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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音% R; O! L( V1 L' [8 L6 X
- var pit = 1;//初始化音高(速度)
6 a) A1 X) t* R* p( V - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"] X' |! F K* [% x' N2 v @, e
- function create(ctx, state, train) {/ @* k, W8 u$ y- x' N
- state.number = new Array();
" `# e3 A6 e- }$ J. Z2 h: i5 M - state.soundsspeed = 0;//初始化速度! r. ]9 o0 j- u2 }2 o6 {, ~9 R
- state.speedsub = 0;8 a6 H, \" W3 X
- for(let i = 0; i < 100; i++){- w2 f7 O8 Z6 {9 o
- state.number[i]=0;//初始化数组% }9 ^' {2 D9 B6 R- _3 U
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- }; f% G) F5 _' e* l: o
! v4 P' p" q1 h' F( z( |- function render(ctx, state, train) {
. T/ F( M( Y, k. b7 i - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动2 b) I1 X- w0 T
- pit = 1 + train.speed() / 40;//更新音高(速度)
4 ~+ h9 [) q% T/ @6 m/ l) e - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 5 g+ M$ m+ \7 M; C1 J
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
3 H8 ^6 y& d: g2 {+ S( I - ctx.setDebugInfo("speedsub=",state.speedsub)3 Z1 U3 b% w2 ?% h6 x
- if(train.isOnRoute()&&gamerunning==1){//如果工作# L7 ^ _7 e. n( p7 [9 g
- for (let i = 0; i < train.trainCars(); i++) {
# w2 n9 x; q7 z& J: t' l/ } - ctx.setDebugInfo("soundsrun",1);//记录声音开启
+ W/ j# p3 ?& F6 j; [9 j5 ?+ i - if(state.speedsub<-1){//如果车辆减速( M u( C D( }$ Q. X/ v/ s# E
- ctx.setDebugInfo("shache",1);//记录刹车* u' j) H& W/ I7 Z0 E2 `+ B, n
- 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
" w4 y# t7 }9 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21 y% j* X' @, r: H, o o
- }else if(state.speedsub>1){//如果车辆加速 F& l% G4 t" f7 ]8 g# Z
- ctx.setDebugInfo("addspeed",1);//记录加速5 _1 { p0 P0 w2 h9 E0 X$ k
- 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2 T8 F* A- {2 y. N
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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: X, Y! m1 e8 b' v2 h& v0 X6 f F v
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声( y& @' k L( q. N% H. _
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
! ^2 J8 s- B& y9 H" r [ - 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6 G# H% |) B6 w7 }1 a5 o9 z
- }
7 L+ l. w7 c9 q; X - if(train.speed()*20*3.6>5){% C* M" `! l1 A M
- 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- @1 ]4 @; z: [2 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
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
% D: H4 U) l- V" y4 f6 w" F1 O$ R - 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5 A2 _+ M5 }; ~6 Q7 B3 W
- 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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- }
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- state.soundsspeed = train.speed();//更新速度+ R% C3 r7 r" R" r7 [& R ?
- for(let i=0;i<4;i++){7 o& ]4 s2 `/ s
- ctx.setDebugInfo(i+"=",state.number[i]);* r2 R7 O9 K) a: P b
- }
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- 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
; ]9 d4 V; S7 r! B, q2 q* ` - if(Timing.elapsed()>nu){//如果时间超过了播放时间& ^. H6 G8 I" N& g0 A7 |3 |
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放* \3 |+ S9 f2 ^
- nu = Timing.elapsed()+long; //更新播放时间
+ b2 `5 ^5 |1 K7 D- N7 ] - }
! B6 |+ A2 X+ M# U* S( c - return nu;//返回新的播放时间5 I4 u/ C' o* I
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- function grnn(min, max) {//随机小数, u0 p2 g; H: l2 O* {
- return Math.random()*(max-min)+min;) e0 K7 `' z; l
- }
4 j( _" ^7 H- O' |; l r1 @ - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的' t) L5 v; v7 R" d# a# |/ R! T- Q7 b
- // 获取列车从车库开出的距离
& Q4 A* {. o. p! N - let railProgress = train.railProgress();
$ x+ j! D: C2 D3 k - // 获取当前轨道的索引
7 H7 {, x' e/ Q - let currentRailIndex = train.getRailIndex(railProgress, true);5 O/ B! i8 k2 Q
- // 检查当前轨道索引是否有效
6 p& Q! U, ~- S2 h+ S0 ~6 m0 g - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
, Q4 E: `% h: i7 D - // 获取当前路径数据对象( o& H& X9 M d! U$ o
- let currentPathData = train.path().get(currentRailIndex);
" Q0 R2 @- r+ |2 J5 L - // 获取当前轨道使用的自定义轨道名称
8 x- Q! z; }' N2 { - let trackModelKey = currentPathData.rail.getModelKey();4 x0 o+ J, ^) B- t, d- K' n
- return trackModelKey;
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- return null; // 或者是一个默认值) K% S# s: O+ C( l1 u) n
- }
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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