|
|
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
, t! P' l; k! R7 s1 T) ?( ^! n* {0 P6 u( y9 o
0 z; }! H1 T$ m; q9 P* Q; V; G, @最近在研究JS 做了一个简单的逻辑来播放声音
8 S6 K, r0 f) g- var pit = 1;//初始化音高(速度)2 P( q1 _: U" B* W6 ?/ a8 F
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
$ Z$ B g: n! j& `3 [5 m4 x+ ?, i - function create(ctx, state, train) {+ b B- a5 H- }" z
- state.number = new Array();
. L2 s* p$ d7 S3 E. P6 g) i - state.soundsspeed = 0;//初始化速度* x. r4 L% x8 ~" ?0 U
- state.speedsub = 0;0 J' h& b8 t% L$ _0 ]
- for(let i = 0; i < 100; i++){
0 n1 R$ P' @5 ?! Q* q7 r - state.number[i]=0;//初始化数组
, F& }' c# _2 c4 C/ }& x - }: D% C. ^2 f- y( A$ E% h- c: v
- }
5 t, W! V# z5 v5 ]; I' }# b+ U - ! _' \% w C, G' K* y
- function render(ctx, state, train) {
. V, o( G g* t - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
5 N; S9 p/ w% e" m4 v - pit = 1 + train.speed() / 40;//更新音高(速度)5 o! j5 y+ a9 F& K6 \6 `# A
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
`2 k7 S* R/ j6 K0 l - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差0 t( V- Y; L9 C/ p
- ctx.setDebugInfo("speedsub=",state.speedsub)
b; o: I% @9 e# X5 [ - if(train.isOnRoute()&&gamerunning==1){//如果工作$ k/ J6 c+ b& I; R9 F5 ^7 ~
- for (let i = 0; i < train.trainCars(); i++) {1 b3 h/ Q; ]4 ?" U$ A
- ctx.setDebugInfo("soundsrun",1);//记录声音开启" S& T8 x! z; _: }0 Q1 Z# n9 |- ] [
- if(state.speedsub<-1){//如果车辆减速. Q. j8 N* ~$ K7 G, M7 [. X( Y
- ctx.setDebugInfo("shache",1);//记录刹车# S6 ~: V( D- }: V: m9 V3 M; x$ 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
0 ?6 c; f- z/ g! i6 p' q4 @ - 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, `% }6 a2 S& L2 K/ m& e) @) U2 {
- }else if(state.speedsub>1){//如果车辆加速0 ^3 o: g$ U8 U% O
- ctx.setDebugInfo("addspeed",1);//记录加速, M. T3 D1 k2 B+ g% V0 g8 H% S# 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
6 s7 V# M0 g: D( L, ^1 j - }
, Z/ {- X* D, j% B/ h - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
0 a2 P6 C, V# H% l$ s! G0 d - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声" l, q! c# l9 y6 @
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
+ p& D( t% [8 s1 j: p7 X, U$ N - 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
3 g. G# W' d ]8 r - }
; ?7 w# c2 {8 K' I - if(train.speed()*20*3.6>5){
+ ~* ~6 r/ T' G5 ~/ S5 J! S - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
+ x; i! f. N, U* w4 K; Q& s) q+ { - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声( o/ X; y" I; N' {4 D7 a2 A
- }3 P" G- r; d/ I# s, ?
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){. Z3 `2 W6 r8 F* j
- 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0 S& C5 ?1 C5 ?+ s7 `' _
- 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
$ Y, m* e! q. b - }+ j0 }- p8 m! b- |# ?; a' D
- }
% \2 I' c) h4 _7 ]' | - }
* ?1 y, P2 X2 ?/ n& ^ - state.soundsspeed = train.speed();//更新速度8 O& V: P& ~; t8 o. r/ _
- for(let i=0;i<4;i++){% w6 K3 q1 g: B8 t* O$ _/ W
- ctx.setDebugInfo(i+"=",state.number[i]); V9 C* s) T ] Y
- }5 h- M) D- d0 c8 D/ k: c2 C z7 n2 r
- }( d0 ]" L+ ?2 u1 ?1 n& `$ l6 |
- 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! [/ w1 \- J7 i' T% ?: d9 u. w
- if(Timing.elapsed()>nu){//如果时间超过了播放时间6 y2 Z' [+ D! }/ K& P% a$ ~
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
/ a: w; _: p7 r- p+ N. V( Z6 O - nu = Timing.elapsed()+long; //更新播放时间
- ?2 U& p8 \% W! B: { - }
5 }5 L( j8 c$ ] F+ q' }) P - return nu;//返回新的播放时间& D, A. w; X# q
- }+ V/ g8 f" c+ ?, H. ~
- function grnn(min, max) {//随机小数/ Q9 h/ {# C8 B5 b
- return Math.random()*(max-min)+min;
( v9 x' @8 r% ]- _- ?0 `. j G N - }
2 ?: d. O8 `& e l$ b7 g5 C - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的1 i1 T7 g! p2 p0 U2 O
- // 获取列车从车库开出的距离; y) S* k7 ]" k' W
- let railProgress = train.railProgress();
5 p2 k% {) S- j% [( d1 G6 E5 z, ^( J - // 获取当前轨道的索引
3 ~5 F9 k+ F# e - let currentRailIndex = train.getRailIndex(railProgress, true);
+ q3 C/ m7 f h. I$ Z( y% O/ x! l/ m - // 检查当前轨道索引是否有效: n' y' S- V" |1 r/ k. K% R
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
5 O) V& |0 U0 L7 d - // 获取当前路径数据对象
4 u) X4 o+ Z# ^# ?3 x! I - let currentPathData = train.path().get(currentRailIndex);3 e! W3 }1 b9 M4 _2 }
- // 获取当前轨道使用的自定义轨道名称% V# i0 q) u/ Q8 T& g
- let trackModelKey = currentPathData.rail.getModelKey();
9 c) [$ K' y# E& n5 ]0 H) W+ y$ P - return trackModelKey;6 T2 C& I I4 i) x/ l
- }- ]" | i" v5 z+ J* a1 r6 G$ `
- return null; // 或者是一个默认值3 A* _9 h5 s- W! u4 ?# r- g( h
- }
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& a- v/ T; `* ^. ]+ z
|
|