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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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' [% c8 R4 ^ l, R& [最近在研究JS 做了一个简单的逻辑来播放声音
: O! ?7 E; e+ l% s8 q- var pit = 1;//初始化音高(速度)3 x. ^1 q9 C8 e4 T* s+ ~/ z$ A
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
9 a1 e6 {5 Y1 T2 S' j4 A4 u - function create(ctx, state, train) {
1 m9 r3 ]! C9 R/ k" u# H" ^ - state.number = new Array();" L( s- i$ X- @
- state.soundsspeed = 0;//初始化速度; A2 ]- O6 B7 I2 S) p% q
- state.speedsub = 0;
# i% _2 y& {1 E& h - for(let i = 0; i < 100; i++){
! D' L( {& o. [5 u( e - state.number[i]=0;//初始化数组
8 R! `4 S( h7 S$ g - }
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- 9 o- m0 a3 e* n$ v
- function render(ctx, state, train) {% X7 ^4 p z1 G6 x6 j% U- _
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动" c- ?5 y5 q: M, P
- pit = 1 + train.speed() / 40;//更新音高(速度)
" g: x4 h+ x6 g5 F - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
0 l# `5 q% z- J# o, q. N - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差% M6 n; j3 Y; @" x$ k
- ctx.setDebugInfo("speedsub=",state.speedsub)
" ?. ^# \( [' |' u+ j - if(train.isOnRoute()&&gamerunning==1){//如果工作& [; f/ A1 M. d3 v
- for (let i = 0; i < train.trainCars(); i++) {
% D J# I! o5 f- s# r u - ctx.setDebugInfo("soundsrun",1);//记录声音开启- L, N) `: F' N1 Y. x ~) H
- if(state.speedsub<-1){//如果车辆减速
' F S$ }! S% L$ ^$ C( n - ctx.setDebugInfo("shache",1);//记录刹车
, V: g( v9 N" ^ N8 Q0 U - 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15 V n: i/ n/ { c& m) h) @
- 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
4 H6 e6 j' r* n H3 B5 G5 u9 m4 b - }else if(state.speedsub>1){//如果车辆加速
9 O; W- s1 l! Y/ G - ctx.setDebugInfo("addspeed",1);//记录加速* P. @0 c9 n$ F7 Z$ r4 A
- 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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- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声4 }# `7 a1 A5 h
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声8 O6 w- k8 K! t" v2 K
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启. ]4 x1 E- X7 C
- 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){! X0 N7 M9 X& w: H7 T' Q5 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
3 N# o) Y- L0 M+ [# Y5 t - 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 j7 E1 P! ~2 U3 Y
- }
- f, H: s( {3 O: v - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
5 l5 n' ~1 T, [& j; a" x" A0 N9 a! B - 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 l# D* i+ v0 Y - 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' P- R% P) g5 e# {( e( v. s0 F
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- }
" M2 [4 u/ _! q! R' C/ ~ - }
3 t% U6 V) d. l8 P - state.soundsspeed = train.speed();//更新速度8 U0 ]9 K! y/ N" y# z
- for(let i=0;i<4;i++){
; p5 Q% F) _3 Q, M; K - ctx.setDebugInfo(i+"=",state.number[i]);
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- }( E: A) n* h& L
- 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
$ o/ h5 Y# }! B$ [ - if(Timing.elapsed()>nu){//如果时间超过了播放时间
8 r4 m) I2 G" ?- p2 ? - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
* A, [# r" n6 m4 K - nu = Timing.elapsed()+long; //更新播放时间9 R, y. M0 X2 U5 n
- }
/ S5 U6 z2 l5 _. ?5 s5 a - return nu;//返回新的播放时间/ E6 K i- c w9 s1 K* A+ L
- }
1 `: w/ e- W& n' K& D& w0 Q - function grnn(min, max) {//随机小数
( b: O! Y% w7 F - return Math.random()*(max-min)+min;+ c& F0 Q. R5 B$ y6 t0 x: B% E, M" H
- }
5 `- n9 u& B9 W4 O' j; F" Q/ j - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
E+ f! f5 [8 V4 z: q - // 获取列车从车库开出的距离
' h. h9 g& O) u& u! A - let railProgress = train.railProgress();
; C2 v/ [5 t6 O5 w O: v2 f - // 获取当前轨道的索引2 @( y! A _6 \- D
- let currentRailIndex = train.getRailIndex(railProgress, true);0 P$ R( T8 w3 ~& n [' d0 L
- // 检查当前轨道索引是否有效- H4 f: n1 _1 |) `6 L
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
, L A8 w* a' T* w - // 获取当前路径数据对象* k) G0 [+ i; g/ P2 g+ |
- let currentPathData = train.path().get(currentRailIndex);
- j( i$ z0 j) O# o - // 获取当前轨道使用的自定义轨道名称9 ? T1 U: H7 R6 i( y
- let trackModelKey = currentPathData.rail.getModelKey();, s1 Y. m1 u5 C" m" a$ P
- return trackModelKey;
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- return null; // 或者是一个默认值
/ m% e4 o% W+ x5 T. Y4 p! R+ r {6 l - }
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- j: D1 Z J2 G- n. ~" O# ~
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