|
|
还没有账号?赶快去注册吧!
您需要 登录 才可以下载或查看,没有账号?立即注册
×
本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
1 V) P: T4 ~4 R v/ k( Q; I& o( ?: [& ]( m( J% `0 `; X, R
1 l4 c, V( k/ O# ` C# c1 |# M8 E$ q# M+ m
最近在研究JS 做了一个简单的逻辑来播放声音
- Y" r1 u0 S- Y. J- var pit = 1;//初始化音高(速度)
" L( G2 O0 _/ O; Z/ w - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
9 V4 f0 Y) f$ Z8 J; P - function create(ctx, state, train) {
- d: d. s" o6 l/ h/ s - state.number = new Array();
/ b7 u) z4 Z6 n5 G; g - state.soundsspeed = 0;//初始化速度
+ |5 ^$ ^4 `; S2 H. R' | - state.speedsub = 0;3 l3 @2 T4 B( V3 g
- for(let i = 0; i < 100; i++){
: a G3 h" G& ^- | - state.number[i]=0;//初始化数组
1 V7 k1 C1 M; @9 y3 w/ _ - }
- d4 c i Y* X4 \2 U6 w# @6 h7 X) q - }- M2 ]5 e8 E" b% Y* C* `
& Z0 Z$ B- w% X- function render(ctx, state, train) { C" J# d: B: W7 `) \1 [' z7 E
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动5 W3 Z y K4 G2 l
- pit = 1 + train.speed() / 40;//更新音高(速度)% G2 _# S, X% e
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 b. ?5 J; k" ~+ ]+ ?
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差: O4 H/ G5 p3 `3 Z/ \+ Y9 [, m
- ctx.setDebugInfo("speedsub=",state.speedsub)
: {( B! E% Y3 t. L - if(train.isOnRoute()&&gamerunning==1){//如果工作" Q# I; M8 W$ O
- for (let i = 0; i < train.trainCars(); i++) {
$ n1 N3 l: f2 E" e, C3 x& }- ` - ctx.setDebugInfo("soundsrun",1);//记录声音开启
7 v& s8 g. F' s+ ^ - if(state.speedsub<-1){//如果车辆减速
/ U& I8 H2 {$ q2 F0 V - ctx.setDebugInfo("shache",1);//记录刹车
; |) ]% \7 {' P0 H/ H/ 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1
. p5 E. O& s6 a, q+ g K - 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22 K- { Y7 s4 W3 B. a: [
- }else if(state.speedsub>1){//如果车辆加速6 F* q, e8 r c* `" [6 U
- ctx.setDebugInfo("addspeed",1);//记录加速
' _9 H0 c& P& Z( 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$ Q5 ^4 I2 l" U- L6 A b* Z7 I( [3 o
- }9 z# U; n# I; G% J. J1 [2 u
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声6 U# s3 T# j8 D
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
8 _" L. c6 S$ i- C/ M* Y1 j3 l - ctx.setDebugInfo("horn",1);//记录鸣笛声开启* }& l4 V: N9 e/ U. 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0 S) f6 W& L: q3 U, x
- }: w3 W9 l8 A( ^1 Z% L
- if(train.speed()*20*3.6>5){( i8 |1 {9 B# R1 G) n& g( k! l" t
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
* j9 b5 N# T& 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
4 @9 A* h- o- @8 p - }
& {9 U# Y" ~) F! b1 J' y" e - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){3 `, V* u$ ]% b4 f6 I3 h4 ?
- 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
" ]2 G+ r* h+ z' U P% ^7 | - 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
6 k7 c4 e: ~& @/ }$ k. | - }
, @% R9 h8 i& m5 E - }7 |6 ?9 l9 m2 R, A" I
- }0 O% t e9 L2 N L! y4 E
- state.soundsspeed = train.speed();//更新速度
: B4 Y" W5 z; A7 e7 l - for(let i=0;i<4;i++){* x3 Y$ M' u( c' _; U) D
- ctx.setDebugInfo(i+"=",state.number[i]);, `( i- s6 n7 f4 i$ n Q' @4 Y! d# _
- }
; M+ S$ H; q7 p1 _; _& ` - }( |; v2 G( h9 u- H( t: N
- 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3 S* W% V0 v# ?/ ^" k8 {% N
- if(Timing.elapsed()>nu){//如果时间超过了播放时间9 Y, O+ h% I: P& p
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放' p1 }: x' T& V0 E4 Q
- nu = Timing.elapsed()+long; //更新播放时间
0 X7 M$ b# |7 _! S# a6 I6 Y# E+ w - }: j& F9 i8 E0 `* n1 r( t! M
- return nu;//返回新的播放时间% v; k; U, ^" G
- }* i8 c* q# G8 i( E& _8 ^
- function grnn(min, max) {//随机小数6 n9 \9 |/ H6 t4 f
- return Math.random()*(max-min)+min;
# }. Z' E+ T' N/ a8 _. r; y; \ - } k' V. ~. Z; X* H9 f0 u1 P% G
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
8 E( _# q. Y* Y - // 获取列车从车库开出的距离. B% H% }0 u, t* w4 e' v, i
- let railProgress = train.railProgress();. ?, a! D" K( F# b
- // 获取当前轨道的索引- n" B! R1 m% {/ A" b' _( X. V3 o
- let currentRailIndex = train.getRailIndex(railProgress, true);
3 }1 x2 @: \- X) _& U6 M - // 检查当前轨道索引是否有效. d% f# T5 s- @
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {& u( p2 c# a# G8 U) ~8 O+ @" H: D
- // 获取当前路径数据对象* X3 L4 a3 c( i; D* a4 G: }
- let currentPathData = train.path().get(currentRailIndex);
; J% p0 D0 Q2 R$ [" n! F; W - // 获取当前轨道使用的自定义轨道名称. L4 @+ ^! E, q8 U, E+ [1 O
- let trackModelKey = currentPathData.rail.getModelKey();
- G1 {! T) n' Y - return trackModelKey;2 i! x/ F9 z& [! z3 [
- } _! s- `! k5 ~$ J; r/ ~; K) w
- return null; // 或者是一个默认值" X0 T0 X& h2 O' S6 o# t( L. T: ?
- }
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
0 C& P* g" ~+ F* y M. q |
|