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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 / P3 @) K" r* O( M1 }' j
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, |8 G a8 n9 s最近在研究JS 做了一个简单的逻辑来播放声音
& w* v3 B. d( J- p" F* o- var pit = 1;//初始化音高(速度)
: p# y/ |) L6 h7 \, @6 q0 W. m" b - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
8 D) L3 P* J* A( `( @# A& |3 v( S: U - function create(ctx, state, train) {; ^0 w4 d& o* G C( U' E0 }9 v2 F
- state.number = new Array();" X5 M5 |2 H; o8 x) D( Z
- state.soundsspeed = 0;//初始化速度
+ p& e- N' E; A0 e - state.speedsub = 0;
5 z2 a0 ]% f0 c+ [4 M - for(let i = 0; i < 100; i++){) O! K: N! r& j; ?8 ^
- state.number[i]=0;//初始化数组 W" [1 C0 D% e" {! e7 |7 Q
- }. n0 {, V1 ?. B" ^) O* Y# F1 Z! R
- }
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/ N7 f$ q1 D& U; q9 p- O5 h" c- function render(ctx, state, train) {/ [( Q+ C+ G0 N b/ Y8 L
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
5 v) |7 y5 K* [% N( q - pit = 1 + train.speed() / 40;//更新音高(速度); E8 J3 N+ C& J) c) J
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
* |" w0 _3 d, b# m9 Q9 u3 e - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差- F: e' Z+ e8 F8 M% e0 e
- ctx.setDebugInfo("speedsub=",state.speedsub): v H5 G) p; s, L
- if(train.isOnRoute()&&gamerunning==1){//如果工作
4 L+ N- V8 Y* U8 [$ ]# X+ W - for (let i = 0; i < train.trainCars(); i++) {! F! {- q$ p* Y) e) V ]
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
7 Y6 Q9 k) e: F* {5 ? s# ` - if(state.speedsub<-1){//如果车辆减速
9 ~7 ^0 g6 K# S" `; e' p - ctx.setDebugInfo("shache",1);//记录刹车5 y- }* h; k) f N5 M
- 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
# l. b1 f* B8 a" g+ R- L+ r( 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! D0 {# {9 |4 u4 i e
- }else if(state.speedsub>1){//如果车辆加速* s# q8 I- i) C
- ctx.setDebugInfo("addspeed",1);//记录加速
, g5 S& ?( L7 }$ S: o! V$ q0 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+ ]& {/ f/ f! \$ p6 d" Y. |
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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& t v1 `8 d+ s" h1 F9 l
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声# C6 V; N& b, |6 \6 I
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
6 G" G% ]7 |/ R) h1 s: S5 w - 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' d) \& S2 l3 e- \
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- if(train.speed()*20*3.6>5){$ g6 R ^9 r2 c3 f; A; t1 z) j/ f7 X
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声! C4 m& k1 Y/ Z% y2 `) W" R
- 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 K1 ], j! @5 w, M! N, ]8 g( R
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){$ m# V: n3 k0 [% _0 J( p
- 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/ n+ J3 w% ^# ]/ l
- 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0 |; G" I3 P. f/ Z# b/ Q" M
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- }
% _' E8 {% Q5 M5 `) [9 V" K, z, o - }# a" u! c/ }0 _3 E# _* Y, Z
- state.soundsspeed = train.speed();//更新速度
7 V- ]: g1 _4 W% W) W1 U - for(let i=0;i<4;i++){" x% [3 H5 I! }
- ctx.setDebugInfo(i+"=",state.number[i]);
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- }
- \3 x4 P1 E& b0 v- ?1 R1 V/ Z - 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
' U' W% D- q, b3 @, Z i; [/ S - if(Timing.elapsed()>nu){//如果时间超过了播放时间
# l8 l0 W& B' W! q0 R- i - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放3 E8 V3 p+ j) D$ a9 s+ {
- nu = Timing.elapsed()+long; //更新播放时间; o. }: _3 z; E5 s# M+ M( X
- }) D& p' H6 Z. m+ Z R
- return nu;//返回新的播放时间# I/ h' f X; A0 d8 e7 p3 R3 D
- }. E$ ^& S! U2 b/ P# l
- function grnn(min, max) {//随机小数
, S% J) Q. L( d# f2 y9 x" y - 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
5 b O4 D* u/ a+ o - // 获取列车从车库开出的距离
5 N- T# J H! x - let railProgress = train.railProgress();
/ d' y1 w U- M6 {9 S - // 获取当前轨道的索引/ W+ Z1 t, o; M
- let currentRailIndex = train.getRailIndex(railProgress, true);
6 f8 F/ ]2 T* [* U+ [ - // 检查当前轨道索引是否有效
! U ?5 X0 `3 I$ r O( r+ R# N - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {9 q f/ W; w7 D7 |7 ]$ x7 |
- // 获取当前路径数据对象
- B) R" P4 m }1 X# t( Z9 M& P; } - let currentPathData = train.path().get(currentRailIndex);: g! r: q0 i2 ], g9 p- h! @; y2 B
- // 获取当前轨道使用的自定义轨道名称/ Q2 a- u) O6 S _3 _4 U+ P
- let trackModelKey = currentPathData.rail.getModelKey();0 r( r' V8 o0 t4 Z) i: L/ j# D
- return trackModelKey;+ r; l$ q V- K, b W
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- return null; // 或者是一个默认值
; j2 x( t4 N( S% |% H7 X$ P - }
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/ x1 W, O# Z. q- ]% [
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