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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音
2 }- S0 T& m% F6 h- var pit = 1;//初始化音高(速度)2 D8 w% S! j% B& ]: l
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]$ @" u- O6 [& @7 i
- function create(ctx, state, train) {
6 I O( x6 p' r4 l) O - state.number = new Array();
% h# T. e2 B' q8 ? Y3 ~. r% ^' M4 P - state.soundsspeed = 0;//初始化速度4 d$ R+ W* M; E5 s/ w
- state.speedsub = 0;
/ b T8 ]* j, u6 u: \" \7 l - for(let i = 0; i < 100; i++){
% G2 e# ~7 H& g8 d8 X - state.number[i]=0;//初始化数组' G z- g- n. I- ]: U8 i9 ~. ]
- }
" F& U: _, c1 \ e0 x) d; \1 O - }
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2 N0 }7 ?: z& _; ~0 r. d, X# n- function render(ctx, state, train) {+ W3 H' x! U( X4 c: L
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
9 K" O" _' J2 L - pit = 1 + train.speed() / 40;//更新音高(速度), F, a& G a+ ~: n. @: h/ R' H
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 7 F7 `& r# U* o8 A7 j
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
- x, }7 L2 L+ S$ O( ]; v - ctx.setDebugInfo("speedsub=",state.speedsub)* v3 P5 w) N9 B% T. m" ^
- if(train.isOnRoute()&&gamerunning==1){//如果工作
/ ?# {0 N" X7 q" d4 ]# a2 c - for (let i = 0; i < train.trainCars(); i++) {, t" B/ P* O2 p! a; k
- ctx.setDebugInfo("soundsrun",1);//记录声音开启1 t1 [/ s B, W. f- `4 a9 X
- if(state.speedsub<-1){//如果车辆减速
& q k6 @, Y/ n' ^& W! M- O - ctx.setDebugInfo("shache",1);//记录刹车
" ^& C; g3 j4 N8 D1 j4 T2 V - 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. a$ S% v7 M1 t- w% a# S
- 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
) b; W1 S @4 A( ] - }else if(state.speedsub>1){//如果车辆加速, B w+ z$ n$ X( g
- ctx.setDebugInfo("addspeed",1);//记录加速
' K/ b5 P! F+ f: A - 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7 S/ h! N9 W4 w0 D
- }
+ O9 P, j* ~2 z; R( M% v - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声+ B+ ]# b* [* O) Q& t6 f5 v6 Z
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
$ N5 x: q7 h- ?- S) T3 Q - ctx.setDebugInfo("horn",1);//记录鸣笛声开启; p4 U! F. B1 o6 m& H c( 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5 i6 a% e. Q, ~' h
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- if(train.speed()*20*3.6>5){' o% @0 { v* \/ K3 | Y
- 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 o! X' J# f4 [8 f
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声5 }" E' [" {8 w7 h1 k5 O
- }
: K+ M2 m: D4 b" y0 W - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){! j1 U+ k" V" I8 R7 c
- 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
4 Y6 \# t2 d8 J - 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 y2 R% J' k0 M# k$ c1 ]
- }
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- state.soundsspeed = train.speed();//更新速度
4 P5 F3 `1 {% l* A/ k) Z5 ?+ b8 a - for(let i=0;i<4;i++){
2 w6 n" U1 p f$ O- m - ctx.setDebugInfo(i+"=",state.number[i]);
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- 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1 U, l# Z! _: Z1 F0 S6 `8 j% P8 `
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
' J2 k. p* ~. \; i2 F. @ - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放6 u8 F8 E- U) R' M! E0 u, X3 A
- nu = Timing.elapsed()+long; //更新播放时间! R- s' u2 a! i
- }
4 [5 Q" b5 Q9 J& g4 u - return nu;//返回新的播放时间
7 j9 ]- G3 F/ F* x* [8 s - }
. J' l+ C3 G) p$ o' u - function grnn(min, max) {//随机小数! i0 B. U: S9 w1 r, V1 b
- return Math.random()*(max-min)+min;: W" B# N9 r; e6 f
- }) o6 J% [$ i6 S: a+ o8 p
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
: f* q: G. y* T# P" n# x - // 获取列车从车库开出的距离
% G z1 h4 E' C4 Y8 Z - let railProgress = train.railProgress();
! K/ o1 r: C U3 z' o, M - // 获取当前轨道的索引
$ f6 h1 X9 t6 i* k* X% v* c - let currentRailIndex = train.getRailIndex(railProgress, true);
# [' ?6 Q6 p* k8 X - // 检查当前轨道索引是否有效
0 I+ n# }. F" O3 C! U4 m" V - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {; {; {9 |* }. R3 h
- // 获取当前路径数据对象
& d* p$ O/ ~% u0 T, ^! H - let currentPathData = train.path().get(currentRailIndex);( ^$ `, m* y8 x
- // 获取当前轨道使用的自定义轨道名称
. P( W/ z* F. `1 w) A - let trackModelKey = currentPathData.rail.getModelKey();+ {) d: Z9 j+ _- s) ]
- return trackModelKey;
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- return null; // 或者是一个默认值$ D/ U2 [1 D) Q% C/ V8 b7 G% F
- }
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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