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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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% `. d$ n( }( F+ a/ p" v; p5 r8 L最近在研究JS 做了一个简单的逻辑来播放声音
8 n0 T: }% }" O5 P+ C% S0 z- var pit = 1;//初始化音高(速度)" a) V$ ] R4 l" i# g( m4 J6 [/ d
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]) I3 _0 y5 T T
- function create(ctx, state, train) {
/ v% x( }3 j- D* k - state.number = new Array();
" c8 A Q8 b z3 g8 J K - state.soundsspeed = 0;//初始化速度
! w: A4 a' u2 {* e - state.speedsub = 0;
4 q$ e. D% E$ s: X, q3 a I - for(let i = 0; i < 100; i++){
8 @. r7 E6 c. W$ E" { - state.number[i]=0;//初始化数组
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; U/ n7 F) j. |0 S5 P- function render(ctx, state, train) {
; a/ H' D2 s% k9 g8 q - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
; ~) z) C3 n6 X3 I2 q$ Q - pit = 1 + train.speed() / 40;//更新音高(速度)* i7 H5 k0 F; f4 H" ?" b4 E3 M
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 9 h$ X* f4 V: Z3 ~5 s5 ~
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差" h: N( r" s! g
- ctx.setDebugInfo("speedsub=",state.speedsub)
6 l# g3 m( E6 q7 ?8 V# x - if(train.isOnRoute()&&gamerunning==1){//如果工作
' R' ?# z/ {+ Z5 S' x4 f - for (let i = 0; i < train.trainCars(); i++) {6 n8 P% H l/ [6 }6 j9 O# i
- ctx.setDebugInfo("soundsrun",1);//记录声音开启. d" h$ `5 p3 ], N, {1 k! |& S
- if(state.speedsub<-1){//如果车辆减速- l1 G9 Z( k% P' |
- ctx.setDebugInfo("shache",1);//记录刹车" D+ i! w8 ]0 ~4 g+ M
- 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
9 m& c7 w0 L4 |' E5 \& R$ F - 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
4 F4 E% t# ?( k$ [1 A+ H0 i% g3 \5 O - }else if(state.speedsub>1){//如果车辆加速& W0 w3 `+ Q8 `7 O& A: B
- ctx.setDebugInfo("addspeed",1);//记录加速
0 ~5 f) u! J3 k9 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- T, z+ n: o6 j9 O6 E
- }
8 a' k9 S) l t - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声4 M- D+ ^- e, ]5 N
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
( n+ O5 d0 y7 Y7 U; b+ e3 A! S - ctx.setDebugInfo("horn",1);//记录鸣笛声开启6 S+ `; G) T. E% p8 u
- 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
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- if(train.speed()*20*3.6>5){
+ E8 R' R- R* j - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
2 [! Z, y" p7 O8 Q H: _ - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声0 [2 \# ?% w+ v3 R& ?/ o
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){2 T# I- H5 l0 H- 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
/ m& [& V, X( V: \ - 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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- state.soundsspeed = train.speed();//更新速度
7 l% G& L1 ?- m - for(let i=0;i<4;i++){
) E# d, X, [6 e4 S. Z% Y5 B - ctx.setDebugInfo(i+"=",state.number[i]);
( Q* y0 M: i9 \ - }
" z7 b' A9 N d6 X& _, R - }
: H" `1 ^" @: U- B% R - 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0 J* E. {8 c" L" J! b/ q
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
4 v h- g7 y& T: z) a3 S - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
* X- ^. N- L/ C6 C# D - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间
2 L0 ~1 w# P9 P {+ l - }
6 |) u- b/ o3 ?6 `# n6 ?0 F - function grnn(min, max) {//随机小数7 p1 ~6 h1 p2 ]# v3 K& K$ n
- return Math.random()*(max-min)+min;
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, t+ \& b, T8 I' ~4 _* o. o5 K; ^ - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
. m& C0 d7 ]( E. r( r% n* n - // 获取列车从车库开出的距离
! J4 p( b: Q; u- F- o# j - let railProgress = train.railProgress();! ?& _+ C9 o8 R8 H
- // 获取当前轨道的索引7 D; z( c) J. }+ F* c
- let currentRailIndex = train.getRailIndex(railProgress, true);
4 D, h' R3 V# Y- L - // 检查当前轨道索引是否有效
- [: [. k6 ]2 S+ A4 r - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {" j; R0 q. P9 O. Z Y% k
- // 获取当前路径数据对象; U1 j* E8 g- D' K7 y% b( _% v
- let currentPathData = train.path().get(currentRailIndex);
5 ]/ k5 T- j) ^- e, P - // 获取当前轨道使用的自定义轨道名称
; a' r( T. B L - let trackModelKey = currentPathData.rail.getModelKey();
! W+ j% i" _1 ?+ }% f; E5 s - return trackModelKey;
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! V' {9 d% ?6 K J; ]8 r - return null; // 或者是一个默认值
7 T- D3 {8 e7 d - }
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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