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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 ; l7 d3 O! Y, ~: B1 a* l6 I
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5 s3 s I q% s% m最近在研究JS 做了一个简单的逻辑来播放声音
# u3 Q8 D8 k+ c0 R0 q/ b- var pit = 1;//初始化音高(速度): i b5 a$ A8 L
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
( F3 E2 O5 p: w2 _/ W: y - function create(ctx, state, train) {
0 O# n% u) Y* V+ O; ^* z4 y - state.number = new Array();
( W$ j; }9 |- C2 j- z8 V" I - state.soundsspeed = 0;//初始化速度
! B [, S! |, B ?9 C - state.speedsub = 0;
8 \# C$ M% O0 s2 o0 Z( ^7 ^5 } - for(let i = 0; i < 100; i++){
/ D9 ?; n2 t* k5 z6 W4 B* T - state.number[i]=0;//初始化数组
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- }
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; N. L j1 R7 [" V3 I- function render(ctx, state, train) {
* A% d/ p; E! E* E: r6 a5 P - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
3 H) u6 |( ^, ]# |; K - pit = 1 + train.speed() / 40;//更新音高(速度)
! ?. w0 b0 E4 V - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 5 b7 q& F8 A4 F8 Z8 l
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
$ `8 t! N) E$ ~( S- b% M - ctx.setDebugInfo("speedsub=",state.speedsub)
s7 s4 j/ S }5 C$ R+ u" b - if(train.isOnRoute()&&gamerunning==1){//如果工作" X2 ~. W: m: E& d1 F
- for (let i = 0; i < train.trainCars(); i++) {
! K2 F8 w7 M; M: C+ x. p - ctx.setDebugInfo("soundsrun",1);//记录声音开启
+ t& V, J; @* W2 G6 Z X - if(state.speedsub<-1){//如果车辆减速% J* m. P" D" p* p, g* C6 A
- ctx.setDebugInfo("shache",1);//记录刹车
, j2 Z; ^, _# o0 S1 C: r: `/ [ X6 n) I - 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 |3 R" H7 m2 c( ` - 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: W: N2 ~ ^ r( @
- }else if(state.speedsub>1){//如果车辆加速3 |5 [, V% H) ]
- ctx.setDebugInfo("addspeed",1);//记录加速
4 D, v! k* {4 p9 i3 x8 U0 Z - 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
3 @ F8 u$ A/ F7 g3 j" `6 u! J - }
; z. q% P. v1 h, V: e* k - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声6 G9 r: ^7 ], e7 u$ x/ ]# S0 B
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声' P# Q* J6 F0 i
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启$ c: d6 J4 H: y/ d& @; Z* v K: D: ^
- 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4 l: `+ |2 W$ Z
- }
; H5 K2 W* C* Q8 S) W - if(train.speed()*20*3.6>5){$ _( y0 X- i- B$ W' ~: d7 \
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声# {7 m& [/ Z8 X% v G 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){1 r1 V* G7 U$ G1 ?& w# 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
& x& Z4 T D( r# d! A - 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 x6 U8 k4 g; Z9 `
- }
1 i1 i5 J! ~" y1 n* Y) H; L9 m - }
1 m4 L0 ^8 a5 X& U* g4 f - }
' y+ l3 {# X2 N! w+ t4 Z/ X/ N - state.soundsspeed = train.speed();//更新速度9 ^3 `* h6 b3 ?' S
- for(let i=0;i<4;i++){, f0 ]. i+ v. m* i ^6 d
- ctx.setDebugInfo(i+"=",state.number[i]);
* [% a& w8 S- w. ~) }. M3 X+ _ - }
" e( q! s: U1 H# F5 S - }
" B" J& d/ F2 v- D0 G' R - 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
, i: Z' D; P+ c. e - if(Timing.elapsed()>nu){//如果时间超过了播放时间
. m+ E: `" w/ V8 t1 s3 M - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放5 v0 P# V; g% L% f1 `9 }+ p/ h8 T
- nu = Timing.elapsed()+long; //更新播放时间
7 ?# E9 w1 r" \+ \( X - }
V; h O$ U9 y; H6 _ - return nu;//返回新的播放时间
. k( j( a9 S0 i+ L - }
4 w& l0 M1 \; K& d; Y* y; J& ~ - function grnn(min, max) {//随机小数- V! t) X( a ]" y+ H
- return Math.random()*(max-min)+min;6 V, {6 B, A( ]8 a: R2 ^
- }5 d# I1 B3 f3 L: u/ r
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的/ l3 t3 s% w$ L3 m8 U& }, ]) \/ U
- // 获取列车从车库开出的距离
" b* `8 w% v; ~: L - let railProgress = train.railProgress();
\" @! w6 v- i/ B4 |9 v - // 获取当前轨道的索引
1 h" g' o H" d y - let currentRailIndex = train.getRailIndex(railProgress, true);
( ]: c% Q! @0 @5 X& A. Y, v5 v+ L - // 检查当前轨道索引是否有效; b _4 B* a) A# X2 X" l
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
* Q: E0 H" t% l& O9 a N. O - // 获取当前路径数据对象- K4 W8 D6 b. g6 r4 r
- let currentPathData = train.path().get(currentRailIndex);, _" i$ t5 m2 {
- // 获取当前轨道使用的自定义轨道名称
: e& v3 c' ?( h- j - let trackModelKey = currentPathData.rail.getModelKey();" ?8 a& g/ r* t/ v, h P
- return trackModelKey;
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- return null; // 或者是一个默认值
* @% ^( n: r6 w! u) `9 z8 i - }
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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