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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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/ @6 E% x% A# Z; P" e最近在研究JS 做了一个简单的逻辑来播放声音
/ @8 n' D: V& O9 F5 O' [, Y- var pit = 1;//初始化音高(速度); s' n/ ^- c- i; j x2 B
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]1 ~5 m- S) w& c0 v) l3 |1 P
- function create(ctx, state, train) {0 t/ b7 P( y+ H$ {7 p7 I
- state.number = new Array();# M- I2 w/ h8 a" h6 r" e3 H1 Y; c% Z
- state.soundsspeed = 0;//初始化速度
2 S! \" l: K5 ^8 |$ G, ` - state.speedsub = 0;
* x) R Z D& K# x" a - for(let i = 0; i < 100; i++){ l4 a! @3 u5 l( H8 D: Z
- state.number[i]=0;//初始化数组
* x, v7 W1 j8 u( ^- K- V4 I4 u( u, ] - }
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- , ~2 l6 `& x% {# l/ f$ e, s# u
- function render(ctx, state, train) {
5 [$ A+ e; g; m; F( Y - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动; M0 M/ Q( J0 ~" q8 o1 _, G! Y! n
- pit = 1 + train.speed() / 40;//更新音高(速度)7 J- g% B. G3 t @+ {5 w4 k
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 6 j' D& w+ b1 X: r8 T4 p, o2 E
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
- t9 E) o1 c! F& F - ctx.setDebugInfo("speedsub=",state.speedsub)# N. e# v9 D# E- o
- if(train.isOnRoute()&&gamerunning==1){//如果工作( L" k' ], T0 ^7 t6 g$ f) r
- for (let i = 0; i < train.trainCars(); i++) {+ u/ @) Z3 N% ]/ Z* j
- ctx.setDebugInfo("soundsrun",1);//记录声音开启9 R* i2 h; B; _" N4 K
- if(state.speedsub<-1){//如果车辆减速, S4 {+ C$ b! c- ?7 v6 X8 p
- ctx.setDebugInfo("shache",1);//记录刹车: j% l+ ^6 u( d, \1 C
- 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10 \6 j4 V3 \+ Q/ j( A
- 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27 c. }/ \1 R+ V, ]$ Y; u- w2 m
- }else if(state.speedsub>1){//如果车辆加速
2 A5 d4 r8 I3 c - ctx.setDebugInfo("addspeed",1);//记录加速) H( p8 C$ l# @$ m* I7 r) P
- 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
$ M t0 @2 S2 y y - }
) m0 H I! |1 N) z$ ^ - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
_* D2 L& g" c$ W/ r( Y - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声; Z- O3 v; V! b+ ]+ n# y9 z
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启. j5 L) R8 Q# c; y4 p/ O
- 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9 n7 N) q- K' I
- }, S! I% X. P9 F
- if(train.speed()*20*3.6>5){2 c; d2 m6 ?( W
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声/ F: z; C: ?6 R* v w* s
- 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){
" K- ?) D% l" a2 u* r" j+ T" X5 P# h - 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
; z" I1 B1 N; \0 H/ V. D6 K* {8 e% e - 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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- }
8 D& \/ D; b7 J3 u2 q Z) L$ O - state.soundsspeed = train.speed();//更新速度# i$ v' t( _/ w% K
- for(let i=0;i<4;i++){
& ^' q) g- Q) K - ctx.setDebugInfo(i+"=",state.number[i]);
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- }
2 p5 ]3 w, B! n5 h" H1 H- Z - 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
2 S# k- W" v( Q8 Z7 Z/ m% P; F - if(Timing.elapsed()>nu){//如果时间超过了播放时间
! t( p t/ f* ?+ z - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
, G4 x7 d" _$ }0 T0 x Q - nu = Timing.elapsed()+long; //更新播放时间) w( `/ U0 v$ {+ I* c. W$ Z
- }
+ x6 H& P/ d+ |( ^# ? - return nu;//返回新的播放时间) X+ N2 X- f3 \7 U( G
- }* \: l7 C% C2 \' A4 H( v
- function grnn(min, max) {//随机小数
5 I/ m. I% U+ A" |8 K4 s - return Math.random()*(max-min)+min;
" [$ X, r# O8 B3 N/ Z; Y) ` - }
$ C9 c$ c3 H) j( i4 E, B - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的' d, f5 \$ D+ q& ^0 f
- // 获取列车从车库开出的距离2 v: U0 y! N3 P% o
- let railProgress = train.railProgress();& J% `1 L! K( |6 c4 M
- // 获取当前轨道的索引
& w. O8 A4 y# n: m- a5 n - let currentRailIndex = train.getRailIndex(railProgress, true);( C" ?% G3 U% u& T! R% d; B1 ~
- // 检查当前轨道索引是否有效% J& c# ~( z) a, T0 p
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {. x/ u# E2 Y& ?2 `+ Y0 L: c
- // 获取当前路径数据对象; k% W" t. }2 D! e; ]% w4 ]& A
- let currentPathData = train.path().get(currentRailIndex);
W# O, r1 o' Q; S& [% Z - // 获取当前轨道使用的自定义轨道名称
+ e; I3 p. c) D& r - let trackModelKey = currentPathData.rail.getModelKey();* X6 ^: k" w: F/ L
- return trackModelKey;% e+ ]( l! \" K" c) a r
- }, L9 E! j- E( ?& Z
- return null; // 或者是一个默认值
3 t- m. E: V) }; E; ], U: M - }
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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