|
|
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
# o; q* d. l: m0 x; ?, b( b( V. Y
+ J1 c+ I& B" }2 y; B' {( p5 z8 Z& i1 X; Z. t5 C) Z
最近在研究JS 做了一个简单的逻辑来播放声音) E" U ?( `) f! |
- var pit = 1;//初始化音高(速度)
* @2 b* T5 `$ @& {9 X - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
- X( X) I- O) o$ P - function create(ctx, state, train) {
2 ]. t+ H1 {8 E7 Z+ h - state.number = new Array();
0 F: z3 M% k X$ B$ p+ h+ q% B6 H - state.soundsspeed = 0;//初始化速度7 R4 B" l5 e$ O7 ~: i
- state.speedsub = 0;" r5 d1 O/ e7 _6 _8 ?, g3 t
- for(let i = 0; i < 100; i++){
. j2 j. d$ W1 B2 {' \ - state.number[i]=0;//初始化数组; {! i9 X/ }# S! F+ j5 s P
- }" \ A) o3 K9 ~& X1 D# O
- }
0 E9 v; l1 i* ^
* [" \3 V- A; J5 d5 l+ M1 S- function render(ctx, state, train) {
3 l0 X1 Y* M% l9 H8 ` - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动' B! Q' i; m$ A
- pit = 1 + train.speed() / 40;//更新音高(速度)
/ W) C. o+ Q5 R$ J. p9 V - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
& G4 I; g* `: p$ M3 r - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
r, a# Z& _6 j" m2 x - ctx.setDebugInfo("speedsub=",state.speedsub)
$ D( \8 h# j8 B - if(train.isOnRoute()&&gamerunning==1){//如果工作/ u$ B) |2 Z. f- `- V0 Y
- for (let i = 0; i < train.trainCars(); i++) {
/ U! L( g( ^( P6 { - ctx.setDebugInfo("soundsrun",1);//记录声音开启. l0 l! l" ?; H- s L; r. ~
- if(state.speedsub<-1){//如果车辆减速) s! g( [! \! ~. d5 W/ \
- ctx.setDebugInfo("shache",1);//记录刹车# s. k. J, k1 r
- 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12 p' M& m( ~* @3 U( U3 P7 } g- ^* A" d
- 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& Q4 R% a6 j) F+ m! s+ v' m. ^# F
- }else if(state.speedsub>1){//如果车辆加速
' I3 f5 ~- A" H% e - ctx.setDebugInfo("addspeed",1);//记录加速2 }( }" u7 A7 x! C
- 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3 C( u/ Y# {; a& H
- }
" X4 h8 I _7 E) W+ I2 p6 x& V - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声5 h$ D( Q' l+ c9 \
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声" y# ] G- T" Z$ q6 W& w6 A
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启! a# q' c% x7 Y n/ [4 f
- 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: Y* ~/ H; [' U/ E; W4 f- H E
- }- X, n; f9 J3 e5 }. X4 M
- if(train.speed()*20*3.6>5){
& v$ Y& j) X5 F# L - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
7 R6 V/ r; r8 A9 { - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声; `: w/ A. \+ N
- }: K' o0 ], w& V, G8 [2 c w+ p
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
7 E" l8 A: n( o2 u6 c) T }; z - 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) i3 [$ ]4 _1 k" {
- 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
- o. f# |% s/ G/ r4 x: H/ ~0 z - }
: V* K- s: W1 J$ T9 S3 L2 I - }, V* X+ {0 W& ?: r! q8 z
- }; I" n1 {' U3 u' q/ Q
- state.soundsspeed = train.speed();//更新速度7 H2 V3 S0 _! w, X
- for(let i=0;i<4;i++){
* p! J; O" t& u7 m - ctx.setDebugInfo(i+"=",state.number[i]);
6 b$ V1 D8 l0 @8 d' |; C - }
9 c# N8 _: ^) W - }
) z# @3 H) z% b0 H$ s - 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 u) H; P" r( [5 T" n - if(Timing.elapsed()>nu){//如果时间超过了播放时间3 V6 ~: r+ i8 s
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
_# S2 \5 [2 O" K8 Q+ I - nu = Timing.elapsed()+long; //更新播放时间
; ^3 O' q* f/ c8 O2 g6 W9 h3 E - }
) x1 j; ~ I3 W% p( _' G - return nu;//返回新的播放时间
) p8 g" S+ F5 B9 S - }9 c7 h" X3 B* e% |) w- h" E" T
- function grnn(min, max) {//随机小数
& l; U: ^% k% }- u& G( U2 c0 \ - return Math.random()*(max-min)+min;
4 V9 }9 s, r; F! H - }
0 O4 \+ F% g/ G' K: n! [- ? - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的& ~2 y/ X5 _- K' B& E# f L
- // 获取列车从车库开出的距离2 r% l0 U2 [9 |: q
- let railProgress = train.railProgress();( Y' m9 Z6 X: X6 |0 g! I
- // 获取当前轨道的索引
7 a- N9 _/ w& u - let currentRailIndex = train.getRailIndex(railProgress, true);
" s5 C5 r/ j" Z* N+ n - // 检查当前轨道索引是否有效
* P: h3 {# `1 f( P+ ^8 }1 b - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
! U) q" k0 ]7 p/ ^, }' C - // 获取当前路径数据对象
, \4 b/ X( \! \/ ? - let currentPathData = train.path().get(currentRailIndex);# ]3 E: _" z$ ?+ u
- // 获取当前轨道使用的自定义轨道名称( G1 D5 t: n1 J) ]7 r. ]1 d, o
- let trackModelKey = currentPathData.rail.getModelKey();
2 C# ]. Z% Y7 D. ?# w- o' ~( C - return trackModelKey;
/ o% I0 \: \. i- \9 p3 e - }
. K3 n/ _& M& l) T: c - return null; // 或者是一个默认值1 O0 O& `1 t0 L4 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
8 @) {+ W7 H- D6 X5 A( [ |
|