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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音
3 Q; V. N) ?, v# ? L- var pit = 1;//初始化音高(速度)
9 j& b1 v1 S8 k: c! b1 e - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
" r& x6 Z0 N# B - function create(ctx, state, train) {' R8 N) o; Q4 P' {: Z
- state.number = new Array();
$ L( M4 e J6 [ V/ [/ G5 p - state.soundsspeed = 0;//初始化速度
4 h/ r' ~7 D0 s; ?& c - state.speedsub = 0;
! v% d5 N0 E% M5 V6 ?. [8 Z - for(let i = 0; i < 100; i++){$ c9 x: A5 o* z: T, Q% _) j0 ?
- state.number[i]=0;//初始化数组5 q$ N, a2 x* Y% y% d
- }
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- 2 O. I! _& T8 f9 B( v
- function render(ctx, state, train) {
+ z) {. g: d) z - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动3 s% w# J; M: X
- pit = 1 + train.speed() / 40;//更新音高(速度)
0 |' p( h$ Z7 W2 r) H( y4 o( a - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
% _7 J+ S* Y2 I% C8 z - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
& [2 P' C4 [& q+ ]' M1 N - ctx.setDebugInfo("speedsub=",state.speedsub)
& Y- w' t- M! Z2 T" \2 g - if(train.isOnRoute()&&gamerunning==1){//如果工作
" A9 e6 |* Q8 A; y6 u2 M# @& o) Q - for (let i = 0; i < train.trainCars(); i++) {
) i& d$ Q' Z* k/ w# g - ctx.setDebugInfo("soundsrun",1);//记录声音开启- x$ `. v& e* U/ H3 x) f* Q
- if(state.speedsub<-1){//如果车辆减速3 [2 r u$ }/ N" P
- ctx.setDebugInfo("shache",1);//记录刹车
" x5 h3 }1 l, [7 ?6 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
* D$ d4 P# v3 J8 S- v/ s - 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22 Q. c9 c4 g! T4 h# G1 k( J6 w
- }else if(state.speedsub>1){//如果车辆加速
" M( H: _. G6 G8 Q6 C7 l - ctx.setDebugInfo("addspeed",1);//记录加速
V9 S/ v7 o }2 k - 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) }8 i2 r; \2 w2 `- P
- }
$ t( i5 C0 K( ? - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
9 `& P* h Q9 ^, Z& T - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声8 P5 Y2 B4 n0 \+ T5 ~/ a2 y2 P1 l
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
" c8 d& x4 p: x: j# ~4 s* o - 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
9 ]- p% u7 t6 B$ y9 ?- p- L1 u) c - }! m! e- S! W4 J) z& B# I. M) c1 g* g
- if(train.speed()*20*3.6>5){ f5 C2 T4 e/ O8 O% m+ `7 }
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
& g. F9 q& Z: I4 X6 y - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声) r4 {7 T* s( U1 R* n
- }
5 k9 d. i. C. D3 Y' M; y - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){" B& o* l8 V7 t) s. [* I2 m5 e
- 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 k: P' p0 k% B" O6 J$ J - 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* l* D% Q# [5 K& _+ h+ R! `
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- }
# S$ R0 c5 L; X, d9 Z1 j - }1 D( @; }$ V/ j0 U
- state.soundsspeed = train.speed();//更新速度
# S+ O+ d/ [/ I d" i. Q+ D - for(let i=0;i<4;i++){
) _* V3 e% m6 E1 G3 @" ~) k' ? - ctx.setDebugInfo(i+"=",state.number[i]);
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- 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9 W, |7 ^$ p7 ~) A( g# P
- if(Timing.elapsed()>nu){//如果时间超过了播放时间3 B4 |" d j' q2 Z
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
$ F$ ~* t/ a& y' V% X7 R, G - 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 ?: Z& e4 X' w - }
8 Z u1 G7 e5 [0 c- D2 |$ a5 t - function grnn(min, max) {//随机小数/ N/ o! g- F$ J8 ] M* |! z
- return Math.random()*(max-min)+min;
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7 ]' u9 B" h6 C; [- ` - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的) p/ V: Z; o% U) D
- // 获取列车从车库开出的距离
+ Z- n" s' u3 z. Y h) W3 { - let railProgress = train.railProgress();
6 w( ~) a% |' d. r2 Q; ] ? - // 获取当前轨道的索引
6 D8 f& Y% ]9 g8 v. J - let currentRailIndex = train.getRailIndex(railProgress, true);
2 M* [' f- I' p+ T0 [ - // 检查当前轨道索引是否有效/ [2 Z8 U1 H3 h- A/ V3 U
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
& q' g$ Q; C& g1 P - // 获取当前路径数据对象: R: J7 l1 [" Q7 x8 J6 {
- let currentPathData = train.path().get(currentRailIndex);
+ t) w5 j* e- w" }( d# @; v. G: O Y - // 获取当前轨道使用的自定义轨道名称
f1 m R5 J* T - let trackModelKey = currentPathData.rail.getModelKey();+ q) ?3 T3 i, w6 o
- return trackModelKey;
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- return null; // 或者是一个默认值
( g: Q$ p O% l1 k. m/ h7 { - }
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& q2 r$ [% K: X k! t r. f
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