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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
( n( w( @1 ]% g) m- var pit = 1;//初始化音高(速度)3 m7 O3 W3 U9 x
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
' G% j- c$ z. L - function create(ctx, state, train) {$ M! @1 ~4 E- U' A$ N; v
- state.number = new Array();5 Y% g; Z% B2 s9 T
- state.soundsspeed = 0;//初始化速度; T: ?, B% T% j- ~+ D
- state.speedsub = 0;
0 z+ x# q3 F% t. l6 Q- E5 | - for(let i = 0; i < 100; i++){
, `0 ^* S- y4 v4 J# Z( v2 R - state.number[i]=0;//初始化数组
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- function render(ctx, state, train) {
$ ~ h6 H- ~- q% {5 [ - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动5 l G# U/ h- N
- pit = 1 + train.speed() / 40;//更新音高(速度)
: P( \" `! [- w1 b" u# q - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 7 a7 B/ k' S$ s, V4 a
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差/ @& H2 l- o6 F9 n% H. z* d
- ctx.setDebugInfo("speedsub=",state.speedsub). Q/ p* z; x( v7 N) U) e* W, Z% {
- if(train.isOnRoute()&&gamerunning==1){//如果工作! ]* K! h" l8 V: q6 R" ~6 k8 ^5 H6 d$ K
- for (let i = 0; i < train.trainCars(); i++) {8 {1 _0 p" X: Y; ]( u$ |* ~6 I: [
- ctx.setDebugInfo("soundsrun",1);//记录声音开启* A5 P$ S" V) O1 z# A8 t
- if(state.speedsub<-1){//如果车辆减速! N" y m# Z, `
- ctx.setDebugInfo("shache",1);//记录刹车
7 I2 L9 i& T1 O. X - 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
$ L4 `- D# _- h8 k) A* R6 @, a - 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
: a2 v) a; A* l$ L' ]& K% C - }else if(state.speedsub>1){//如果车辆加速8 T" Q6 j; q, V3 t* K
- ctx.setDebugInfo("addspeed",1);//记录加速 ^0 h0 \, v. V
- 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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2 F6 q$ }) z/ t l$ |9 s+ o2 \ - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声" g2 C4 c3 t$ f
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
, {; \, ~3 S, P% c2 U4 Q% V& h$ u) ? - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
( D6 T6 Q8 g( Y& i2 B - 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2 A( _! K. t; N4 l' w0 w7 W# D
- }
. r4 k5 d) e3 ] u% z$ |3 v2 E - if(train.speed()*20*3.6>5){& O! H: n @% w5 s% K* n
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
2 |' ^" W" n" U7 I% N: M - 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){+ T4 c2 J) v5 R A n
- 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
: ?3 \& `( A ]8 h( e; j - 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. K6 V3 A/ A* F4 ?6 b
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- }
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- state.soundsspeed = train.speed();//更新速度7 v% q0 g: t& b2 o4 u
- for(let i=0;i<4;i++){2 |2 n" @" B4 P, j; U
- ctx.setDebugInfo(i+"=",state.number[i]);
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- }
4 O7 ~) _8 K5 ~( D7 C8 B2 C - 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: Q, j8 `, ^8 S, i8 r( b6 l, D! o
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
3 f2 a- A9 |* Z+ g* f5 { - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放4 a7 _* N3 X& v) k
- nu = Timing.elapsed()+long; //更新播放时间
/ O2 X5 g; f" Z3 b9 ? - }
8 T9 }) d) D6 a' k# d - return nu;//返回新的播放时间
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& n' g. u1 }% O$ s - function grnn(min, max) {//随机小数" d" \# n% ^+ {2 ^2 O4 o* p4 i
- return Math.random()*(max-min)+min;
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& S9 l( \) W0 ~8 C9 j8 P- x6 h - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的3 ^% N- T5 x! u: h( ~. }; k
- // 获取列车从车库开出的距离3 [; Z5 |5 o y7 b) W
- let railProgress = train.railProgress();
( a6 [" o3 l; b ]8 @( ] - // 获取当前轨道的索引5 f% m. i3 b2 k8 F4 L
- let currentRailIndex = train.getRailIndex(railProgress, true);* H1 F4 Z: Q' a4 k/ n. ^$ i4 H
- // 检查当前轨道索引是否有效, T; t! Q5 s! k- K" Z( D) h
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {2 `7 a' _% R( W0 ~
- // 获取当前路径数据对象( C# Z6 Z) {$ u- {4 y
- let currentPathData = train.path().get(currentRailIndex);9 [' Q4 {+ G( R! @& |
- // 获取当前轨道使用的自定义轨道名称$ W, |! B: n/ X9 A9 U, W0 A
- let trackModelKey = currentPathData.rail.getModelKey();( E" m5 m) }6 C4 Q8 Q
- return trackModelKey;
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6 |) v' J3 g. E2 w% X - return null; // 或者是一个默认值
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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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