|
|
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
4 l4 ~ h2 o# W8 f y. F
4 a& x9 W7 m; ?, ^
6 X- u$ P4 h7 j$ w: G最近在研究JS 做了一个简单的逻辑来播放声音
+ q& E; H: O( e3 l0 B6 Y- var pit = 1;//初始化音高(速度)
; p) _+ t$ i) @0 d! e( g - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"], g+ P5 h# B& n/ C
- function create(ctx, state, train) {# d0 Q3 e- x- b
- state.number = new Array();
3 n e; ?6 _/ y9 { - state.soundsspeed = 0;//初始化速度+ _ m- S1 |" d1 f i9 x$ [3 H
- state.speedsub = 0;
5 a/ X# {. w+ v' {+ r" Z2 p+ Q - for(let i = 0; i < 100; i++){) A( G' p& g1 a9 `, g5 [5 e
- state.number[i]=0;//初始化数组# Q3 G3 m# M2 f8 n* Q
- }
( S2 u% [5 p4 p" t% {) n. I - }2 }6 [2 _7 K$ G) J% Q; F
- 2 X. D4 ?, _6 }5 D
- function render(ctx, state, train) {; a6 a7 G& d3 l* z4 t
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
) W5 H# W9 D0 z2 n$ c5 e - pit = 1 + train.speed() / 40;//更新音高(速度)
1 R* Y( u% g# O/ l9 Z - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
* A7 s/ q' F' \" n+ w - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差0 S$ B% \8 R, ~+ Z" ^, ]* h. @/ ~
- ctx.setDebugInfo("speedsub=",state.speedsub)( K* |. h- \' _7 j( P1 q
- if(train.isOnRoute()&&gamerunning==1){//如果工作
; l- ~3 O3 Z/ e3 [% h9 S5 n3 ` - for (let i = 0; i < train.trainCars(); i++) {! x1 X9 w: r; G( a0 n
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
. C" c a9 ?* S0 t2 v7 g7 l0 q - if(state.speedsub<-1){//如果车辆减速
' z/ q( X- Q7 L - ctx.setDebugInfo("shache",1);//记录刹车1 ^$ h. M6 Z' C3 \7 P2 }
- 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
$ k& `8 r, |& 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
$ Q, v7 Z. |! I* q7 u - }else if(state.speedsub>1){//如果车辆加速! u; R+ D+ J: N5 f/ }6 j6 W: o0 x
- ctx.setDebugInfo("addspeed",1);//记录加速
, T4 ?& w) X( Q" [ - 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( C q- b, @1 N: b( u" p& [
- }
8 c7 z5 J4 u4 R3 M, p d) ?# \' t* u - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声) I- g. \8 f0 _
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声$ g9 k, }8 a; j. p5 ]& {! l1 V
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启3 x; A5 A1 u- z4 b2 g
- 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7 R9 d/ Y- m: E( \- h8 F0 S
- }
$ B9 t+ n! ^- ?: i - if(train.speed()*20*3.6>5){
! c1 R% ]) B: @5 i) @ - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声* g& E; n( ]& T1 F+ l$ a
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
8 }7 `% t3 c2 c% k3 X5 F - }
# |9 Z5 J* {' I - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){$ G5 H; ^! U6 p, G8 c u
- 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9 F* b# i& e5 o
- 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( s/ v& W/ e; M3 W
- }2 |5 P, @# Z1 B2 a \1 Z' r0 G
- }5 _$ f# g! t! C
- }
, `! i A2 X9 k* S3 l& K' Z( A - state.soundsspeed = train.speed();//更新速度
' B$ N5 u. Q' @9 s$ Z& y$ V+ Q2 @ - for(let i=0;i<4;i++){
. v+ y- v" d. }! v - ctx.setDebugInfo(i+"=",state.number[i]);/ p4 K5 I' R- e, }
- }
- ?8 g& h; O W8 e3 t - }+ A! t# @ }5 G4 q& ~+ c
- 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
) r* F& \5 J' W, z; e - if(Timing.elapsed()>nu){//如果时间超过了播放时间, A, j" Z' K) A. _
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
$ r& Z' G1 e3 I, Z+ j# a+ K$ p - nu = Timing.elapsed()+long; //更新播放时间
; b% M {. L, ~& l _ - }+ Y; j+ ^- K& T; Y
- return nu;//返回新的播放时间
. t+ M$ q' R) \ - }
2 m- f8 |! b. e3 o - function grnn(min, max) {//随机小数8 V7 ^6 V! a) u
- return Math.random()*(max-min)+min;5 [; F# ^- q3 R, `1 P
- }
& L0 V7 ?+ c8 f3 A' F: o7 P n - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的4 w+ u1 k3 H3 k: p% O3 o
- // 获取列车从车库开出的距离6 q) O3 M2 q, N+ k! n% Y
- let railProgress = train.railProgress();
3 g; N& C( X1 | - // 获取当前轨道的索引
: N* K" E" m" K! v - let currentRailIndex = train.getRailIndex(railProgress, true);( i/ f- G5 K" M
- // 检查当前轨道索引是否有效
9 s6 \6 f& B6 S - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
7 \1 t7 s( [3 o) A: H - // 获取当前路径数据对象
v8 V9 b* b6 w- X ?0 _% U( g9 M - let currentPathData = train.path().get(currentRailIndex);
! F) G* a' n! E1 x4 p. _* o' q - // 获取当前轨道使用的自定义轨道名称
' }! Z; ?3 R M% M7 ~ - let trackModelKey = currentPathData.rail.getModelKey();
- r$ V& x' Q) {, e, W4 } - return trackModelKey;5 l7 z$ d9 S& @ \* L5 Z" ^! {9 C. p3 O
- }4 ?; d3 X2 C6 U5 b9 U3 E4 o
- return null; // 或者是一个默认值
9 [/ }* Z2 G' g. \0 } - }
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, P6 t1 J. d! E
|
|