|
|
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
0 [* O6 T+ f9 t9 j6 a0 N2 R* C7 r1 R( L' m( \5 M8 ]6 P
3 v" a, `& l9 w( E最近在研究JS 做了一个简单的逻辑来播放声音
% a; v& F+ q9 j, o- var pit = 1;//初始化音高(速度)3 x' H* c% I; T5 [
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]8 }+ N F5 E% M! n
- function create(ctx, state, train) {$ D0 S* z* k3 s$ k4 p m) s# b
- state.number = new Array();
' I! \# Q! s5 ?4 v& W" d - state.soundsspeed = 0;//初始化速度& O9 T. ~& g, |3 s; s
- state.speedsub = 0;; V/ P' v& @4 t+ [
- for(let i = 0; i < 100; i++){
9 h3 I) _5 C1 Y" L - state.number[i]=0;//初始化数组
# S% d" b5 d0 ?8 L5 \ - }
8 \" Z4 z1 h6 F: m8 ~+ _/ i - }% W& i1 j6 s: h" z! ]0 U" ^1 ~
- 3 v6 k9 J% s N; ^0 P
- function render(ctx, state, train) {
7 K8 U3 E2 H4 [2 a5 E - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动' D% Q$ ~5 p1 f* f+ i
- pit = 1 + train.speed() / 40;//更新音高(速度)
) Q: J/ Z" O' h$ D' e - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 , v; l) e! E- t0 O* L8 q9 C
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差* ^7 l3 x1 I6 g- N( S' d
- ctx.setDebugInfo("speedsub=",state.speedsub)
1 T+ j1 p( E2 u& b4 E. o - if(train.isOnRoute()&&gamerunning==1){//如果工作
8 h) A! K9 x5 k3 ? E8 F( { - for (let i = 0; i < train.trainCars(); i++) {
* P' q3 A$ N4 p9 K+ P - ctx.setDebugInfo("soundsrun",1);//记录声音开启+ Z/ U3 y+ w0 T
- if(state.speedsub<-1){//如果车辆减速/ K- J$ ~- F" `# ~" t. L! y) |
- ctx.setDebugInfo("shache",1);//记录刹车$ ^" W& H3 E( o/ |2 g" o- u6 u
- 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
6 h, R+ |2 w+ e% Z$ B% {4 U - 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
; T9 l L$ t+ N - }else if(state.speedsub>1){//如果车辆加速
$ o: n# t) F g2 P) N! D - ctx.setDebugInfo("addspeed",1);//记录加速
`) A* ~) u7 _" D4 x$ K/ w - 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/ i8 R% J# @+ ~1 ^ {
- }1 \% K4 W+ N; a$ |- T( e2 F
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
) o% a1 s) e+ k# X0 s - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声3 m$ l$ w# S/ i `9 K. [; {6 s% n, E
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启) Q+ ~, S0 y' x' A; B" C$ @
- 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
: y3 Z& c8 D1 B5 M) B* b - }
; Y" c! w8 J) {2 o) Y( } - if(train.speed()*20*3.6>5){' d) d. S& k9 F
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
u) g' j+ N J H0 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! A' `' Z' F0 b# } w
- }
) W& R [9 S( C E+ a - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
h7 \# u' n, m - 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
5 s3 }. @, l; M: P. w( K1 Y; K - 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
$ C; t4 I8 H: l5 Q$ B - }
9 B/ O& {( @3 q, m6 X - }+ k- m c+ `# {* S9 Y3 V
- }8 {. ~5 {) _, V2 p7 B1 t" T2 p
- state.soundsspeed = train.speed();//更新速度
7 D" N4 F( {2 n7 A- z - for(let i=0;i<4;i++){
& O# O& o- q+ y! M0 {. g n! d - ctx.setDebugInfo(i+"=",state.number[i]);
# ^2 N5 V& I0 y7 w1 A5 W0 L& [# g - }
/ T/ ~. ? X) f3 ~6 E7 Z) e6 H - }
( O9 s' g4 M, o) \, | - 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+ I+ S/ ]! D5 p, G
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
$ x/ }/ V* y/ s! ?7 V" y* _7 V% O5 D - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
9 h! W, _3 u# n6 _) ] - nu = Timing.elapsed()+long; //更新播放时间
& [& k3 ~! r L0 a/ i( x- N. C2 [ - }( ^6 `' R: P0 a X* c1 Q0 K+ G B' K
- return nu;//返回新的播放时间! I9 j4 J2 Q) q9 t! F& [
- }
+ V' [ r e4 I$ [# P8 P4 q - function grnn(min, max) {//随机小数2 w2 k' H8 u0 \- t/ }
- return Math.random()*(max-min)+min;
1 ^3 H5 ?0 S3 `, c/ [( B$ Y& @' o - }- k8 u6 m6 T: z; k5 e
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的" z/ H4 {5 L8 }7 A$ q# c
- // 获取列车从车库开出的距离0 A- a3 T0 l3 X5 W3 R8 M" i& g4 i
- let railProgress = train.railProgress();
; k. O7 r' Q) n) {0 G - // 获取当前轨道的索引) [4 V! P1 ]4 z3 `
- let currentRailIndex = train.getRailIndex(railProgress, true);: C# u) e0 A& B0 R- F8 @4 X
- // 检查当前轨道索引是否有效" W' u F/ _9 d# z B
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {6 R. z' ?# `2 s6 a
- // 获取当前路径数据对象
6 P B- }$ u7 |1 I! F' o - let currentPathData = train.path().get(currentRailIndex);' ]5 h1 k1 Q, c9 i
- // 获取当前轨道使用的自定义轨道名称
$ A9 F- a' W" j& {" { - let trackModelKey = currentPathData.rail.getModelKey();
3 f$ o# ^. s, Q/ h0 S! a" P; U - return trackModelKey;4 g# d B1 j8 {# e9 x1 k
- }
, z0 z S5 r9 n" y - return null; // 或者是一个默认值
. Z3 U \( h/ G7 w7 q' p, 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
2 ~+ B( L- q4 {- i9 \ |
|