|
|
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
* j# x7 M8 J! M% x/ ^/ i$ ?4 e1 P! ?" T; L7 J
# b. t& l& Z& s4 _$ i* O1 P5 a8 e
最近在研究JS 做了一个简单的逻辑来播放声音
' x3 {: [, |* n/ o/ Y9 E9 y+ r9 z- var pit = 1;//初始化音高(速度)+ Q8 ]; @! s' @) W' Z. p G
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
: x ?! ?; @! d - function create(ctx, state, train) {
$ f6 ]9 |7 Y, I1 b - state.number = new Array();! u0 \2 C% ~* I; Z& j. N
- state.soundsspeed = 0;//初始化速度
7 K* `4 b3 T3 S& S8 \* q - state.speedsub = 0;
7 B$ f+ E: G, v; W - for(let i = 0; i < 100; i++){
3 K( G; P; B5 S - state.number[i]=0;//初始化数组
\ q0 ^# t. d' u3 o, a - }1 ?. |- A) T) H
- }
2 `1 x0 a* u; a9 b( A: c8 B5 A+ B- R - # o! n5 E3 e# i* ]9 c$ J
- function render(ctx, state, train) {
) @6 I9 s! ]" B, m5 I6 g4 U/ N - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动0 `- \5 Z, W7 r8 g
- pit = 1 + train.speed() / 40;//更新音高(速度)
6 P4 @2 s. U- W' w% [7 `4 o, t- _ - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ) y+ s" y* Z, s
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
- i- i8 _# L( ` - ctx.setDebugInfo("speedsub=",state.speedsub)
1 U3 v5 {6 D% q# N; D1 b - if(train.isOnRoute()&&gamerunning==1){//如果工作0 N# U4 U; {! q+ k3 m9 Q( p
- for (let i = 0; i < train.trainCars(); i++) {
0 d) `0 ]# Y" k; ^8 X+ g# F3 k2 ? - ctx.setDebugInfo("soundsrun",1);//记录声音开启
& q2 e9 t; S, [& `% g - if(state.speedsub<-1){//如果车辆减速4 f+ p% r3 c: R6 K9 {' N
- ctx.setDebugInfo("shache",1);//记录刹车8 j0 x' y' i' v8 C* J
- 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' j, @2 A3 s3 `& w
- 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27 X+ [+ H0 R: ^
- }else if(state.speedsub>1){//如果车辆加速4 J I4 V$ U" c6 k) X
- ctx.setDebugInfo("addspeed",1);//记录加速
0 g+ T9 k3 ]! i) d - 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
: ?$ \+ ?( k# s" n. K/ ^3 o( r4 o, ^ - }6 O0 t4 } L: e% s
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
) [$ K1 y; \2 J: ]! D, o! \ - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
( S+ T2 u$ X+ v+ N - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
- b! S: {! k' q: e; f3 V - 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
5 }, r i# a( q4 O: B) h$ n8 U* e - }
. O) e2 K; u: d" K. o. N - if(train.speed()*20*3.6>5){$ C# Q, m+ x" C0 K! c, A
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声4 _1 o: p- F! Z/ A
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声, s8 G2 M; f# x. R1 T* ~. |. N
- }- j0 U' F0 F8 N) o; z
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
8 u3 i5 ]+ I4 t( U, X+ E# P2 @- d3 v4 I - 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
; z* x. y2 o; t& ?( d9 @3 } - 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( x/ X/ ]- K8 j; Y: h3 e
- }8 O- J; P1 h( t p, S% U2 C& h
- }0 k3 F& \" _0 Q$ R
- }. V# \# g* v1 i3 z( R
- state.soundsspeed = train.speed();//更新速度: T2 O: a% s. A& R+ j1 M# h0 `
- for(let i=0;i<4;i++){. S7 j6 j7 Z. A% [/ F8 q9 y# G
- ctx.setDebugInfo(i+"=",state.number[i]);2 @% ~& t, u. e3 C3 T f
- }1 G4 n" |2 i F4 S1 Y& E" q0 ~0 i: I. ^
- }
+ P9 s* _. Z9 i5 c/ W+ l# x; U - 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
+ B+ I2 n" Y. O. ]4 y - if(Timing.elapsed()>nu){//如果时间超过了播放时间+ X- g I1 h& m
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放2 f# Q }! m. Q0 B* |; r
- nu = Timing.elapsed()+long; //更新播放时间
9 M- G% N9 f3 S% |; V" q( ], h - }2 z& |& }% }5 S( {2 f0 }) e
- return nu;//返回新的播放时间
9 D! H0 j% y$ t+ B( s# l - }. Y0 \. j# z" Z- T, X
- function grnn(min, max) {//随机小数" I* y- N1 Y+ G2 b! o( {+ X
- return Math.random()*(max-min)+min;
1 {+ {- N' t: K; A" U$ p7 L* Z - }
! z8 @ Z5 O. Q - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
( b0 w! }2 J# g {9 v. j9 z2 P+ T. G - // 获取列车从车库开出的距离
: q+ k1 b# `$ C0 k - let railProgress = train.railProgress();; V) b; [+ P$ I* c6 @
- // 获取当前轨道的索引& w* ~$ c& g* P' d( U, P
- let currentRailIndex = train.getRailIndex(railProgress, true);
+ n, T, |; G, D, w - // 检查当前轨道索引是否有效0 B4 i* D! O/ X& i0 f2 r- C+ T9 M
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
6 U/ r M i5 e( e - // 获取当前路径数据对象
/ f. [2 Q. a6 U8 a3 \) R1 i& B - let currentPathData = train.path().get(currentRailIndex);
& e, K+ D1 B+ v" N; \+ K$ M) ` - // 获取当前轨道使用的自定义轨道名称/ E7 U+ T$ O% r d# g+ F
- let trackModelKey = currentPathData.rail.getModelKey();+ z9 d" p7 x& K
- return trackModelKey;6 D" M% U, p' G, K
- }
& `: S7 G1 n# {3 z: C. e - return null; // 或者是一个默认值1 B; c# t$ K# R% Q
- }
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. n/ ~- R$ a3 Q% l
|
|