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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 - z- s0 |' [6 E2 q$ N/ p' j! ?2 z
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4 J5 J2 c; p$ b+ |* ]最近在研究JS 做了一个简单的逻辑来播放声音# U% ]! K3 q& R7 q
- var pit = 1;//初始化音高(速度)
- F1 n! l- V( M4 h( N - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]$ W i- G9 {8 k, |4 A/ @" ~
- function create(ctx, state, train) {
9 N9 ` C; U! H* U$ V - state.number = new Array();8 J+ L, \; N: l3 j h+ N5 @$ n, [ x: x
- state.soundsspeed = 0;//初始化速度
' M8 k& S8 k# L, D, J+ g - state.speedsub = 0;8 H f& j- L1 u+ r9 ]' B* ^
- for(let i = 0; i < 100; i++){; H* R/ r8 O+ `1 ?( o
- state.number[i]=0;//初始化数组+ i% N) \) y) W& }- K4 a0 T% v
- }% h: `7 @& C7 ` @
- }
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- function render(ctx, state, train) {2 {5 W# B+ R9 J7 f. e/ A
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动9 _6 C! m: J2 H' @
- pit = 1 + train.speed() / 40;//更新音高(速度)1 S0 o9 i3 R1 R u# t
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
, O8 k& p/ M: s8 `3 N0 R) A" A - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
3 Z; Y, T% P5 a: A8 ^* W% y* i" A - ctx.setDebugInfo("speedsub=",state.speedsub), [' k- D% g2 e
- if(train.isOnRoute()&&gamerunning==1){//如果工作; X1 k$ M" i5 N: x' i( h* t3 [' w
- for (let i = 0; i < train.trainCars(); i++) {
$ c* J" @# `2 J2 N% h$ x( r2 W - ctx.setDebugInfo("soundsrun",1);//记录声音开启
$ J- a4 v, o4 f - if(state.speedsub<-1){//如果车辆减速
$ H {* {9 x' Y4 p& D0 K - ctx.setDebugInfo("shache",1);//记录刹车
1 A" ?' p: ?& L" ?* ?& | - 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
3 z% L1 t# J- {% R6 W! M. X7 ~ - 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- g* s% t# _0 M& @( k- k2 W
- }else if(state.speedsub>1){//如果车辆加速
5 ~3 ]/ |* |1 _1 s: c9 k0 O: D - ctx.setDebugInfo("addspeed",1);//记录加速$ c2 @" i0 r7 n& _" ^9 U. i+ r; f
- 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/ F$ |9 u6 R9 ?. a
- }
. x+ ?8 _, ^ Y7 \ - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声. A1 a% w1 | S. P# Z
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声! V) }, D2 o6 C$ o! }3 h
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启5 q8 h5 e2 F& Q+ g4 k
- 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5 M; x5 y' Z) R& l- @7 d5 @5 X0 `' _
- }
9 E3 @/ b! p0 f# r" `# a' N - if(train.speed()*20*3.6>5){
) A% w; m3 m* q f! R" c1 X - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
" M9 G$ A4 I- s* v - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声2 ?+ m3 F0 J% Y: q% O
- }; Y2 |- }% c3 e. x1 N
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){. n! ~( O) a4 O" k" |) A+ w( W
- 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 V7 X* [6 F$ {$ T2 l - 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/ b, s w, B6 D+ ?3 k5 [& o
- }. m7 K: P) r/ x- v4 L% ^# B& D
- }
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6 Z! M2 T: b; J2 L1 v% I. u8 C - state.soundsspeed = train.speed();//更新速度
" u5 s& Z# T+ k - for(let i=0;i<4;i++){$ d8 r2 A* F2 t# x: c+ \
- ctx.setDebugInfo(i+"=",state.number[i]);
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" j& V) k" ]: u6 S1 z - }
& A/ ]% O& Z. z0 j - 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
* S, z, S4 _2 B+ d) Y7 F; o1 v - if(Timing.elapsed()>nu){//如果时间超过了播放时间; e2 K4 T" y' Z
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放( y D2 z( W- j2 ], g p% S
- nu = Timing.elapsed()+long; //更新播放时间
' p z9 @% ]; `* b" e+ Z - }
4 H% ?+ @( N! o9 L7 C6 ? - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数
. w3 ^. ?7 d1 h9 @2 x# N - return Math.random()*(max-min)+min;
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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
4 i$ s4 o: n7 n ^2 m6 T' s6 j. k - // 获取列车从车库开出的距离9 z3 k, b2 E( `# s
- let railProgress = train.railProgress();4 A) r( [8 T( C+ `, t
- // 获取当前轨道的索引
; a, C& z% E: Z/ h, C - let currentRailIndex = train.getRailIndex(railProgress, true);
4 e: ?) h5 C4 O' {1 q0 p - // 检查当前轨道索引是否有效
7 D+ m" T9 K$ Y. b& e5 ] - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
0 i9 O$ E6 R9 {# m+ u - // 获取当前路径数据对象7 V4 ^0 m/ r a+ f! F3 O
- let currentPathData = train.path().get(currentRailIndex);
7 U# @' U9 s9 ]( y - // 获取当前轨道使用的自定义轨道名称
4 p( D# K/ V% O9 r - let trackModelKey = currentPathData.rail.getModelKey();
, L3 y& | y3 V7 E( S k3 }! ~ - return trackModelKey;% t* ~( H- i9 m* a G7 `
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- return null; // 或者是一个默认值
# Z9 Z2 c5 `. k' c* p$ e b - }
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* a9 x( u& c; g; C$ A
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