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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
9 w: U% Q' n% I. a4 t- var pit = 1;//初始化音高(速度)% p- g( I. H: }; R0 V! {9 f9 d& v
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]( C$ i! T- x5 F, ]
- function create(ctx, state, train) {
2 f8 F+ a9 d) g4 o. a! Z1 l - state.number = new Array();" D N4 o! s; x7 t3 @3 g+ W
- state.soundsspeed = 0;//初始化速度
# g$ [1 E0 |2 m - state.speedsub = 0;; q5 K9 {+ a1 `' l
- for(let i = 0; i < 100; i++){
I5 r: p% a* J - state.number[i]=0;//初始化数组
7 I& p, V4 {7 O* m1 I - }
4 c9 r$ O0 E2 c; b2 c1 z! y - }
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& p2 `3 D1 A. v' U; E* \- c# J- function render(ctx, state, train) {
9 m9 [& _# h- J) E - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
. q/ k4 @( V5 M1 x - pit = 1 + train.speed() / 40;//更新音高(速度)( N3 ~ Z- L2 u% S
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ( r# r. K) \5 ~# C/ {. u
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差1 A1 M) z1 t: X0 H! k
- ctx.setDebugInfo("speedsub=",state.speedsub)
1 |% E7 o) B+ N; k - if(train.isOnRoute()&&gamerunning==1){//如果工作
5 g+ f- F( j) R9 j - for (let i = 0; i < train.trainCars(); i++) {
6 X$ Z: f- u E# ~7 U1 t H, V0 k - ctx.setDebugInfo("soundsrun",1);//记录声音开启/ L' D) s8 w* h; {; e6 N
- if(state.speedsub<-1){//如果车辆减速3 p+ `3 P: k& F% ^9 W% Z
- ctx.setDebugInfo("shache",1);//记录刹车# n3 Q3 P U0 l
- 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
* }4 r' h- {; K6 F6 |& z - 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. Z* `* a# V- k0 M) c8 x/ A; A/ {
- }else if(state.speedsub>1){//如果车辆加速
, b+ c. C4 H- X3 |) k+ h, j$ y - ctx.setDebugInfo("addspeed",1);//记录加速
, L& Y! N7 D! w T' ? p - 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
; v5 G0 B( Z# V3 m8 L - }
# S' G+ {5 ?7 [4 K/ E4 [+ o8 X. U - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
: u2 W% W1 x/ K% d - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声% I. _" x0 v ^! d
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启) h$ b; j4 P) p @/ d& ]
- 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
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- if(train.speed()*20*3.6>5){
6 V: `. F" E+ n; {: P - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声# c2 M* |9 W% l' H
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
2 O. Q& ]. Y3 J" r# A6 v - }- o2 h4 I' ]1 C0 B! x1 c) }
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){% d8 V, {& v2 l- `* a6 a
- 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3 V$ }5 t9 A7 F
- 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
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- }
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, K! E( g8 G- Z% [ - state.soundsspeed = train.speed();//更新速度
# K' G+ E1 F- Q4 x' U - for(let i=0;i<4;i++){8 A8 C: C# E5 i# w+ D- d
- ctx.setDebugInfo(i+"=",state.number[i]);7 Q. t+ I# M9 G, O& F. {
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- }
8 {1 s0 R0 T2 {- h; e4 F- V - 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
0 q" J& P/ ^" r7 |, q, A - if(Timing.elapsed()>nu){//如果时间超过了播放时间 P$ x7 j( J& q# Y: c! k
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放( b4 n' i/ b! T' U U* q8 d# T, _! j
- nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间+ N& _+ B' l/ ]+ Z& e
- }
7 H: w+ ]$ L2 s - function grnn(min, max) {//随机小数4 E9 q c) w% G: G T, i
- return Math.random()*(max-min)+min;+ h2 i4 g) z1 B: _2 F; ~
- }1 x9 N' d% i! v( M
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
. G& y9 E9 N5 _+ j+ J! U1 w - // 获取列车从车库开出的距离
. T# l) P% X7 a. i4 F# w( P - let railProgress = train.railProgress();4 V# h% N+ Y5 z; X; L1 }
- // 获取当前轨道的索引
. k' ^. C* N% c" k4 t+ H - let currentRailIndex = train.getRailIndex(railProgress, true);4 G2 w ?5 D& p! \
- // 检查当前轨道索引是否有效. ]" G, w; V9 u
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
* R/ s# ~5 b: v! n9 h - // 获取当前路径数据对象4 X' W- L% {0 A
- let currentPathData = train.path().get(currentRailIndex);
+ Y/ P+ ~' }# P9 P2 B" C- T - // 获取当前轨道使用的自定义轨道名称: s+ x* I/ F @
- let trackModelKey = currentPathData.rail.getModelKey();
6 ?6 e1 u. a; q8 ]! ^/ f$ Y2 { - return trackModelKey;
; q/ E' |) W6 H$ t - }
- v- v, j4 P. p- {7 o - return null; // 或者是一个默认值! l& a. C& n5 u- `+ E) m# D
- }
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, W; ~1 J$ W/ d
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