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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 2 G) c r2 [; W: f
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+ w5 i, F' X% g# R最近在研究JS 做了一个简单的逻辑来播放声音
$ N% O" n8 ]' M* e- var pit = 1;//初始化音高(速度): m; ~* H4 Y" \: U
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]$ g6 D! i+ B6 @% X1 p( w
- function create(ctx, state, train) {
& ]. C# G2 s7 s9 U) ?4 G - state.number = new Array();
7 F: A+ Q+ k; n3 ` - state.soundsspeed = 0;//初始化速度2 P0 |0 e- s7 A5 I
- state.speedsub = 0;
5 j2 _6 v7 h. C. b0 z, `1 r8 l - for(let i = 0; i < 100; i++){+ x d% G) z3 h) v: u n- K
- state.number[i]=0;//初始化数组6 c. i& j- W i& c* |" R
- }
& e( x% L( ?$ \: e* U q2 e1 L - }1 o& i% D+ F# m2 F) U1 C5 a, \) u
- * o) P+ M; n' d Y
- function render(ctx, state, train) {% m4 O# q& p3 B8 S& l2 y. i
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动& X6 |2 c8 f5 r8 a
- pit = 1 + train.speed() / 40;//更新音高(速度)
/ l% _2 y* R$ n0 L2 U9 A - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ' ~- H; X' N% s# q
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差- F$ ?" N9 [0 R+ c
- ctx.setDebugInfo("speedsub=",state.speedsub)
5 U; d. [/ Z; j( p7 H8 J - if(train.isOnRoute()&&gamerunning==1){//如果工作
6 S, ]$ z4 Z: f; h: c/ w6 S - for (let i = 0; i < train.trainCars(); i++) {0 V: w" M Q, O, j' ]! Z
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
! ^2 P0 M# }) b0 G3 `$ G- x2 U. [ - if(state.speedsub<-1){//如果车辆减速
( y& ]. L3 | r/ q: l) ~& B% m) V - ctx.setDebugInfo("shache",1);//记录刹车
" ^5 Y2 F' s( X+ y( _- c8 Z5 Z - 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 D8 m4 _! R) g/ u
- 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
" E C* }# d3 W - }else if(state.speedsub>1){//如果车辆加速
2 x0 M% O4 [- F- ` - ctx.setDebugInfo("addspeed",1);//记录加速
6 ~. y4 x" M& B* d5 L: q - 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8 q3 q2 a/ n$ @. a- K
- }
4 j% y9 u1 N# p. ^+ \( b% R' o+ a - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
+ F' M; T3 n# ~$ `4 l6 p) n; V - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声0 {! m9 W M2 H
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启+ b1 \5 ]+ Y3 P5 r* e x5 h
- 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% o0 f# P$ s3 d' |2 Z
- }6 U& t, ^7 j8 B
- if(train.speed()*20*3.6>5){
) g- ?0 E- p3 o! Z$ T - 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! M) h/ M9 j3 z! g
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声6 w, g3 J. |. b
- }
L; v& i) ^# ?. w - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
* h" h x- r. l- U - 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
* R5 e1 y& \& V! q - 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! H' m( ^* N `: b
- }
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- }
J* \4 S8 f0 W7 u - state.soundsspeed = train.speed();//更新速度/ Y9 v; Q1 U5 R
- for(let i=0;i<4;i++){ ^( Z, B( s3 c/ T( P. W, T
- ctx.setDebugInfo(i+"=",state.number[i]);
* ` [% ~/ E6 S M" w5 Z, n$ N" Y - }
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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
* T/ F: w5 M7 _: C! p- z6 h: L8 O - if(Timing.elapsed()>nu){//如果时间超过了播放时间9 {5 v$ m" |2 H
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
$ o- v. h+ s+ l' }( } - nu = Timing.elapsed()+long; //更新播放时间
/ b& v* b+ f- Z1 O3 b - }
) j8 }2 A# }/ x. U" i* }* A - return nu;//返回新的播放时间
( o) I* [# H; _ - }
( t1 {1 a) {6 {$ I' J$ B4 D' U - function grnn(min, max) {//随机小数. c$ ^9 O" L) e
- return Math.random()*(max-min)+min;2 @- r- S# P! d
- }" L) z6 p7 y2 L0 X% X- J# N" \
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的3 C' X' B6 k' p5 ^/ r$ r) C' [3 F/ C
- // 获取列车从车库开出的距离4 [- K$ A) v: }1 E E. K4 X, i) @
- let railProgress = train.railProgress();
4 i, O; q& W( S6 B- M8 u - // 获取当前轨道的索引
4 W5 n5 m3 m* ^, n; P6 F! q - let currentRailIndex = train.getRailIndex(railProgress, true);
8 ^/ T9 m# {3 A - // 检查当前轨道索引是否有效
4 z$ d6 |# _0 E, j - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {+ }* g) k3 C6 r9 R: I2 J
- // 获取当前路径数据对象 q- H$ Z0 n5 {" `' D* o# ^/ \
- let currentPathData = train.path().get(currentRailIndex);
, g& E$ X l) i, L2 H$ E# @ - // 获取当前轨道使用的自定义轨道名称
2 A! I1 u M/ o& J6 C6 O - let trackModelKey = currentPathData.rail.getModelKey();
2 r4 b8 t N5 x( b% g2 P - return trackModelKey;
1 b$ d. e9 B' h# z9 Y& {0 T0 v8 e2 y; K - }
/ Y: [+ X# D( o& C; u - return null; // 或者是一个默认值5 J( R f( o: i3 A
- }
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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