V5 t$ ~8 W
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- function grnn(min, max) {//随机小数
6 q; J; n- p# `0 ?# 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- m" \0 M% s1 [! O9 ^2 T; r8 x6 L
- // 获取列车从车库开出的距离& G* S( f# D: [ w1 n- p
- let railProgress = train.railProgress();( ?6 P# R0 U( A& J" C( \) g7 b
- // 获取当前轨道的索引
* C0 e/ A) e. h2 g! D - let currentRailIndex = train.getRailIndex(railProgress, true);
* I: E. [8 e, _& g; Z. w. y - // 检查当前轨道索引是否有效* j8 G/ f# R7 ^9 F- \
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
; h4 `: ^, Y. K9 |4 f/ G - // 获取当前路径数据对象
6 V; k1 {/ Z0 j2 A: B3 X - let currentPathData = train.path().get(currentRailIndex);
5 C7 O% ]! Z- A9 g m1 _4 i - // 获取当前轨道使用的自定义轨道名称9 [+ {0 H% p; ]+ T
- let trackModelKey = currentPathData.rail.getModelKey();
& e. D4 B' m7 [) C4 M5 x. [3 j - return trackModelKey;$ X# g: X( Q z5 L) o. J. q: z
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- return null; // 或者是一个默认值2 ^, F1 i$ P, p" O! @
- }
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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