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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音
! K* j" _. p1 p. b6 P5 ^" i9 ]9 V, v7 Y- var pit = 1;//初始化音高(速度)
6 b' E8 @* d2 z6 K7 @8 }; _ - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
0 T6 ~8 h4 a4 [3 }$ {8 V- H! T9 b - function create(ctx, state, train) {
; F5 \) p I! O - state.number = new Array();4 S: q: z } I! k
- state.soundsspeed = 0;//初始化速度 U+ f$ p, S: p3 [7 m* J0 h: X& ?
- state.speedsub = 0;% B/ N! U( {% Q
- for(let i = 0; i < 100; i++){
" w0 Q% c/ `3 X5 ~' I6 P - state.number[i]=0;//初始化数组, s! o3 D8 t I
- }, ]6 Z& x9 Z1 g# V0 z
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- function render(ctx, state, train) {
" ]+ X' X3 w" `3 R8 l - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动! D$ U0 n. _) N" L0 V1 X9 y
- pit = 1 + train.speed() / 40;//更新音高(速度)
4 N* f# v t" g% Z6 S$ n- a - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
2 `9 g3 x; q' r1 e3 Q - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差! A" e$ f. W, U% N
- ctx.setDebugInfo("speedsub=",state.speedsub)
" f$ R! X) ~$ {% C' c% S - if(train.isOnRoute()&&gamerunning==1){//如果工作
* h$ V4 m6 ?3 E+ z/ ~( g& m - for (let i = 0; i < train.trainCars(); i++) {7 H9 L, V/ j0 ?( h
- ctx.setDebugInfo("soundsrun",1);//记录声音开启! J% ^& c, m, b- X- b% K( I
- if(state.speedsub<-1){//如果车辆减速
" ~9 ?+ n, e: C+ c! W/ w @ - ctx.setDebugInfo("shache",1);//记录刹车/ j2 S7 O4 ?; s. }" ?& \- Z
- 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
X2 G" N3 w, o4 c6 l g' T - 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
3 r' A" \5 z' b! U - }else if(state.speedsub>1){//如果车辆加速+ F9 W% P* {+ Y) \9 n0 U' }2 f( z
- ctx.setDebugInfo("addspeed",1);//记录加速! y: A6 w9 Y6 f# H9 o8 U
- 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2 T6 V" X) D, Z, E4 `, y7 H
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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) d) r4 F& f0 N+ x& z
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声/ U" |0 @! U" q: p S" {
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启. p" N: Q* g0 a' S, 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( Z. c/ G9 e; U B
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- if(train.speed()*20*3.6>5){% l4 D% E& z: e2 d
- 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' y; X" d# p1 L. D' W- x
- 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){
! t w, i3 A! j8 v7 P - 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
$ ^% d8 P1 ~6 P5 m - 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" G6 c- G2 c$ b2 w1 I7 Y
- }
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- }
9 F$ t7 r+ M( P8 F" c - state.soundsspeed = train.speed();//更新速度7 s, X- Z& e: \1 j N- f; @
- for(let i=0;i<4;i++){
: B4 [: `* {5 u$ _5 q6 J& ^& f - 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
7 H1 E% A# O& |' [) G - if(Timing.elapsed()>nu){//如果时间超过了播放时间; D- ]( Q' B! J0 l- R* G
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放2 ~' \1 p+ E/ x
- nu = Timing.elapsed()+long; //更新播放时间* n0 B+ W8 b) b
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- return nu;//返回新的播放时间3 x- U7 x& P# d/ y& B
- }
3 @& x# u1 ? U) o% q5 E - function grnn(min, max) {//随机小数
& {7 b1 {7 \/ O) Q8 T9 l - 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
1 q) t) D! ` F - // 获取列车从车库开出的距离: v% I4 _( W. o3 y$ j' z6 _3 _
- let railProgress = train.railProgress();* B/ Q/ f5 S" h1 N4 q! C9 X+ x
- // 获取当前轨道的索引+ r4 s. k- ^, i0 [1 W
- let currentRailIndex = train.getRailIndex(railProgress, true);7 F4 f6 d+ ?) z y$ V' U
- // 检查当前轨道索引是否有效( y3 H# F9 J c. j! ^* D6 q% K% {
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {+ i1 e r4 |5 ]! r1 C3 H
- // 获取当前路径数据对象* h. O8 R0 n# }( U; }! m: c, d" q
- let currentPathData = train.path().get(currentRailIndex);
- D% T4 x4 b1 p, G& v8 n4 i! {0 X - // 获取当前轨道使用的自定义轨道名称
) Z7 i* u* P; R3 {, M - let trackModelKey = currentPathData.rail.getModelKey();/ `3 K8 E a$ V. u& n+ e l
- return trackModelKey;$ }( ^/ J4 V: S6 R( |( i
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- return null; // 或者是一个默认值7 `' I- q! d6 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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