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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 0 A; p6 N0 J) b! G
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, U7 y$ \& q7 v1 ?0 F; v& U& l* y最近在研究JS 做了一个简单的逻辑来播放声音
9 O: M) ?$ J7 `- var pit = 1;//初始化音高(速度)
' y5 ?( Q/ K3 S* U. z - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]8 t! I K% r% c* [* n/ f6 y x
- function create(ctx, state, train) {, r: V2 `0 T: z2 f/ R
- state.number = new Array();
* Q) T$ z8 o! j& v - state.soundsspeed = 0;//初始化速度# `& U7 u9 {$ |' {! o- u8 a7 ]
- state.speedsub = 0;1 W- v, A L( x/ a' p( e
- for(let i = 0; i < 100; i++){' s' ]% v7 I* A. ~0 t+ V
- state.number[i]=0;//初始化数组6 k2 n% ?+ ?) `) K: `* S$ I% [
- }
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- & j8 T7 U4 n1 t+ D
- function render(ctx, state, train) {! U3 `, Z) w. L
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
" ]8 t6 [. b5 H - pit = 1 + train.speed() / 40;//更新音高(速度): ^" u/ G8 t" w
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
! M: O* p$ H2 k2 Z; F - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
! N, U! Q* s1 v2 J8 g - ctx.setDebugInfo("speedsub=",state.speedsub)
# T: l* {0 n+ A - if(train.isOnRoute()&&gamerunning==1){//如果工作+ |8 o7 d, Z& P4 B
- for (let i = 0; i < train.trainCars(); i++) {. q1 ^9 l# k, }% @+ G1 {( H
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
/ Z& o7 M" A( A- @, s+ u+ I - if(state.speedsub<-1){//如果车辆减速( T0 u5 ~1 _2 b8 j
- ctx.setDebugInfo("shache",1);//记录刹车
/ M! W( R" G+ d+ A* t( t3 K/ V - 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
. j: }+ s! r. b, r+ }- o - 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 b, B: k" m8 H/ H; ~
- }else if(state.speedsub>1){//如果车辆加速6 g: ^1 f% L) W- h% }1 ^2 k |2 Y
- ctx.setDebugInfo("addspeed",1);//记录加速
, M9 `9 |8 x1 b4 W' F0 O+ ~ - 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) W; }! V4 s2 r9 H+ H
- }
, G' V; q2 a: p4 B( ?) ?+ n. F - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
7 J" g9 |* E5 s) m0 L6 i& B - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
3 d; Z: ~$ Y" W- n& F/ B# [ - ctx.setDebugInfo("horn",1);//记录鸣笛声开启, K# B8 C# U6 a& `8 z- w3 n- n
- 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
5 m+ q6 ?( ^5 d- r0 Y. Q - }
" I6 U+ A! P1 F( V3 p - if(train.speed()*20*3.6>5){
4 J( a, V L% ]; q" ^ - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声% Z- t9 ~7 y: _' R( V6 U9 |7 V% G
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声5 ?" l- A; J2 @
- }
. T" \: A1 i/ A - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
$ `: \ `8 _* J! j - 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6 ^! f6 A& q1 ~5 h& b( r% m4 h- n
- 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" ~& v6 B# j: @/ u; s5 c) O* d: b
- }, n; f, u. r# J1 r0 O {5 G
- }
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( L, W) ]' H! j0 @, } - state.soundsspeed = train.speed();//更新速度9 g3 R% O% s2 ?* K4 J
- for(let i=0;i<4;i++){
6 p. z* `, t E. H9 l Y - ctx.setDebugInfo(i+"=",state.number[i]);
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- }
4 {4 ?6 b7 ?: ^1 Z - 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* ]$ i6 e; d8 l1 v1 J
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
: o7 S0 G& }* {% m3 T - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
. [5 u, ` E5 B% V. n3 N( e% [ - nu = Timing.elapsed()+long; //更新播放时间' R* z/ K L1 S9 _/ x
- }/ g" S7 H7 W- X* l, K
- return nu;//返回新的播放时间
+ ~+ g. w5 x% _9 {% c2 N - }
% _6 `* ^4 y- k! p - function grnn(min, max) {//随机小数
9 m4 z# W1 d! k* U& M - return Math.random()*(max-min)+min;* n4 M* o, C- {' U
- }
( L9 H8 a* ~8 Y. u B - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的8 L' N9 T0 s5 i) s0 J+ r' {
- // 获取列车从车库开出的距离
2 V7 Z" F3 x! @8 Q - let railProgress = train.railProgress();
& @# s9 \' Y' ^! X2 h. A - // 获取当前轨道的索引1 H5 w5 ?0 E" u
- let currentRailIndex = train.getRailIndex(railProgress, true);7 Q) s! i6 s- }7 c9 r% ?
- // 检查当前轨道索引是否有效
; V _/ h. v( \( u/ s - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {1 U& ?, {! M; A; u
- // 获取当前路径数据对象) ~8 O/ `, ~: u7 G/ T8 t
- let currentPathData = train.path().get(currentRailIndex);6 s( J, \4 D; O3 M
- // 获取当前轨道使用的自定义轨道名称
: C( O3 v1 y2 w- h W. A - let trackModelKey = currentPathData.rail.getModelKey();
# K$ ?6 ]' {$ c9 m% b4 B- o h7 d! V - return trackModelKey;
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- return null; // 或者是一个默认值
3 Q' z8 M% |5 H0 B1 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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