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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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6 W6 B! s6 N5 x2 s最近在研究JS 做了一个简单的逻辑来播放声音. S# |/ p! k1 W6 Z1 N6 y8 Q
- var pit = 1;//初始化音高(速度)
$ q) \+ U3 d' v8 I( L4 d - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]* k) U8 U/ i: \8 B% ^% z
- function create(ctx, state, train) {4 |3 p, t: n& o5 j7 N
- state.number = new Array();1 h+ g% D8 M* _9 I/ N: Z3 g
- state.soundsspeed = 0;//初始化速度( @% x) {: U; S6 O9 ?4 W# Y
- state.speedsub = 0;
: E, L& |2 f- y) E* R* F - for(let i = 0; i < 100; i++){
; D8 b6 B' ^8 e - state.number[i]=0;//初始化数组3 k" n$ m: }2 q, G* x- T" e
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- }
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- function render(ctx, state, train) {. a; x; \/ Q X) O
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
0 [8 @( ^2 i' D2 F - pit = 1 + train.speed() / 40;//更新音高(速度)7 I9 s" k# m# {' c8 J0 X7 S
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 : |) C( Q/ d% f& K$ }% i1 K
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差/ ?/ b- X3 z; \" B b- w0 q
- ctx.setDebugInfo("speedsub=",state.speedsub): y ]" u2 `6 C& m
- if(train.isOnRoute()&&gamerunning==1){//如果工作6 R1 C# \" b" y' U0 d9 F; F; f
- for (let i = 0; i < train.trainCars(); i++) {
0 Z: r2 l. X4 C% C6 j. `+ X) a& d! v - ctx.setDebugInfo("soundsrun",1);//记录声音开启
6 c, h, m7 A. N+ H m1 H8 v - if(state.speedsub<-1){//如果车辆减速8 d9 i0 X9 k: z% X: V* g
- ctx.setDebugInfo("shache",1);//记录刹车
1 k- ~ ]7 d% I6 j6 F. A$ S+ }9 h - 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
5 d# E+ Y$ Q: b5 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2( G7 c/ L8 ]% x7 t
- }else if(state.speedsub>1){//如果车辆加速7 g3 _: Z6 Y r' L
- ctx.setDebugInfo("addspeed",1);//记录加速
+ |. _# m6 V, o - 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4 \/ @1 Y6 s0 Z9 ]; D0 n0 Q% a
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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5 N2 e* Z1 J0 x% H, J6 d+ q" c
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
* t" ]1 a5 _, w& i - ctx.setDebugInfo("horn",1);//记录鸣笛声开启) y- f8 ]& G$ |) [( h2 `% g
- 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
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- if(train.speed()*20*3.6>5){- m F5 r, Z0 E, I" f' 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
; m. r' f! _4 Q8 b - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声+ u$ `; `9 d* H
- }
! Z j' k% e9 q5 |' z( h0 H- S - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){. Y; a, S, i% E* \3 B2 F& O
- 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
9 c+ {/ O% y, `$ t - 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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- state.soundsspeed = train.speed();//更新速度% i: U) e( i: T7 D
- for(let i=0;i<4;i++){4 n% |. w" m' i) |5 ^1 ?1 e
- ctx.setDebugInfo(i+"=",state.number[i]);
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- }
/ u9 l* P5 u( K! d - 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/ h3 b4 ?3 T7 } - if(Timing.elapsed()>nu){//如果时间超过了播放时间6 g4 {2 n' }& `' m
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
/ @6 R6 z. L! J2 a$ D5 a W: b - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间3 Z1 X" X8 U* r
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- function grnn(min, max) {//随机小数7 B1 B2 d- J0 q8 U' `+ ?- m
- return Math.random()*(max-min)+min;; l, w9 K _ n) }7 G( l
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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" t. X6 v% T8 n C: E; g; t
- // 获取列车从车库开出的距离' \) E- t4 F8 ?- ~2 ]
- let railProgress = train.railProgress();
7 { H2 P% [& r - // 获取当前轨道的索引; x- E8 ^% f) \0 K% g
- let currentRailIndex = train.getRailIndex(railProgress, true);
. Y9 S: Q- f7 I+ N - // 检查当前轨道索引是否有效7 r' F9 a5 ?( i7 V, x, e* o* Y5 B
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {7 s+ R; O5 o8 E6 ?3 V9 R
- // 获取当前路径数据对象
# q7 _6 M) v% K$ b* K8 v. w - let currentPathData = train.path().get(currentRailIndex);
/ _7 W! N: ~! Q" Q9 {- D- G; n - // 获取当前轨道使用的自定义轨道名称
0 R# W; X4 G! t8 H3 Z - let trackModelKey = currentPathData.rail.getModelKey();+ h; O- X0 A1 E, R9 _
- return trackModelKey;
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- return null; // 或者是一个默认值
7 Q1 a4 d5 r# }3 C - }
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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