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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 2 m9 ~5 e& X3 i/ E! t& K! [
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最近在研究JS 做了一个简单的逻辑来播放声音
: e' q# }2 W$ G- var pit = 1;//初始化音高(速度)
V; u1 n8 F4 N! q- \& s - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
; G, d! \/ e* L% D3 Q - function create(ctx, state, train) {
1 i7 n; H5 }* v- K U* h W - state.number = new Array();
, D) Z5 z3 H) S% a9 y - state.soundsspeed = 0;//初始化速度
! d3 A& D% \9 u% S' [3 v - state.speedsub = 0;* |, n7 i \; `, z3 B/ M* O# X, n4 i
- for(let i = 0; i < 100; i++){; g; ^' m( R8 M2 R4 r# o* i/ H
- state.number[i]=0;//初始化数组. b& U* X- j- l( r
- }
: f u. n* d& P - }
4 _6 C1 `# T7 C# o' ?6 U - 6 N+ H$ u* [+ H2 D; Y& V0 i
- function render(ctx, state, train) {
) j" }6 g0 X* I: g$ y' {; Y5 d9 n - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
: h- O7 B4 Q) L* z - pit = 1 + train.speed() / 40;//更新音高(速度)
4 r: D2 l' V) [1 A! g2 l - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
+ [' |5 s+ X, O; a$ h - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
& j3 V! f. ^/ [ C - ctx.setDebugInfo("speedsub=",state.speedsub)+ j7 e! \9 }* c. I6 N
- if(train.isOnRoute()&&gamerunning==1){//如果工作% R; Z: L# G. J4 v: ]0 w, K; b" i# o
- for (let i = 0; i < train.trainCars(); i++) {/ Y. p/ B! @) `3 s
- ctx.setDebugInfo("soundsrun",1);//记录声音开启% w& ~; A3 d$ n% U0 L- b3 F
- if(state.speedsub<-1){//如果车辆减速
. {: j. g( N+ L# X' W T. V1 m. }4 N - ctx.setDebugInfo("shache",1);//记录刹车* |2 d0 d0 E$ Q) Y/ }9 N1 t
- 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; E( L4 w/ }2 E- S& {* F8 @1 s( T
- 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
$ g) S. n* Y2 \& R# g' h6 ~ - }else if(state.speedsub>1){//如果车辆加速
+ |; `0 @2 b# Q! b - ctx.setDebugInfo("addspeed",1);//记录加速
0 S" A8 C; }8 c. z8 q0 x - 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
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- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声" T% F- [5 e( c2 B+ b9 B# F: V
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
+ X/ P& q' y4 n4 c: M - ctx.setDebugInfo("horn",1);//记录鸣笛声开启0 t% Z* z k- w. g
- 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){" L' A# h. r. v( f1 O: Y
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声9 B; H$ s- D' E Y5 t) E X! [6 [
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
: a. q; a5 C4 |% T8 ?+ z# d& C - }
! p0 v' |% M+ w0 s. |! Z - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
! ~7 Y- B2 p8 ^ - 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
" z5 E H' S* V; a, G. P( ~ - 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3 e! x5 U+ ^( z, b/ W
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- }
$ I( x9 `5 Q v - }4 F, p4 P/ k" \( H. Q
- state.soundsspeed = train.speed();//更新速度0 t& _, @7 m+ `0 N
- for(let i=0;i<4;i++){
( E- ~! [$ A$ B7 h - ctx.setDebugInfo(i+"=",state.number[i]);
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- }
4 E) }) b. W- C0 U6 h - function sound(ctx,name2,i,vect,pit,nu,ll,long){//播放声音pit是音高(速度) nu是一个数组,用来记录播放时间,ll是音频响度,long是循环播放时间
: C& b5 I- w: p% |2 U - if(Timing.elapsed()>nu){//如果时间超过了播放时间
$ N4 V$ X/ q; f. C - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放8 {% G$ e) v, h7 \
- nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间( J1 a1 `+ |0 c# C
- }, ~7 e0 @1 x* j4 q
- function grnn(min, max) {//随机小数
8 |2 s, `; _( t" v R7 M$ h - return Math.random()*(max-min)+min;0 B% T" E- F" E' |* N
- }
% J, {* f- d% L! d) } - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
+ ?3 \5 I, a+ @4 c1 U" V! H - // 获取列车从车库开出的距离" n/ g1 V8 W" B
- let railProgress = train.railProgress();
, h( ~! d4 E4 s1 x) v - // 获取当前轨道的索引
, p0 Z/ V/ I9 N6 K: J - let currentRailIndex = train.getRailIndex(railProgress, true);
- T& C. @; a6 i# c/ ^ - // 检查当前轨道索引是否有效' ]5 m: ^% @$ ~1 s) H
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
" [( U1 ~6 ?8 k* B! \6 H - // 获取当前路径数据对象
' N% |5 f4 J8 n$ Q/ m, S& Z* K- t: W - let currentPathData = train.path().get(currentRailIndex);% R; Y1 q7 H0 J/ i! \; n# m
- // 获取当前轨道使用的自定义轨道名称" H! S- L/ G% X' ^1 d' p6 \
- let trackModelKey = currentPathData.rail.getModelKey();9 a0 u7 l. [# x1 T8 A
- return trackModelKey;
) Y2 U1 z3 C1 U% c7 Y - }
/ K: H8 A! t2 {" t( e - return null; // 或者是一个默认值
. \) M# J# L; T2 E. N0 G! a - }
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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