|
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 % A: a( L/ k, r! Z
2 ?# ^5 d8 H& m6 T; c4 }" c- v! Z( w7 O. X
最近在研究JS 做了一个简单的逻辑来播放声音: |0 _$ G% {1 K! ]
- var pit = 1;//初始化音高(速度)* D$ D6 Z& A( m
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
: W: E$ Z+ h4 L1 v8 \ - function create(ctx, state, train) {
6 b& H1 i h1 ^- q4 H! ~ - state.number = new Array();
, I, Q5 ]4 r7 S4 A# s- \- Q - state.soundsspeed = 0;//初始化速度* \* \) H# l+ x: a6 A4 v* A" i
- state.speedsub = 0;
, n( C( g0 B7 L0 ?. e - for(let i = 0; i < 100; i++){: i% L% _9 i( N6 A" m6 R
- state.number[i]=0;//初始化数组0 g( T9 y5 S% U# D
- }
% C( c* ?8 Q8 ], ^ - }
6 D7 Y4 R* n5 r9 s# r6 D, p- v
, Z, j' I- y8 v0 {- function render(ctx, state, train) {& t! i4 ?& s' p, O# K3 b
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
/ Q5 P1 U' Z- t - pit = 1 + train.speed() / 40;//更新音高(速度)5 [5 y$ m( a/ @! K* i8 m& v. Z0 n5 G
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
, x* S( s4 h$ K4 ?( h2 v$ T1 X - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
8 Z3 W1 ]* Y% H0 F9 b+ a - ctx.setDebugInfo("speedsub=",state.speedsub)
3 V6 A" W; I- I. w: N4 Q - if(train.isOnRoute()&&gamerunning==1){//如果工作
) T" ~; `& A' S( I - for (let i = 0; i < train.trainCars(); i++) {5 x: f3 ?- }# {5 i+ X
- ctx.setDebugInfo("soundsrun",1);//记录声音开启; e7 C( x, u4 T% k4 q* G1 m! R# @
- if(state.speedsub<-1){//如果车辆减速
% }& d" c9 o" e/ _6 s' @6 U - ctx.setDebugInfo("shache",1);//记录刹车% ?* b# h E" ]' o& g3 f* h' O
- 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11 J# @' v4 S5 M
- 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28 Z( i% I9 q- b4 \1 n( {3 k
- }else if(state.speedsub>1){//如果车辆加速
8 z) v! n9 n; G& T! v - ctx.setDebugInfo("addspeed",1);//记录加速
5 H& o- l$ G0 e6 T: A" Y( t - 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 H. }* x9 G* k$ d8 ~2 ?8 c- K; f
- }
) \. B0 V% @; N% Z6 t1 ` - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声! ^1 @& c0 ?8 _+ `7 u2 m2 z( U5 I& f
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
* V7 Q' ~+ D# g2 y ^ - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
5 o5 H; m) b i/ ?# U - 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
. G2 n" O5 y: S- i' c: n3 b - }
" \* l5 Z9 E3 v1 ` - if(train.speed()*20*3.6>5){
8 ~2 v7 N; e; U' W z& C - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声$ m- {& [- O6 Z! h8 r& d3 s& ^
- 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. g: A1 I9 p' R7 o4 A% u
- }
' Z% |, o& v, E - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
! j0 G& ]3 N1 q9 h5 r - 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
z' |2 m2 R' D" J m$ H - 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* L+ G6 {! P8 V7 I) {2 {! B
- }) V6 w+ R3 x/ r' E, a) M" g v! V1 H6 x
- }
+ j0 t% \) |% T5 m1 J - }/ ~! q9 K1 ^9 a4 J! M( w
- state.soundsspeed = train.speed();//更新速度
( k, J0 y1 Y2 p& E6 \8 @( Q - for(let i=0;i<4;i++){" m9 d6 K6 V" |( }
- ctx.setDebugInfo(i+"=",state.number[i]);
" }/ z4 j5 [- I/ H" K - }
_' e' K% e* s: k% i - }
! l3 D2 G F/ S" x - 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: L% S( I1 p4 [3 E) l
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
. m2 @$ K0 V. P* T' H0 t x - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放( x* x) K% Y( P3 C0 ]* B4 k
- nu = Timing.elapsed()+long; //更新播放时间0 w. i; n& f/ P3 b- S+ w
- }/ }- f7 j: J5 j
- return nu;//返回新的播放时间
. C! k0 X3 g8 n+ s+ r - }
' e6 u+ x+ o% {9 {; D - function grnn(min, max) {//随机小数
$ J; Y5 a0 N; N - return Math.random()*(max-min)+min;) B: E) }9 D- r ]
- }
2 K! \7 X1 ~' V3 o3 X8 D - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的4 ~- e. x9 w; I1 X2 T ~
- // 获取列车从车库开出的距离; y; ~ E. j2 F0 X6 t
- let railProgress = train.railProgress();* g5 A. k( k% h( z, a
- // 获取当前轨道的索引2 B+ c: `# i% u9 g( i* z# R; L
- let currentRailIndex = train.getRailIndex(railProgress, true);
# \3 g/ r' r& d: g' y4 U5 g - // 检查当前轨道索引是否有效2 m4 U& j' \3 ~/ d# N
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
" N, f: t2 p8 k- l1 K - // 获取当前路径数据对象2 r+ v( }/ y& w5 r" p+ H
- let currentPathData = train.path().get(currentRailIndex);
" }1 y P! D& _! B E y1 R - // 获取当前轨道使用的自定义轨道名称; D' L7 C. Z+ f5 S% i' k) z2 }5 Y
- let trackModelKey = currentPathData.rail.getModelKey();
8 ?( |2 {( r; I. M. @/ n - return trackModelKey;- B7 J3 S% W$ M2 |+ ]
- }
9 J; [$ K- p9 J/ M! n# { - return null; // 或者是一个默认值
) y) _( V2 J; j) w# O$ O, E/ ? - }
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" O/ }6 l. a% ^% _; y }4 ]9 }
|
|