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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 ( ], R9 K* S% @- P# k& n3 I
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最近在研究JS 做了一个简单的逻辑来播放声音
' W2 I( C3 `) l" t4 b4 U- var pit = 1;//初始化音高(速度)6 \3 `! u0 }- W: X9 c3 p. e: O1 ~2 W
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]0 T3 M, I/ q5 I, X, E/ P
- function create(ctx, state, train) {
5 E8 H( J0 M3 _7 z% y( S - state.number = new Array();6 M" m3 z6 G) n( f- p
- state.soundsspeed = 0;//初始化速度
! L2 d9 a. E! [ [; Y - state.speedsub = 0;
5 @/ T8 L' P' Y7 k% B8 ? - for(let i = 0; i < 100; i++){# f2 K+ C0 s6 Q# w" @- z' v+ {8 Y- g7 U
- state.number[i]=0;//初始化数组; X N q1 U. W2 h0 D9 r2 x
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- }
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4 p" Z( g$ K: [- function render(ctx, state, train) {. s' p2 I# e& ^; c$ K8 y4 C
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动0 R! J1 T8 W+ T, t3 I' N; p# R u
- pit = 1 + train.speed() / 40;//更新音高(速度)( T7 f/ K, g, K8 A
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 D( b! T* V- X3 r: x/ s( C2 \
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差9 g7 e R- Z) B4 i# s; v: Y! d m
- ctx.setDebugInfo("speedsub=",state.speedsub)! F+ H8 B. j0 l9 S, M5 A
- if(train.isOnRoute()&&gamerunning==1){//如果工作, {. o) k7 H! ?, }. Y" Q$ f4 Y
- for (let i = 0; i < train.trainCars(); i++) {, |7 b" g' e. q
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
0 F2 l' x9 z$ t2 r3 ~ - if(state.speedsub<-1){//如果车辆减速
6 i9 B' `. I c. x+ t - ctx.setDebugInfo("shache",1);//记录刹车
& o( z2 m7 r. J6 L/ 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+ V: M, t" a0 k* Y# [- q& O5 L
- 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. v0 J7 e% c$ I& Y) ^& k1 j3 t' X
- }else if(state.speedsub>1){//如果车辆加速6 W4 P" f, [$ ~( e$ h
- ctx.setDebugInfo("addspeed",1);//记录加速8 F9 y; O. o* ~2 e i' L, @+ P
- 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 q$ z: g, l! p% K& K0 [
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声; B& P6 B4 _/ W5 K; j3 z
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
! c+ t9 m& p0 r0 H1 { - 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+ f p' a: M! ]4 P
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- if(train.speed()*20*3.6>5){1 A! }4 D, ]) U3 g
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
' z* d- Z8 M" j l% B; H - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
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3 P+ q0 g5 j) _: M) u - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
1 `+ z# k8 h. f2 l( j - 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
. F3 p* y! s# Y4 M8 E - 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, B/ E& o( Q$ ?/ g0 Q0 ~% n
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- }
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- state.soundsspeed = train.speed();//更新速度
7 H+ S* g* O5 n$ @ - for(let i=0;i<4;i++){
2 N* |, Y" q0 f& O2 S5 R - ctx.setDebugInfo(i+"=",state.number[i]);
C( R5 g/ M# z1 I+ G" J( Y/ P - }
+ }0 m( j9 c5 E5 b! }' t5 r - }
2 m3 k. b* |$ X6 p j - 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
& `1 n6 o! ~9 { - if(Timing.elapsed()>nu){//如果时间超过了播放时间0 c' g$ u: P- ?7 U/ Y
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
+ T6 ?4 r* D) w8 j6 ^" r: u - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间8 a% L* K) m0 T$ `# h
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- function grnn(min, max) {//随机小数
% s% k" i8 y M - return Math.random()*(max-min)+min;& C m* J/ @) N
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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
% i C, J5 \) b - // 获取列车从车库开出的距离8 r% B& T/ r0 X
- let railProgress = train.railProgress();
1 I1 A# N& G9 H# ]% F - // 获取当前轨道的索引3 ?8 r5 R) q6 U# |- L2 M6 m' \5 i
- let currentRailIndex = train.getRailIndex(railProgress, true);" I% h6 z8 ?- ~* s3 _' l
- // 检查当前轨道索引是否有效
* \8 V: n T$ k+ X& I: y - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
8 y2 p0 S! V) H2 n3 I- N7 ~" l! X3 g - // 获取当前路径数据对象
$ c3 R+ N- G- i, `, m2 y3 J- P - let currentPathData = train.path().get(currentRailIndex);4 {. E/ l1 }0 Z3 V. z$ i2 c1 ^
- // 获取当前轨道使用的自定义轨道名称
) }+ C& B# f; ~% H4 ~# u+ C5 |- ` - let trackModelKey = currentPathData.rail.getModelKey();; C! u* j0 N. d! c' X6 B: U
- return trackModelKey;
9 O4 h8 I* X- S6 C7 f - }
/ `6 F5 |2 y8 H) Z5 h' } - return null; // 或者是一个默认值4 [2 i) t' j' }2 m, C" \
- }
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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