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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 0 b8 F; t& o M! d. `
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- _/ [2 l8 y" V4 F9 g最近在研究JS 做了一个简单的逻辑来播放声音
# x' T0 l; o+ ?0 c `- var pit = 1;//初始化音高(速度) I5 C! V) i2 S1 P! D9 j: p
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
8 l7 O, c" {" \3 e. D/ e - function create(ctx, state, train) {% z. W* V, |6 }+ b0 }
- state.number = new Array();
4 E1 ]# c; T, F: s - state.soundsspeed = 0;//初始化速度6 g. @- \, e' ~; k
- state.speedsub = 0;& ~ i7 V1 f6 f, y5 T
- for(let i = 0; i < 100; i++){9 v1 {$ ^' ^6 e6 y: |
- state.number[i]=0;//初始化数组
+ d( ^/ N, S# F( _4 k! |6 w - }
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2 b$ ~! k8 G- {: J6 P- function render(ctx, state, train) {
$ M6 ]; d; _0 [7 ]3 c - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
0 l8 w9 s' ~6 y - pit = 1 + train.speed() / 40;//更新音高(速度)
/ A0 [& o% f; c7 [6 u$ V - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ) t/ i8 I1 g. s/ S6 A/ u( Y' N
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
. t( h4 p- n3 ^& t - ctx.setDebugInfo("speedsub=",state.speedsub)
' A4 M3 `. k8 @1 X8 c: Q% k4 q: U/ H - if(train.isOnRoute()&&gamerunning==1){//如果工作# w7 v+ d2 @" `# D9 n a
- for (let i = 0; i < train.trainCars(); i++) {
7 W3 H1 d* t* b+ r" t - ctx.setDebugInfo("soundsrun",1);//记录声音开启9 [# O4 |+ r' c7 v0 S
- if(state.speedsub<-1){//如果车辆减速
* M e) g; l( ~9 X$ d+ M1 \ - ctx.setDebugInfo("shache",1);//记录刹车
6 D% e1 o) x* h* q# n - 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
2 b9 O! | B7 @0 T7 I" p- A - 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; D- ^% m+ u$ w" Q
- }else if(state.speedsub>1){//如果车辆加速
" {9 k+ S) T5 D! m. Z) D, c - ctx.setDebugInfo("addspeed",1);//记录加速
( J3 i" g, o0 D+ h5 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* d% L- f9 z/ P+ P
- }
3 b' M8 Z' _" A, K; h: ^ - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声) n+ q; Y. h: E& }% F0 O2 J
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
Y( ?$ o% |1 E/ K7 Q - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
5 E+ P$ ?( X f; 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
3 z* P/ `9 l0 Z- [9 o! K1 d& o - }
5 K" m. g0 x; G# Y - if(train.speed()*20*3.6>5){' y! F: l( _+ f; }- l, z
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
7 P2 k! ?6 Z- s6 }' t+ ` - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声' |, {( H0 z; O. r
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
- r, { ?5 U' ^# s9 B - 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
1 D: x4 }4 ^+ M: ^9 S; B, r - 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% R/ }! [+ [# j; M! v) L
- }; L! d! b3 c9 \0 U% b4 _. R
- }
8 ]2 k. z# w6 |! Z% Q - }
: [2 r. s) K) L4 A - state.soundsspeed = train.speed();//更新速度1 F! f$ R @; l
- for(let i=0;i<4;i++){
; W" c5 C- m% t6 p% c2 i. A - ctx.setDebugInfo(i+"=",state.number[i]);
" V1 Z6 x, b9 q8 d0 R5 }0 E - }
9 q% @) S$ M+ z - }
' o. e! `3 m! m' L7 X6 S - 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2 K8 u; l" U0 ^5 d! k' E
- if(Timing.elapsed()>nu){//如果时间超过了播放时间4 {, o ~' c. I- _) V9 A
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放) Z: {8 _- ~" O& z4 B: i1 t
- nu = Timing.elapsed()+long; //更新播放时间: F6 H& Y! V1 ]9 h( c! n
- }
9 M2 k, u; F. N( U - return nu;//返回新的播放时间
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) `1 n; j% s# K1 x l& } - function grnn(min, max) {//随机小数: Y* t0 @; Q( \4 z! V: x6 h% d
- return Math.random()*(max-min)+min;
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- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的7 b. h7 w9 K! |
- // 获取列车从车库开出的距离
9 |% i4 V$ f* ?3 N6 k0 C2 J( n" K - let railProgress = train.railProgress();8 ?% E! h$ p$ H% M6 T0 L) h: g8 g
- // 获取当前轨道的索引; f1 ~; q. m D' o
- let currentRailIndex = train.getRailIndex(railProgress, true); k1 F8 ?, n3 x. [/ ]& S
- // 检查当前轨道索引是否有效9 S6 m. n+ e8 i% g% T
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
7 D H& ]* K9 }+ }; v( D - // 获取当前路径数据对象
. B# @! s: S% H9 y - let currentPathData = train.path().get(currentRailIndex);
0 U2 y4 w" `4 Q: U, T' m - // 获取当前轨道使用的自定义轨道名称/ i* T( o$ Q0 u' O: M
- let trackModelKey = currentPathData.rail.getModelKey();
/ c+ K B% O+ X* g9 f% } - return trackModelKey;
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- return null; // 或者是一个默认值5 e" N l- g+ @( `2 _4 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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