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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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) Q3 O! A; P- y% y: l) S最近在研究JS 做了一个简单的逻辑来播放声音
. b; r0 o& v& B( m4 _- var pit = 1;//初始化音高(速度)( f. i ?) u4 R3 ?3 [* u. {
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
; ?0 p% D7 ?9 }! X- d - function create(ctx, state, train) {
/ M+ J6 l' U3 f6 x5 c! ^' J- k2 @ - state.number = new Array();/ M4 x! \' A6 ]) W6 x
- state.soundsspeed = 0;//初始化速度
& z7 P. e( ^+ j' @; l. b4 K - state.speedsub = 0;, q9 F' t2 z$ ?% a
- for(let i = 0; i < 100; i++){# K; j+ s) y; J
- state.number[i]=0;//初始化数组
) @' h. {* W1 X6 O% P - }
- T) O. @4 X! k7 F8 P [ f - }
+ e6 j5 O! |( a0 F8 r - 0 }+ ]+ z! y. c% Q8 I
- function render(ctx, state, train) {
( k" E2 }! v9 U3 z8 x, h - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
( o0 V2 k0 R# Y9 k, f& a* b; `# e - pit = 1 + train.speed() / 40;//更新音高(速度)
3 _+ F2 l6 c0 p - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
M# u! e8 @% m% ~8 z6 F - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差- H/ w u$ [& N- L- |& w& X: m
- ctx.setDebugInfo("speedsub=",state.speedsub)
3 Y. `& W- N, t: Z/ n% J0 q: } - if(train.isOnRoute()&&gamerunning==1){//如果工作7 P# ~! f2 }2 U& P U# ~; C
- for (let i = 0; i < train.trainCars(); i++) {; C8 u4 H7 P4 S. ?
- ctx.setDebugInfo("soundsrun",1);//记录声音开启0 U" k2 a8 }6 Z/ n t- z: ~5 c/ d, n
- if(state.speedsub<-1){//如果车辆减速
5 e% N1 q* C7 r; x: }* L - ctx.setDebugInfo("shache",1);//记录刹车
- C* m6 D k: y( ] - 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 W7 c" K# k1 Z# }8 V" _7 t: w8 @
- 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24 [: B4 J" [" @1 Z2 n, W- V$ P$ l
- }else if(state.speedsub>1){//如果车辆加速
/ u: z: D0 Q1 z# J8 Q0 m3 D* q5 F - ctx.setDebugInfo("addspeed",1);//记录加速
- `' X2 g+ J2 v - 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: ` G+ y% A3 ^9 j1 \* Y
- }
- ~9 t5 `7 s% m6 ^ - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声3 Z* T' _" I `, Z7 m' V" I5 E
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声) h/ z, `0 ?! F/ p; @
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
+ c. b2 ^% R9 n2 `" q# u9 L - 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
0 T4 Y* e0 ~8 W. ?, o7 ~ - }5 f7 G+ @7 f1 x% _( r7 K5 P
- if(train.speed()*20*3.6>5){
! o6 D, v2 {4 f& ~( 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0 e3 ` f3 o& i, d
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声& D6 B6 }; k, }4 \
- }4 u( k# W$ [5 C* d, C/ h; x1 i
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){2 C7 S, {8 A5 ?; 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
! G1 \2 c! j( H: F) W1 I - 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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- }' A" m4 f# L$ X+ r* {
- state.soundsspeed = train.speed();//更新速度( M6 `7 F$ o/ i
- for(let i=0;i<4;i++){
6 Q1 j2 V& s8 W) J9 `: o. ? - ctx.setDebugInfo(i+"=",state.number[i]);4 F* `' }* s6 M7 X
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- }( m& z3 |: O; N0 {; 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. P) M% \6 n+ X; U! _
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
; j5 u" e) b5 E& Q' h - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放* j( |7 p& m- p$ l7 r9 L
- nu = Timing.elapsed()+long; //更新播放时间1 x. V5 P* k6 F9 p- o6 ?" @$ @% Z
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- return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数
+ A8 y. c6 P" b2 Y3 N( ~ - 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( ?7 |! \; D: w, }3 i
- // 获取列车从车库开出的距离
/ Q$ \; n+ ^, g5 {, h - let railProgress = train.railProgress();& ~+ r8 Z4 i- |% T5 V/ Z
- // 获取当前轨道的索引
4 V' Y; c/ @1 f$ ]8 {6 ]# e - let currentRailIndex = train.getRailIndex(railProgress, true);7 p x. e; o; @
- // 检查当前轨道索引是否有效2 Y3 w O. r! m8 D1 x
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
3 X7 _6 D; w" y& H2 |3 a - // 获取当前路径数据对象/ t) ?- n/ D0 f5 X& m& w4 f
- let currentPathData = train.path().get(currentRailIndex);
1 B" { \8 h" A/ E' p7 w6 V; S f - // 获取当前轨道使用的自定义轨道名称' d# Z6 d, I. m. y7 Q2 x
- let trackModelKey = currentPathData.rail.getModelKey();5 I6 @5 J, z$ m: X
- return trackModelKey;# l- f: \" D+ h2 O' S" m4 v
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- return null; // 或者是一个默认值
# C3 C: L8 A; J6 [% v3 e1 C- [ - }
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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