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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 : x% g$ B" [+ `- F8 V
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% g; f/ I0 s3 N3 X" X2 i最近在研究JS 做了一个简单的逻辑来播放声音
2 M/ c3 X2 q/ D- var pit = 1;//初始化音高(速度)9 \3 d* ]) @" L g/ a2 d3 K
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
2 T2 M: E# u0 ~/ e/ `& }1 k - function create(ctx, state, train) {! ^. Y* E9 u0 n; R; C
- state.number = new Array();
& P+ \% {5 h6 y4 Y( E2 | - state.soundsspeed = 0;//初始化速度
, Y% l9 A8 Q7 d9 J - state.speedsub = 0;' G; n# j% e( \: E% P
- for(let i = 0; i < 100; i++){
. u! c5 N- p7 e2 p S - state.number[i]=0;//初始化数组8 o7 H' p; m# l2 s* v; t# |
- }
+ D+ B( Q; X7 P5 _0 r+ C8 [2 G( _ - }7 }+ g+ F- ?7 v* k+ ~: G% ?/ U
7 w, x1 w4 v# @% T* ^1 f- function render(ctx, state, train) {% t0 V6 Y' b9 L+ U; N
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
3 I0 \ u( {- O% h) A4 } - pit = 1 + train.speed() / 40;//更新音高(速度)# W! A- A7 n$ W$ P& W
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ^0 j/ W2 b( W! X1 f7 s& Q
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差6 v5 U6 `6 d* v# H! _& {
- ctx.setDebugInfo("speedsub=",state.speedsub)8 a1 l( g1 i7 s. B) E0 q4 {
- if(train.isOnRoute()&&gamerunning==1){//如果工作
- Y/ L/ B* m G- t( L( s, {+ o - for (let i = 0; i < train.trainCars(); i++) {
4 F" B( E) q" H0 O6 J - ctx.setDebugInfo("soundsrun",1);//记录声音开启
! H$ [& `; M8 f# |& {9 J - if(state.speedsub<-1){//如果车辆减速7 x. c7 C# P! a1 `. f
- ctx.setDebugInfo("shache",1);//记录刹车. ~ {* f9 T6 l0 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
$ w: I/ u8 E' ?( t0 S6 v) T - 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
/ O" A S( Z8 s/ O. e - }else if(state.speedsub>1){//如果车辆加速
9 o" Z1 n; N) ?# v$ s% ~ - ctx.setDebugInfo("addspeed",1);//记录加速
8 X3 e0 w$ c& Q6 W9 k2 \4 U; N - 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5 B8 q1 \: [( c
- }
7 @1 i h4 t8 S5 U; F; k X - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声3 `+ Q* R8 z X
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声3 `3 ~0 Y, Q+ _) s2 y4 u
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启3 @; b3 d4 Y/ B* Q3 Y: J
- 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% w) i* \8 v. Z1 j ~
- }" G& G+ [, j! ^, W0 {3 P
- if(train.speed()*20*3.6>5){& Z9 |& Z3 }' i5 P, a& H. D
- 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 L4 |7 v" h* E! T - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
& j& C0 d1 ~: T" v/ u* S: i- u - }' n& t7 M, D' z- Y& v
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
* ?6 @' Y( f0 r& s5 ]" F! a; V - 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 k- C) S( i: |, h3 M. g( s) r - 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. _; J5 G2 c5 l7 u F2 {# `
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- state.soundsspeed = train.speed();//更新速度6 V4 K) p% ~) e) Z! c. O# T
- for(let i=0;i<4;i++){* O$ x5 W6 W9 v* o* D
- ctx.setDebugInfo(i+"=",state.number[i]);
5 o- }# ]5 \6 r) U7 M0 m% P1 {% ] - }
$ M3 |$ l9 T Y' l( z! Z - }
, c# r0 H$ ^/ K H8 K8 m& a - 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
2 h/ |. T0 q- x' ?2 Y) z: b. V! o - if(Timing.elapsed()>nu){//如果时间超过了播放时间0 c s8 t' a9 N( \& W
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放& i3 C# f% H9 z+ A- A
- nu = Timing.elapsed()+long; //更新播放时间- R$ ] D1 q6 \2 Z4 h$ q
- }
. P7 @( d! |; B8 ] - return nu;//返回新的播放时间1 A$ d* f& m* l
- }
4 _( t) [ L' L3 M& a5 R1 X k - function grnn(min, max) {//随机小数
6 o) Z j7 Q; u5 x9 Z8 D# t - return Math.random()*(max-min)+min;
. S1 ^5 P8 w1 g/ ^/ p- ? - }
: y8 M! I% {; A+ ^" ]' P - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的# [% T1 N. b- r2 Q3 U
- // 获取列车从车库开出的距离
* l! ?' P- C7 z! a( e1 C& X0 _. ] - let railProgress = train.railProgress();+ j' b H ~: o3 u2 l e
- // 获取当前轨道的索引2 R& l/ i% {! p" l; [2 \. X7 ~; F2 W# s
- let currentRailIndex = train.getRailIndex(railProgress, true);" h& |; f6 K% k/ x; C
- // 检查当前轨道索引是否有效
" K' ^4 z3 ^8 p" e0 B* u& g - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
# u1 a5 r- }4 ~; n+ V, U, c - // 获取当前路径数据对象
, y6 T2 F- g4 h" z# P. c* e! C - let currentPathData = train.path().get(currentRailIndex);
. e& e! V2 K4 U, t* l; J. y - // 获取当前轨道使用的自定义轨道名称
- R2 p& e! y6 l% `( V. z3 m - let trackModelKey = currentPathData.rail.getModelKey();
" l& L6 j7 z% y8 O z - return trackModelKey;; r/ b! F! ` A& m8 U* i5 c
- }
9 \3 f* L8 `& K6 ?0 e - return null; // 或者是一个默认值* g+ M1 r/ L: R8 G- E
- }
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# A6 W* O# o; ^9 n: K. J
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