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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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( O* i3 d+ [. o; D. Z最近在研究JS 做了一个简单的逻辑来播放声音
" }* r; B: ], x1 o- var pit = 1;//初始化音高(速度)
' {) D& p: N6 J% f - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]4 Y/ w: W1 [: f8 ]3 N$ r
- function create(ctx, state, train) {
+ i: N: l) |* k( K) b8 D7 n - state.number = new Array();
# V6 K+ d3 G# ] - state.soundsspeed = 0;//初始化速度* O9 P1 i" t4 O: Z& k/ D
- state.speedsub = 0;
! x' _! N. v$ H1 A( E - for(let i = 0; i < 100; i++){
7 J$ u! y, L/ i - state.number[i]=0;//初始化数组
$ m8 Z. \3 L/ O% a0 O - }
) f+ ~2 g( ^# U! A8 e - }
7 B8 d8 Q8 c. O9 M3 A, a7 P - " C. F% b! Y% y' A
- function render(ctx, state, train) {
1 b4 M8 G. F2 [$ t: @: u - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动; b' w, v4 S- U& a, T
- pit = 1 + train.speed() / 40;//更新音高(速度)
1 }$ r2 K: n+ G" | - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
1 Z- X- Q- F9 ] - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差/ ^" _. s; `' V F. u* V- ^6 t
- ctx.setDebugInfo("speedsub=",state.speedsub)
; q3 h5 d# @" r) F- [$ v0 C, \ - if(train.isOnRoute()&&gamerunning==1){//如果工作2 }" `* S) a; r! `% K" E* h6 x6 F
- for (let i = 0; i < train.trainCars(); i++) {
/ C5 L Q0 D/ G( R( y7 i; _ - ctx.setDebugInfo("soundsrun",1);//记录声音开启+ U5 p/ b1 I, K, S: p
- if(state.speedsub<-1){//如果车辆减速
+ p" ], F% n% l% [ - ctx.setDebugInfo("shache",1);//记录刹车2 T; }+ F; i5 Q2 z2 v
- 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 p- G! q: I" f4 ^7 m1 S3 T4 r1 J - 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) E6 S! M) K5 C
- }else if(state.speedsub>1){//如果车辆加速) C% p, f+ I4 `8 z( ]4 e4 f' v' I& \, {
- ctx.setDebugInfo("addspeed",1);//记录加速" O- C) t1 r/ g0 p. K
- 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+ ~8 l5 i4 u
- }
$ h- M+ q3 t1 Y+ ^! {+ { - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
# @- A, K3 c4 R( N- d$ a% K8 t7 B - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
: i! }% f, \6 S3 S - ctx.setDebugInfo("horn",1);//记录鸣笛声开启* j! B$ \8 _3 s1 x! x$ Y
- 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' F# n" n. \2 C; Q
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- if(train.speed()*20*3.6>5){
Z7 n/ i8 b$ q. F% I! k% R - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声. u0 V b0 O4 [% K8 ]
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声( D2 w/ K) K& s- [7 p8 c
- }
. R+ H" Z# p, ~2 N; x/ \ - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
" D6 k: p7 E! W) x - 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
# B4 @8 a, F' P5 R - 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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- }
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- state.soundsspeed = train.speed();//更新速度8 \2 [8 l' l. G8 h) O
- for(let i=0;i<4;i++){
* z7 K6 t- X& C0 ]3 \6 S/ v* i - ctx.setDebugInfo(i+"=",state.number[i]);
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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# n; z$ q4 ^8 @" b1 g
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
* C! x: K: f9 [( t - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
( Z# C6 }; m7 R - nu = Timing.elapsed()+long; //更新播放时间
- R0 f, X) ?; K' }# ?* I1 J* @2 t - }
7 {0 X! B$ D1 w5 A0 T4 c: } - return nu;//返回新的播放时间. x4 Q/ ?, S0 ^: x
- }. d4 n' A9 k0 o& E* b9 |
- function grnn(min, max) {//随机小数% s/ w' G5 ^3 X
- return Math.random()*(max-min)+min;
. ~, b2 Y+ S% h5 m; S3 r! j4 g - }
: e2 G+ K v1 R( R' I3 v \ - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
5 u5 l C2 V- i$ F) }/ K. ]: q - // 获取列车从车库开出的距离
2 S9 }1 c. e* P1 y9 ]' C - let railProgress = train.railProgress();
# D' w, [0 `, | ^! o - // 获取当前轨道的索引
+ j2 Z9 O# e, V3 F9 z( s - let currentRailIndex = train.getRailIndex(railProgress, true);* \4 M( M* b$ `4 @
- // 检查当前轨道索引是否有效4 V, F1 m% S" ?2 }# }% [. _
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
; Z3 ?6 n* k ^; {3 ?3 e6 K - // 获取当前路径数据对象
+ B% A, ] }; K: j* ?* Y, M - let currentPathData = train.path().get(currentRailIndex);
7 Y# O6 x+ J3 w; W' S6 C4 n - // 获取当前轨道使用的自定义轨道名称$ ?% F! z. N/ o! y! x
- let trackModelKey = currentPathData.rail.getModelKey();
& X" N$ a4 s( `1 h O3 U; ~* q - return trackModelKey;
% Z$ v8 h* Q+ f4 T1 h4 ^ - }
$ p, _" J7 W. x0 o - return null; // 或者是一个默认值
1 m9 x. Y5 X5 G& @ - }
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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