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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 5 N$ v/ {* F( H, I
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5 y6 p& T8 a; d0 X' E9 D最近在研究JS 做了一个简单的逻辑来播放声音
; L% M8 S3 v0 q- var pit = 1;//初始化音高(速度)
3 ]2 e' p7 X- n2 O. a - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
9 k/ M( ?( R# D8 k% m - function create(ctx, state, train) {7 z2 J! W( R- f4 l
- state.number = new Array();$ C5 f. v8 p7 N$ O6 L9 W
- state.soundsspeed = 0;//初始化速度
$ ^/ l' ^. ]* H# _5 E9 T - state.speedsub = 0;7 s$ }. p( [( {: k. \% `
- for(let i = 0; i < 100; i++){+ L+ l' l; A) |/ ^4 k% N
- state.number[i]=0;//初始化数组
/ } N1 W9 J/ k - }
; d$ [0 l# A% y; d( F; ?" X% D - }1 `1 W# [0 @( r s5 \
- 7 k6 @4 N# O1 u! b/ X5 R% j
- function render(ctx, state, train) {1 D W+ f$ h# |& s* a
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
% ^1 ?' K# a1 G7 Z$ C: J - pit = 1 + train.speed() / 40;//更新音高(速度)6 L6 s+ k1 {% W2 e
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
5 k. Q- a" \' c# U" Y - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
' @- k) |' M& c. U+ ^/ N2 h - ctx.setDebugInfo("speedsub=",state.speedsub)
$ z# i! E) P9 l - if(train.isOnRoute()&&gamerunning==1){//如果工作
7 m' R6 b- E& ~" m4 ^ - for (let i = 0; i < train.trainCars(); i++) {! t2 d$ z" |: [) B
- ctx.setDebugInfo("soundsrun",1);//记录声音开启# a9 S: T, w+ `5 G# V$ R
- if(state.speedsub<-1){//如果车辆减速* L0 B% \. s% X1 R. S
- ctx.setDebugInfo("shache",1);//记录刹车2 x7 b, Z: T6 w& H3 d% c* z) ]7 _
- 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" |" N8 ~" f% J; E
- 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% J2 L0 R( }( _( Q6 e ^ - }else if(state.speedsub>1){//如果车辆加速0 H, {1 r b3 I: k, Y
- ctx.setDebugInfo("addspeed",1);//记录加速7 r2 D6 w; g; ^
- 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, D: `2 A4 R& e8 p; p) }
- }
9 {: X! c% A1 X - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
/ I7 x- M# Y) l% e - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
% M& H9 u+ w2 A6 S. a9 g7 K - ctx.setDebugInfo("horn",1);//记录鸣笛声开启" Y2 h' `: a6 Y6 ^- K. s
- 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7 J7 W! C" W3 X$ ^* H
- }$ w8 j$ j+ d& r. c4 X1 `
- if(train.speed()*20*3.6>5){
! z4 ]7 [5 B! A1 ? D - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
, [" _: t; u* g5 p - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
$ |6 ~5 V$ ^/ [: Q - }
6 y4 P0 M" T+ S) @7 P - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){2 L9 O! U! z1 T5 p: _* E; 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7 E& M1 m3 O# U+ W: c# J4 _6 t
- 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$ k5 G' W9 l* t& o; N
- }) ]8 o/ @, V E$ j5 E+ b
- }
8 v9 h% M0 n' Q% k& u% B - }
/ ?& Q( F6 {- f" C' {8 _: h# A& N - state.soundsspeed = train.speed();//更新速度4 q/ I t5 W$ d- O& X
- for(let i=0;i<4;i++){
& J' \ H: J+ I* ?5 m, H - ctx.setDebugInfo(i+"=",state.number[i]);
/ o2 a) q, `" C+ I3 ~/ C% f. r - }) i- u5 n) ^0 u" L: S" P
- }
: J! @( }+ `/ g# u0 N' s4 N" A - 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 M& f9 c+ }/ J/ \1 ` - if(Timing.elapsed()>nu){//如果时间超过了播放时间) b! t* d& y& Y+ J" n
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
* j3 K" h0 ~' W! K! T1 S - nu = Timing.elapsed()+long; //更新播放时间
. y' y( q9 p! W8 ^ - }
) u2 B4 Y! k+ `1 ?, l8 @" q - return nu;//返回新的播放时间, a* m0 A( Z/ a* X% {; y$ V
- }
1 a, p( b/ U( q; {5 f R- U - function grnn(min, max) {//随机小数5 e, v# T2 Q5 v5 l2 M
- return Math.random()*(max-min)+min;: `3 W" w* A7 ^, p4 z
- }
6 Q% j4 a- G( e - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的; K* q9 v0 ]# Z+ o* x4 r, {! U
- // 获取列车从车库开出的距离
4 L: Q; o; A5 u* _. x$ }$ L - let railProgress = train.railProgress();
0 V* L8 k* T' n; q& s( B - // 获取当前轨道的索引: Q3 I) E) L) Z! m4 N* K
- let currentRailIndex = train.getRailIndex(railProgress, true);+ k2 N% K! {2 ?. R* u( b% n
- // 检查当前轨道索引是否有效
- V+ s7 Z2 c* ~" n* \ - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {$ j7 ?7 N h5 n/ ~8 A, x
- // 获取当前路径数据对象1 a: u5 I8 a: m9 Z* {
- let currentPathData = train.path().get(currentRailIndex);: }( X# k3 s! M x3 w# B4 O+ F: J
- // 获取当前轨道使用的自定义轨道名称7 T3 {7 w+ B$ D
- let trackModelKey = currentPathData.rail.getModelKey();
6 k5 x8 c7 F" S! J - return trackModelKey;
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- return null; // 或者是一个默认值
$ Z; G* c( s0 s$ A% L) s( 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- _% o( l7 `: s3 |3 S8 ~+ ]' l
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