|
|
还没有账号?赶快去注册吧!
您需要 登录 才可以下载或查看,没有账号?立即注册
×
本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 1 T9 V5 _" z, i( U+ P
# p' e3 F# E& }$ L
. V) K' f- o! L* l" H
最近在研究JS 做了一个简单的逻辑来播放声音
$ y0 p" r9 r& E& h- var pit = 1;//初始化音高(速度)
b$ k+ `- R6 v - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
! y2 _/ j6 A0 I, F: M1 f7 y+ X5 y& } - function create(ctx, state, train) { c* l* {1 f; U! O
- state.number = new Array();0 z8 g& m+ ]* @
- state.soundsspeed = 0;//初始化速度
O2 y! j& `# x: m - state.speedsub = 0;
+ k1 }" c1 D2 [' k- K0 g5 Y2 l$ L# } - for(let i = 0; i < 100; i++){
7 e3 {( |0 u, v( g - state.number[i]=0;//初始化数组
6 Z' m$ d& x: D2 w" K - }
" l- e- [& i' \: i8 U - }/ p W: v/ g6 n" m# s
& W6 h* h( o6 N3 \" E& @# b- function render(ctx, state, train) {) J7 f: c/ [3 K5 m1 @
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
: i( }1 ]. e! N. X$ V' M- u. J - pit = 1 + train.speed() / 40;//更新音高(速度)! ^$ h' m4 h6 J3 g2 u, y. x; Q5 D
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 3 m! S7 D+ h. T. o& A6 `
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差" q& C) E9 o! T! x) G" u1 v, ]
- ctx.setDebugInfo("speedsub=",state.speedsub)
S( g" u' h. x- m- Z$ g8 D" B - if(train.isOnRoute()&&gamerunning==1){//如果工作
. {% {* |5 ] ?5 z - for (let i = 0; i < train.trainCars(); i++) {+ Z6 }4 ]9 Q: A2 e( [) v1 k, g1 u/ y2 n
- ctx.setDebugInfo("soundsrun",1);//记录声音开启) C- q7 k& u! r2 Z
- if(state.speedsub<-1){//如果车辆减速
# {! a: `- k1 q( {8 k - ctx.setDebugInfo("shache",1);//记录刹车
( D3 v. A2 M- [5 z; z8 D( h - 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/ H% b7 W% T5 N1 n4 U* Q
- 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# N) e* d3 z& Z
- }else if(state.speedsub>1){//如果车辆加速1 G$ a7 B7 }- }) l6 v: K6 B3 t7 `
- ctx.setDebugInfo("addspeed",1);//记录加速
+ ]$ R5 f) m ~/ \5 f }- u3 _ - 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
" I8 D2 O& d t$ Y# u3 P - }
' @: F5 z, S6 [/ g - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
3 \3 L/ Y$ _7 {. J- g6 `; M - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
9 B# m5 ^2 J+ X( |+ |2 U6 V7 `9 A9 I - ctx.setDebugInfo("horn",1);//记录鸣笛声开启. _2 X" m& {& [+ I9 b3 w0 ?" 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
% R+ u: O( [( M2 _$ m& q) B& } - }* E7 m, T N1 e2 h, X
- if(train.speed()*20*3.6>5){0 H5 q' q; j+ M- X* M5 T
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声; w6 b" }7 ^% X* u
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声2 \# E0 {8 P2 a
- }3 z# }5 V5 n: C4 H, ]
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
7 T) k) f0 l4 a, P! I. y - 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; U1 L8 U. ?1 D
- 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: f/ E% o* f7 r9 ^9 W
- }
. {; P. o& f* @) k0 ? - }
8 r j" o" d6 {6 c7 A2 N: Z - }
5 C, y- w0 q( r5 F& X - state.soundsspeed = train.speed();//更新速度! a4 h, t& E* u$ Z3 y
- for(let i=0;i<4;i++){
6 G* }' `0 `8 f' I6 D {/ Z- N - ctx.setDebugInfo(i+"=",state.number[i]);2 U" L; C+ T+ Q1 C/ y$ {
- }
& R3 {) K' e* ?" T! C - }
0 N& s3 B2 u' z# k8 l; y: D - 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* l. q/ X1 O! k0 ?& ^& V
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
: Y( I6 P8 p; r8 q4 v8 f - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放; b% R4 N' o }/ j
- nu = Timing.elapsed()+long; //更新播放时间+ i. n. M6 t1 q/ Q
- }
9 I4 R4 m2 W' u7 { - return nu;//返回新的播放时间
+ [9 r, a' E7 F7 Z, N, u+ k - }6 Z' I0 {4 B/ h* Z% B- T0 o
- function grnn(min, max) {//随机小数
' Q. c: h8 W% ^3 s! r - return Math.random()*(max-min)+min;
8 y# k/ c% X3 C8 A& [0 r' c - }( z- k! \, A5 H( T e
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
3 u+ {" @+ T6 w - // 获取列车从车库开出的距离
1 N8 @+ b" R8 i0 s! U0 k, K W+ E - let railProgress = train.railProgress();
1 q, [# g( X/ Q4 e5 V/ F5 x: ], u. [ - // 获取当前轨道的索引
! G3 o/ z# ?. E+ ` - let currentRailIndex = train.getRailIndex(railProgress, true);
" R! U; g G. _5 O6 O) B - // 检查当前轨道索引是否有效2 \# r9 M7 T# w' y0 C
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {8 _$ m2 Z6 L: F4 j! `7 z4 O: ~9 `) ?
- // 获取当前路径数据对象" b' C$ b! P) W( k/ t! I. g8 @2 ]
- let currentPathData = train.path().get(currentRailIndex);
+ y9 v k' v1 Z: e S/ b' B7 O2 s7 M - // 获取当前轨道使用的自定义轨道名称4 g' |* P( i t4 L
- let trackModelKey = currentPathData.rail.getModelKey();
4 ^; \. ^# Z5 n% m5 r8 l - return trackModelKey;8 q) v1 `3 @, U
- }* \% G* h7 c+ g# J/ T( g
- return null; // 或者是一个默认值
+ y }% x* U0 k; I( i - }
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
( P1 _ Z$ H! `# g |
|