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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 6 ]: a9 x( {5 n* b+ U
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最近在研究JS 做了一个简单的逻辑来播放声音- k( k+ j6 l- y1 R5 S' m( `
- var pit = 1;//初始化音高(速度)* t5 Y0 q G$ f* j
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
- Z/ a% k/ I4 z3 W6 Q% Y4 j3 a9 E - function create(ctx, state, train) {
1 X$ l% T9 _( W ^ - state.number = new Array();- O$ d' W0 q/ A! l: u6 \5 D
- state.soundsspeed = 0;//初始化速度+ ^( P+ u n+ v. J! R
- state.speedsub = 0; w: J9 ~. ^* E7 T6 w
- for(let i = 0; i < 100; i++){% o$ z- a- i2 ]* O+ r$ Z
- state.number[i]=0;//初始化数组& k6 D/ ^0 d( t* x( O8 W9 [
- }' S7 B2 P0 _7 k. S
- }6 d. o. g, h% S W/ z$ U" E
- , q, T6 X' y7 D {
- function render(ctx, state, train) {2 W5 L8 i! W: U; {/ v
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
e7 x$ \- M* D/ M% a0 s( ? - pit = 1 + train.speed() / 40;//更新音高(速度)
8 d, {2 j3 a& }5 D+ Q3 O/ d - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ( }* c# i" O6 K4 [/ K$ B1 S2 F- L
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
; S6 n+ z8 x( p: n - ctx.setDebugInfo("speedsub=",state.speedsub)% B* a* \3 K# _* {8 ~& h
- if(train.isOnRoute()&&gamerunning==1){//如果工作
u5 j1 ]0 N" a6 c0 R - for (let i = 0; i < train.trainCars(); i++) {; C$ ]( L$ _9 o3 L1 y
- ctx.setDebugInfo("soundsrun",1);//记录声音开启: F- I2 W+ O. e$ J( G: E: h
- if(state.speedsub<-1){//如果车辆减速: h" Y+ q U7 o. d' i3 C
- ctx.setDebugInfo("shache",1);//记录刹车- l- ~4 @6 C" h: m7 N
- 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. \1 {7 v' @& q' B- b
- 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
- z7 O/ ?% C) y+ n7 k - }else if(state.speedsub>1){//如果车辆加速+ Z/ O! }8 n" U# Y1 M
- ctx.setDebugInfo("addspeed",1);//记录加速
, X' C2 b2 P& V8 S; C. w- l - 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: K3 O. @3 z9 G9 T' Y; B4 ~& S! `
- }
: S# ?5 G1 l. v4 G- y" P/ [# I - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声, U9 ^: I) f: T& R9 J1 G2 `8 K4 k
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声4 e8 v; e2 @/ F8 a& n# b
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启+ z) k7 X+ J2 {8 B3 r1 o, [; 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
/ O9 ~/ E5 b' c( z1 w& T* w! n5 J6 j - }/ A) |& e8 N0 }
- if(train.speed()*20*3.6>5){
+ K- f3 x+ d( A% `; _ - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声8 x* }. f4 B) @$ v6 P0 v' k
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
5 v& }2 E6 i. ]1 B/ D3 ?. q - 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
+ K( c; H7 @5 W8 V - 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* _# x4 p3 n7 m& P
- }
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- }, m7 B. _* t5 t7 c$ n; r; Q* K
- state.soundsspeed = train.speed();//更新速度+ F/ _. W2 v1 P1 y9 d
- for(let i=0;i<4;i++){# ^" _" P% E- W6 C+ g, l3 o
- ctx.setDebugInfo(i+"=",state.number[i]);
% [* n& M! S, n& r3 a6 ], v P% R& M - }5 X5 D- |( I- C5 P' e
- }
; V% @; V" U+ n% q S. A - 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
+ g W/ _2 D9 O) X! w6 a! t+ p! B) A - if(Timing.elapsed()>nu){//如果时间超过了播放时间) ?; r& ^, X2 s1 M3 P Q) a
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
v9 W) N9 x4 A2 n% Z - nu = Timing.elapsed()+long; //更新播放时间) [ k/ k/ I. D" z. E
- }
9 D$ K0 L7 A3 L - return nu;//返回新的播放时间
# D) k( P% X9 U, `. \ - }2 ?5 T) O4 U5 |, S& ^& P/ Z
- function grnn(min, max) {//随机小数
: D0 w$ p% ]) j - return Math.random()*(max-min)+min;2 O8 ^# k$ j' Z1 f& |7 ?- e
- }
0 I4 k- ]! ~8 i! R; G9 N1 Z - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的+ J" G; J* ^, P& q. W( J7 i
- // 获取列车从车库开出的距离
: E. f9 c0 U4 D8 s$ J - let railProgress = train.railProgress();
# k% j0 k4 ^8 v$ Q4 p( }. m - // 获取当前轨道的索引
/ e/ z; K, C; h/ Q# z- i# I - let currentRailIndex = train.getRailIndex(railProgress, true);3 p) I; t0 H5 p! S; B& l
- // 检查当前轨道索引是否有效; z4 ]! W& _1 O5 H3 X. _" J& ~$ Y
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
G: |/ |3 a U5 V6 x' ] - // 获取当前路径数据对象
0 f! a" r3 Z9 ^, d - let currentPathData = train.path().get(currentRailIndex);; Y9 c' V+ w6 d6 y# s
- // 获取当前轨道使用的自定义轨道名称
" k$ }5 V1 F) X* ~5 d - let trackModelKey = currentPathData.rail.getModelKey();
8 c; |' Y* K$ \$ A4 ~ - return trackModelKey;& Z# z/ }$ `2 Q
- }" S% u$ h) ~4 z8 D7 h8 j3 c
- return null; // 或者是一个默认值
" Q( y7 m6 g+ z0 r8 _ - }
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- s. P% G/ q& p: Y: j+ A$ Y
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