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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音
" z' U! E7 E. p. Z p! X0 D- var pit = 1;//初始化音高(速度)
$ _( w7 V) z0 Y - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
( b5 Z8 |' ?4 q9 l/ H - function create(ctx, state, train) {
8 R& z( z' I8 y1 ~$ { - state.number = new Array();
|2 }+ i# ]1 `5 l3 x. { X - state.soundsspeed = 0;//初始化速度) F6 L2 a) _$ ]: ]: G/ p
- state.speedsub = 0;
* c4 P7 u# P8 Y% H K; E - for(let i = 0; i < 100; i++){
0 h7 Q9 ^/ K. `2 C) f( l' P - state.number[i]=0;//初始化数组# ~1 Z4 Q& l: v: @7 i4 y' a' e
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- ( L& A; n" W0 K8 N1 q
- function render(ctx, state, train) {7 E2 A/ K) l* r9 X; Q0 M6 J
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
9 n" v6 z, P, s/ h - pit = 1 + train.speed() / 40;//更新音高(速度)& ~0 Y; n' y+ ^4 |$ T
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 " a8 w! b1 V1 f# t" L, x
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差 N' n5 v$ \- B E" Q, u( O; L
- ctx.setDebugInfo("speedsub=",state.speedsub)
8 N, m7 H: ^ ]% D' e - if(train.isOnRoute()&&gamerunning==1){//如果工作
) c- U- `& B O) A - for (let i = 0; i < train.trainCars(); i++) {% W: T1 v4 j! l9 `4 S
- ctx.setDebugInfo("soundsrun",1);//记录声音开启' `3 r0 h a0 L& w
- if(state.speedsub<-1){//如果车辆减速
4 s p& a0 C# _ - ctx.setDebugInfo("shache",1);//记录刹车+ ^/ o( S7 H/ [3 D; C
- 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" q% Q) t- H G8 U! @# p, `
- 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: k' [& c3 R" e; [! |0 g* O
- }else if(state.speedsub>1){//如果车辆加速
# F" b& k5 [8 A- M. U& ?9 v1 R) B$ U - ctx.setDebugInfo("addspeed",1);//记录加速( o: z/ C8 m/ U
- 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 w" C; ~/ l
- }
! t/ ~, Z9 X/ |9 R# }( D - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
- M2 n* `; o1 ~! _8 N; ^ - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声+ r% ~ v, z t) a- a
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启1 l: [! @' p9 I$ 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 N$ |0 H6 ]( `2 q- P
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- if(train.speed()*20*3.6>5){
+ x7 Q9 a6 l: a6 \ - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声3 T; ]- Z' Q0 @1 n
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声9 T6 C' G/ [2 k
- }
; K7 b" I9 O1 U' b% z2 a' e - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
: z; t$ l3 a6 A4 y3 Y+ v7 N - 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
' }, c# ]# K3 H; H - 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6 n! \: J$ V0 N) N) G
- }
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- }
$ ]* r( V) l7 T Y - state.soundsspeed = train.speed();//更新速度2 s+ l: Z# ]# ^ W' l
- for(let i=0;i<4;i++){2 _2 l( _- c D D- R
- ctx.setDebugInfo(i+"=",state.number[i]);
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- }
+ `2 d8 h7 b8 a: K- `. j7 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
* X1 _* j) h( P2 r - if(Timing.elapsed()>nu){//如果时间超过了播放时间
0 m8 o8 x7 I' w - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
7 k7 y' m: v" n. @( j - nu = Timing.elapsed()+long; //更新播放时间8 @! Z5 e- O1 ^; C3 _/ o; s5 q
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- return nu;//返回新的播放时间9 |( A6 b% T- t, t% `
- }
6 Z @1 d8 B% d0 B0 P# M0 W' U5 b+ Y - function grnn(min, max) {//随机小数7 s; Y3 ?5 ^+ U+ h& Y
- 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2 w) ]* A( |' H( x* f# j. I7 p
- // 获取列车从车库开出的距离' V8 J- X) O1 i& g; {
- let railProgress = train.railProgress();7 s l3 R, [$ g" X! T+ t, y. R( d
- // 获取当前轨道的索引
$ V# ?& ~) d/ V' D6 P - let currentRailIndex = train.getRailIndex(railProgress, true);1 J, g2 x( M8 e
- // 检查当前轨道索引是否有效8 F0 C; c% C L2 ]. c2 v
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
6 ?# U! I y+ z, { - // 获取当前路径数据对象
+ [+ Q$ G4 [+ _3 t5 N' ^7 }0 V9 P) z - let currentPathData = train.path().get(currentRailIndex);
9 r I* S# E. S - // 获取当前轨道使用的自定义轨道名称2 e3 x5 L. r- x" V4 o8 }2 r
- let trackModelKey = currentPathData.rail.getModelKey();
" ] b4 @! n5 ^+ t* J - return trackModelKey;
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- return null; // 或者是一个默认值
1 m0 `; k* N+ ] - }
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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