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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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& |' s. c5 X; N, C9 J& W最近在研究JS 做了一个简单的逻辑来播放声音
8 ^- f1 o, ?! O" @1 b; F- var pit = 1;//初始化音高(速度)& [7 Y9 E: r$ [ T. U
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]+ q( H9 K+ S/ G# v+ G: X9 N K
- function create(ctx, state, train) {8 ^& Q9 Q. Z% o# u
- state.number = new Array();. X& o- c9 N2 k- {+ U+ \& d! `8 E
- state.soundsspeed = 0;//初始化速度( {5 w, N$ V% J9 [, x( Q* }' \
- state.speedsub = 0;2 A: A2 [ ~* r% N( @. s
- for(let i = 0; i < 100; i++){
. o+ G' | u( S- s - state.number[i]=0;//初始化数组1 j; W5 b6 \$ b; }, E& u. K( Y
- }
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1 y7 S$ \* q6 g3 C& Z0 H- function render(ctx, state, train) {" b) h/ y! h; s, T S7 s
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
5 @; ]0 _* c. ~ - pit = 1 + train.speed() / 40;//更新音高(速度)
; T2 U4 O# O5 @( @ - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 t" {& ^0 r+ l6 e" i
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
' I1 k/ f+ p0 w9 C% r - ctx.setDebugInfo("speedsub=",state.speedsub)
6 |) a# R5 |6 B, Q - if(train.isOnRoute()&&gamerunning==1){//如果工作
- d- y" W$ t( f8 P5 H/ F3 R( V - for (let i = 0; i < train.trainCars(); i++) {$ S& `& O! h- b4 q# `* X# z# @
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
1 `$ V7 A' a9 ~9 o8 q3 J# v - if(state.speedsub<-1){//如果车辆减速( S5 \" u) w w4 B$ W1 C/ M# A
- ctx.setDebugInfo("shache",1);//记录刹车
+ k1 W9 ?3 [ v1 m; o - 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
# r9 \; Y& c7 ^; x* Z4 j/ y - 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22 j' [' x0 d: G4 O! B k* ^4 |0 ]
- }else if(state.speedsub>1){//如果车辆加速
" j* |/ t* h+ s, |+ y J3 _ - ctx.setDebugInfo("addspeed",1);//记录加速
4 F. a, J5 K- K+ D - 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0 [2 L) x1 T) v. B
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- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声& j8 w: y/ I) _
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
5 b1 [6 X+ ]! Y9 u/ ] - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
; _# \4 `: @- ]. K - 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 D: |' G1 u: y" C8 J3 `! g
- }
1 F0 ?+ l7 }$ i9 t' y8 e* J" a. G - if(train.speed()*20*3.6>5){, i1 A/ d5 E. g; q( c
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
1 @8 `& F- M' d/ r - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
- ]# p9 X# d1 e: R; g" {/ n - }* D4 X7 G" v' g
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
- z4 u+ _1 y; ]8 o - 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
* x0 C6 S/ T: M. c# 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3 ^5 d9 a) i9 I M5 D; n" f
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- state.soundsspeed = train.speed();//更新速度
, E/ q7 Q% [6 x7 V1 Z! p - for(let i=0;i<4;i++){
1 d# r/ K5 J# Q3 q - ctx.setDebugInfo(i+"=",state.number[i]);% ^- T& _# [6 Z: d# p
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- }
8 r) S* p( N, a( O4 p3 s& T! U - 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
( ?" P5 e3 o' ?" x/ M - if(Timing.elapsed()>nu){//如果时间超过了播放时间% e8 \6 l- F+ }2 U
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
7 I1 \. \; B5 Q - nu = Timing.elapsed()+long; //更新播放时间! H9 \$ X# U# |3 t5 t
- }5 J, K- w1 K- h! z- D
- return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数. G) g6 p2 A( M7 z
- return Math.random()*(max-min)+min;
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- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的0 v J+ {6 M! }" m3 L" \8 H- b
- // 获取列车从车库开出的距离) h9 e9 i6 ~+ V7 G7 {* N' w8 G
- let railProgress = train.railProgress();% g2 P) @: \4 v+ v: D
- // 获取当前轨道的索引3 b, L( g: u& W/ M5 S
- let currentRailIndex = train.getRailIndex(railProgress, true);
/ ]* u, k5 e% l - // 检查当前轨道索引是否有效
- Z( m9 q# a; u; ]4 t1 \" ~" f - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
. J3 D4 }; [! N" ~ ]$ `1 D9 x) | - // 获取当前路径数据对象, }% M7 G- ]) y) t, q
- let currentPathData = train.path().get(currentRailIndex);
+ ?& w0 w1 k/ y - // 获取当前轨道使用的自定义轨道名称
; j- H0 L8 E; Q% w4 t7 R - let trackModelKey = currentPathData.rail.getModelKey();' W% g4 o4 z1 p" `
- return trackModelKey;
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- return null; // 或者是一个默认值
2 P7 r5 M3 x% r - }
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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