|
|
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 4 F) s1 y9 E* k7 A* M+ F
" Q: p. v' k+ n- P2 G1 Q+ Q* z0 x
0 B+ @* q' `6 a" e( I3 Y
最近在研究JS 做了一个简单的逻辑来播放声音# x! v @ Y6 B7 H; e1 W' o8 C
- var pit = 1;//初始化音高(速度)" U2 [: T* g; b- j' j/ A6 d" e
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
5 M& Y# W( t* a. q - function create(ctx, state, train) {
1 D3 A8 a7 ~9 `; m6 X" L2 A - state.number = new Array();
4 q$ g% P% e3 F* d% y* Z! Z - state.soundsspeed = 0;//初始化速度
' a: }- F- ~3 S9 A/ Z - state.speedsub = 0;; T* w# `( i) N( y& H
- for(let i = 0; i < 100; i++){% X/ M" N4 f \( I3 O; b0 W K
- state.number[i]=0;//初始化数组
4 v; }. j R' o9 F J Z& p - }9 J; k& _. C. z% @: z
- }7 N8 U j3 W, y; }! f
- " J) A+ {) H* d: l* E3 O$ g
- function render(ctx, state, train) {
9 I' a3 B i8 h7 m7 [ - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动! Q2 [* a" E8 g# b8 p9 I' I/ s
- pit = 1 + train.speed() / 40;//更新音高(速度)
7 g/ U, z0 z+ h* u* {; y8 v P0 O - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 $ |* V/ v% p) ^7 N5 n
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差/ i' W! N0 |4 F( N. @5 }
- ctx.setDebugInfo("speedsub=",state.speedsub)
( H/ l! G6 _% Q% t) F - if(train.isOnRoute()&&gamerunning==1){//如果工作6 ?& u2 F B# ~( D+ j2 D
- for (let i = 0; i < train.trainCars(); i++) {
, w3 C! u- V7 D1 |2 J' O$ B/ A# q - ctx.setDebugInfo("soundsrun",1);//记录声音开启* ^+ ]6 m1 A0 u& f' q7 N* G& o2 B
- if(state.speedsub<-1){//如果车辆减速8 {/ V8 |8 k2 w& A3 I
- ctx.setDebugInfo("shache",1);//记录刹车
3 e; N( d( E! {4 i7 f - 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16 n$ p0 y `+ `. q7 I, W
- 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* x, ]( {# i4 F4 c ?5 }' R
- }else if(state.speedsub>1){//如果车辆加速" d$ ~( I2 G& Z) s0 q
- ctx.setDebugInfo("addspeed",1);//记录加速5 a4 e0 w" U: ~* C) h; 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
& q( q2 V2 f/ g$ m3 v( y - }
R3 e# s+ H1 P( N" l) Z: ^1 | - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声( K v0 N4 Q6 [
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声1 ?* ]4 s8 p1 g5 P; U
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启9 }! d% Z6 B- s% R! V* I
- 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( ~" {* J5 p) E2 J4 A5 ? K
- }) K. j t2 z9 D ~. _
- if(train.speed()*20*3.6>5){) A5 k- u5 _* J& E- n8 r9 R
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声% D8 c1 m+ w# t3 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" u! G, r0 Z7 k2 h- R
- }
4 F, |: s) P7 f' p& V% v+ x - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){/ Z4 k$ z" U! 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" T; Y; r ]1 p: u( c# F5 `8 }
- 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
: K& J1 R P* T* z @ - }
7 ~! `! `! t$ [ - }
* ?7 C! e' b, U5 T* q: v3 ~8 J - }( G" m3 b6 R/ ^
- state.soundsspeed = train.speed();//更新速度3 C6 u4 {1 E: M" N
- for(let i=0;i<4;i++){
; g) N/ f$ D3 e2 C2 o - ctx.setDebugInfo(i+"=",state.number[i]);
! ]4 }) j Z/ M2 }* d0 y) P ?; ^ - }
% h. W" c6 f# B8 b$ R/ Q7 P - }
( _1 u8 H: V; s2 P% ] - 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9 z# G, O& \1 o& ]# D! P6 \
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
+ f$ F6 c8 l- v) Z3 I8 ~$ Y1 o1 a - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放4 P; v: e; f3 W; U2 R
- nu = Timing.elapsed()+long; //更新播放时间! q0 V# E" f3 U( |& q* G
- }
) @: u" [, f& L" v% Q8 L# P - return nu;//返回新的播放时间
1 q6 T2 A1 w/ o! U9 P - }* }& N# V n4 O. r, B
- function grnn(min, max) {//随机小数& Y" r1 a4 P* P0 S
- return Math.random()*(max-min)+min;& v* I$ m# u$ J1 }9 V
- }3 U7 s# ^0 D1 n) w! h
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
: T# ?% l6 m& j0 B - // 获取列车从车库开出的距离
}& W9 b5 z& B3 b( ^ T - let railProgress = train.railProgress();
: ~# b6 z6 g \( ]3 W& s9 X - // 获取当前轨道的索引6 x1 V1 P. v8 y2 u$ b# t. l
- let currentRailIndex = train.getRailIndex(railProgress, true);2 `, E3 z- ^5 {" A& d' A
- // 检查当前轨道索引是否有效$ T0 u5 L* r, c9 x# m8 ~
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
1 N0 T+ o% K- c5 O( H% t# K - // 获取当前路径数据对象2 m$ }5 Z+ z7 t% z3 _" o
- let currentPathData = train.path().get(currentRailIndex);$ u' {8 i8 O7 e
- // 获取当前轨道使用的自定义轨道名称8 v7 F2 h+ z( i/ A- J
- let trackModelKey = currentPathData.rail.getModelKey();
+ J6 n7 Z: ]7 G, l/ d+ i - return trackModelKey;+ `; h6 ?! @8 g$ o; b8 x+ p
- }: D" M+ W7 c& K6 L! |8 F
- return null; // 或者是一个默认值4 z. i; C t5 a+ P
- }
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0 [% P. t( _, t/ M4 t# _
|
|