|
|
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 3 {. L6 P$ w! ? @# k
% R, l( t8 Q, Z; A! x& o0 i$ G( Q/ \+ Q/ ?- a; k2 i6 o0 {8 V5 j
最近在研究JS 做了一个简单的逻辑来播放声音
5 l" d/ }- x8 U! `' b- var pit = 1;//初始化音高(速度)
8 R, n: \9 M% D1 Q, M8 U5 S$ [/ } - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
; E0 U u' c/ d% | - function create(ctx, state, train) {# m+ e. y1 y& B5 t k0 s
- state.number = new Array();
: A! Y' V2 F0 N, t# W0 \ - state.soundsspeed = 0;//初始化速度/ i0 ~- P$ E( M& I* q
- state.speedsub = 0;. S& }% p6 g. F: d y
- for(let i = 0; i < 100; i++){
& V4 b% M# I k T - state.number[i]=0;//初始化数组
- c0 r6 b2 f" Y8 T - }% U4 V a( p( w
- }
* l9 W- I/ J" _9 V
9 N( b* g9 e' q3 x4 h! H- function render(ctx, state, train) {
( Z' ~) R' P- U - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动% j3 ^* j+ X- W9 V% y
- pit = 1 + train.speed() / 40;//更新音高(速度)
1 o3 t" `6 L" k0 {7 y- V - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 + c# }7 j5 g+ ?
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
9 q" C2 O: y! A- T# T - ctx.setDebugInfo("speedsub=",state.speedsub)
% u: T- r4 V' k7 c1 h- [9 r - if(train.isOnRoute()&&gamerunning==1){//如果工作3 K& x k+ G0 w2 n' _" x+ S
- for (let i = 0; i < train.trainCars(); i++) {) @9 Z+ A0 H) Y& {( o; W
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
, w* x3 A! k6 l# T2 M$ ]6 T+ { - if(state.speedsub<-1){//如果车辆减速
: E7 U+ n7 ^1 ]( t9 u! @ - ctx.setDebugInfo("shache",1);//记录刹车
+ y7 \2 u" _" K8 m% D - 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) z& P% q. f5 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2
+ U( b2 o2 S( ^+ ?" c3 e) U: x1 h1 Z - }else if(state.speedsub>1){//如果车辆加速
% v* m* |( I3 g3 q, D, h2 N. Y3 a - ctx.setDebugInfo("addspeed",1);//记录加速" J, G) p1 z, X0 L6 _9 }
- 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
' _; ~$ W' H e; ~) }0 s7 o - }
$ B" a( f& v5 l# E - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
, W, P% B4 Z. f& r) V9 a - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
. b; \7 p- |) U& M6 o - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
/ v5 l. s+ S1 w( t - 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/ q9 |: M5 v z' r+ v
- }8 D3 w4 d- K9 \# k, i4 l" [- r
- if(train.speed()*20*3.6>5){
1 V3 U- ]( a1 d. Y1 d' [ u; b6 } g - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声0 @+ o+ v# F# P1 O: ^. D" S i
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声9 w# H; w: n4 O2 x# q, f d
- }
7 w( { M( M/ c( @) V5 W* { - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
* \& k3 C2 O+ V - 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
( o4 `$ F, ?% X0 o Y2 `% 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7 M, I: \, P3 _. {0 R
- }3 _0 H% m& D) D/ g
- }$ h0 Y6 g4 v8 A) H C
- }
+ C( Z/ q, h( ~9 t& X: _ - state.soundsspeed = train.speed();//更新速度
E ^' g. ~& Z! {1 F) { F3 h' I6 v - for(let i=0;i<4;i++){
5 X, c$ @4 f* j, Q* U# u& @1 c) A - ctx.setDebugInfo(i+"=",state.number[i]);5 P$ a D( B' W( g' b6 l
- }
o& v9 O4 n/ t - }
2 H- C& o+ Y: U. k3 I - 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 G/ J, z9 O+ D/ v% b' Y- w
- if(Timing.elapsed()>nu){//如果时间超过了播放时间& Z5 k6 l% f% v& w2 B0 I& c# s0 M: B
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放1 M! W" i9 B$ e5 p
- nu = Timing.elapsed()+long; //更新播放时间
& ^, G& Z$ n/ g% j. E - }* u6 G) L- r9 _7 l( t" a# I+ T
- return nu;//返回新的播放时间
$ R- G/ R" A' h5 T4 e - }. \- v! r8 O8 O3 I( o% G( e' j
- function grnn(min, max) {//随机小数5 o% n+ r f0 m# y3 R( O6 q5 c
- return Math.random()*(max-min)+min;
7 E6 o* u# e+ K% `. x - }
U P q1 V1 B7 R- H `( a - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的8 M8 X( w9 e) W: C" W' ^* {
- // 获取列车从车库开出的距离& Y9 b6 O# {7 R; E
- let railProgress = train.railProgress();/ N6 @% m3 t+ b2 r* L( l
- // 获取当前轨道的索引
% x5 g; T8 S3 w2 }4 p - let currentRailIndex = train.getRailIndex(railProgress, true);
6 X, ]% L" Z% c) T8 H. m2 h - // 检查当前轨道索引是否有效
1 G" x S0 e& J9 M! b - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {& F+ T: {# ~+ A7 \6 _7 V
- // 获取当前路径数据对象
5 n( [" K; b& N% h - let currentPathData = train.path().get(currentRailIndex);
) M: m% w: P6 H' s9 Y0 J - // 获取当前轨道使用的自定义轨道名称1 v# y" w7 v2 e$ d' U! v
- let trackModelKey = currentPathData.rail.getModelKey();
; z( d+ O h5 l2 d& Q+ T& Q - return trackModelKey;" }! q0 ?7 O. x
- }2 `+ P9 L* K" W5 u
- return null; // 或者是一个默认值
0 R- L: t/ h2 l0 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
& I" V" t- t1 d, ]4 G3 u" k |
|