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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 ' r( ^# _' S" W
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最近在研究JS 做了一个简单的逻辑来播放声音" ?3 Z% O: H5 l B
- var pit = 1;//初始化音高(速度)
6 w( w5 @, \1 K" B( T( P4 V/ p - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]0 D8 g, t+ C" I0 R& @( ]4 p
- function create(ctx, state, train) {! G$ n& g( k+ Z7 @$ j
- state.number = new Array();
; N! q; a, \, ^2 k U \" J5 ^. p - state.soundsspeed = 0;//初始化速度, k! A! ?4 u% u I$ Z; r
- state.speedsub = 0;
% Y/ b3 E' c$ i( j- u - for(let i = 0; i < 100; i++){
; S' v8 N! N( h! I+ t2 L2 P - state.number[i]=0;//初始化数组2 T4 K% z3 `( B$ a6 @ \6 c
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- }
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6 i6 p- q! f% P- i- U6 s3 P- function render(ctx, state, train) {
3 ]8 y0 t) z. L* z U# x# @& k) u - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动( }# D. h: f4 |/ n& b$ u
- pit = 1 + train.speed() / 40;//更新音高(速度)
- X$ X; I5 z4 C; V" L7 f - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
2 Z( {* d; _: F' E! F7 y - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
n% f3 \7 f' Y6 V; k# n( { - ctx.setDebugInfo("speedsub=",state.speedsub)
% G; ~4 w1 h( J; ?; D, V* s- c - if(train.isOnRoute()&&gamerunning==1){//如果工作* i$ d& n2 I) v5 V! V7 I
- for (let i = 0; i < train.trainCars(); i++) {+ M/ f) w+ q* K. l
- ctx.setDebugInfo("soundsrun",1);//记录声音开启; W6 \( p( N8 g
- if(state.speedsub<-1){//如果车辆减速
9 X/ [8 d" H# ~- X" F0 B - ctx.setDebugInfo("shache",1);//记录刹车" X Y, H3 o* s& ~
- 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
4 e" `0 {. w" h+ Z( p* H! n# Q0 R - 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
, N! x! P5 |0 y+ h2 K9 {1 Y8 e5 V - }else if(state.speedsub>1){//如果车辆加速
# N: `5 A$ t/ a3 C - ctx.setDebugInfo("addspeed",1);//记录加速1 T" \- |/ ~7 R& 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
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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
z2 T) s8 t3 D3 N/ E5 F# p - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
! G0 c+ d4 w8 B2 {0 d7 _! s - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
( l0 {8 R8 s& l4 y1 C - 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: d& u6 ]' z: O) L
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- if(train.speed()*20*3.6>5){
1 j# |5 E' c5 ?: s- t8 e6 r) e - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
; |" {1 D5 H0 R3 T, p+ L - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声: x# V+ s% C+ S" v1 `3 c7 Y. D+ n
- }
( i P5 M! O8 J2 A - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
: l. y0 Z% ]- n8 s - 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7 `. x! d' P1 ]2 E' z, w4 n4 F
- 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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- }
5 k4 k4 g6 G' j* E1 r, P: | - }
$ G- ?. Z$ i( d/ ~. I - state.soundsspeed = train.speed();//更新速度5 Z# q0 D6 g1 R3 I+ p _1 L* P
- for(let i=0;i<4;i++){, u) \7 _! u' j- Y# L6 X
- ctx.setDebugInfo(i+"=",state.number[i]);# A" D$ z8 O& ~& D# Z2 z* w
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- }
2 t6 w/ O. A3 d - 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# }+ W2 @5 L; l u/ K4 I
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
* @/ J4 C/ p8 j: t: c - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
' v, J+ u6 o2 G - nu = Timing.elapsed()+long; //更新播放时间' g3 G, c2 v% k7 a" g, {
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- return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数
$ n M( I# y' k/ w4 u - return Math.random()*(max-min)+min;5 O4 Y4 t, l% P/ I# K
- }
) U& \' ~ V3 M3 x5 j# |, p6 l - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的, Q/ U. Q- {' I3 \7 t! q; c
- // 获取列车从车库开出的距离
- \ _6 c; H, j8 f/ a - let railProgress = train.railProgress();
! ^! Z" g+ W6 A3 n9 B1 C - // 获取当前轨道的索引9 a2 r' x5 f1 f. A5 _3 k4 q
- let currentRailIndex = train.getRailIndex(railProgress, true);+ X+ M1 W1 W. w( w1 ~! u
- // 检查当前轨道索引是否有效: S6 U% T9 X, D N( \
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
4 Y5 l1 ?+ J \ - // 获取当前路径数据对象
0 B/ z# J& y0 g - let currentPathData = train.path().get(currentRailIndex);3 O5 v, Q4 F, i: @
- // 获取当前轨道使用的自定义轨道名称* | k; K1 H0 w% ] C
- let trackModelKey = currentPathData.rail.getModelKey();, l1 C0 |2 u% p5 b& ^8 n! {, L! g
- return trackModelKey;
$ @- C5 N2 G6 o% f7 K3 T - }
0 a9 N0 m* @( A+ K - return null; // 或者是一个默认值$ \6 f/ Z( ?0 @5 A
- }
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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