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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 0 q' s! [1 q- u; E) @1 H
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最近在研究JS 做了一个简单的逻辑来播放声音
n6 O& F1 C2 Z% r) F B G- var pit = 1;//初始化音高(速度)& Y$ }5 z% b0 c, d
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
* k" n* b) L9 A) e - function create(ctx, state, train) {
: ?- E8 a; l3 k- j) J( f - state.number = new Array();! G" O3 D! f6 `& A" W
- state.soundsspeed = 0;//初始化速度
# ^! r$ F9 E7 H$ j h& Y: s - state.speedsub = 0;
3 v* h+ @5 y& H% i1 h. T - for(let i = 0; i < 100; i++){3 E6 C5 o; K& a: H) y
- state.number[i]=0;//初始化数组
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- }
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- function render(ctx, state, train) {/ |3 E! d6 v5 Z7 H4 J" h7 P9 v0 r2 A
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
( V3 U3 j; a z3 }. Q, j7 @% g$ F. q - pit = 1 + train.speed() / 40;//更新音高(速度)
" T9 y: M" c" m6 z) V6 m - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 8 b0 w, d! h' k# z6 S
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差0 o# n' E( k" q, g* n
- ctx.setDebugInfo("speedsub=",state.speedsub)
2 d+ \' X% A+ T# A; y$ g - if(train.isOnRoute()&&gamerunning==1){//如果工作1 n; i0 C7 E6 ]; C" k; l+ p
- for (let i = 0; i < train.trainCars(); i++) {
' ^7 R: o! i; u2 y9 X- @0 o - ctx.setDebugInfo("soundsrun",1);//记录声音开启9 T% e s3 I: \7 D. C
- if(state.speedsub<-1){//如果车辆减速2 r, J. z# b7 l1 m4 ~
- ctx.setDebugInfo("shache",1);//记录刹车9 O; b9 x3 J3 @" l- G9 u( E: e4 ?3 u
- 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( C# R% E0 u0 M" L$ @
- 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28 M0 V5 s& i9 I8 I U0 h- R; {& C6 b
- }else if(state.speedsub>1){//如果车辆加速
# f) S5 J g& Z% ]4 o - ctx.setDebugInfo("addspeed",1);//记录加速
3 P3 k6 _0 l- 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
$ E* q4 a/ U, ~+ t/ T - }
) ]2 _9 D$ P9 v5 H/ d. P, t - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
5 t4 F5 j# ~" L' q - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
" Q+ ~' |8 [ I" n& \2 Y! A1 g+ E - ctx.setDebugInfo("horn",1);//记录鸣笛声开启" R# C& R+ r5 @( G6 X/ v
- 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
* c; V6 ^6 \! G: E - }
8 Z# X* A; w; R4 j; `) Z - if(train.speed()*20*3.6>5){* z6 y" R/ J/ C' m( D: N
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声. I! T$ a# z: Z
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
# |% g3 L+ i7 U, B$ |/ M+ b& O - }
2 g9 m) `) D2 e - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
2 l. e+ E* g" P0 ^ - 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0 x( V. N" v1 o% v7 w3 A: X
- 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
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- }
! b8 _- p/ p0 n( R2 a - state.soundsspeed = train.speed();//更新速度
q, ^$ |- o" @; [7 ] - for(let i=0;i<4;i++){
. d! t* h; D' V8 B - ctx.setDebugInfo(i+"=",state.number[i]);
1 X; T1 x8 ^( A0 P- d L0 G - }
0 C. s$ I0 t6 P+ L+ t3 I: | - }
7 C' a' u. ^4 ~ J - 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
! v3 {2 P" }, z9 k - if(Timing.elapsed()>nu){//如果时间超过了播放时间3 u: r; T8 \4 ~4 T! e
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放$ W, ]- } J8 o& r" r
- nu = Timing.elapsed()+long; //更新播放时间
5 T! |4 h1 |, t- R - }
4 z1 m4 X2 ^* C& Z& ]2 Q - return nu;//返回新的播放时间! y: J) g# n6 m ]4 K# `
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- function grnn(min, max) {//随机小数) F, l: w6 B, t% J U
- return Math.random()*(max-min)+min;
0 A( Z$ j2 o( H$ U - }
) {3 ^# S( f" `8 B" w - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的0 M* J# f( Z/ B$ N5 {
- // 获取列车从车库开出的距离
+ j' l J4 ?; m6 v2 a5 z! R$ J - let railProgress = train.railProgress();2 @) }- q( |2 r9 m( K7 f$ H
- // 获取当前轨道的索引. R! z ?7 M" r# y+ N2 D
- let currentRailIndex = train.getRailIndex(railProgress, true);! c6 G5 P- w a. H( p8 [
- // 检查当前轨道索引是否有效1 o' G0 Y( ]( Q3 C& q7 r# Z" ~ [1 L2 q
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {( x( {" [* O+ |( D
- // 获取当前路径数据对象
0 q& k# i, \7 l" u* i% L% o - let currentPathData = train.path().get(currentRailIndex);- l7 `3 M! c! T- C, p
- // 获取当前轨道使用的自定义轨道名称
6 R- K- |; k+ s - let trackModelKey = currentPathData.rail.getModelKey();
0 `. M3 s9 T: ^+ i% I7 \1 Z4 s- e - return trackModelKey;
8 J8 P9 `: F. C8 `2 ?0 T' H - }
& ^/ U7 D4 X' p - return null; // 或者是一个默认值
( j. E& c( e3 T1 p( S - }
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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