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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 ' v7 y% z+ P o" q& D
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0 i; d+ w8 Z. J* I# h# C5 i最近在研究JS 做了一个简单的逻辑来播放声音
a7 `5 F( p0 ?- var pit = 1;//初始化音高(速度)
" H( g- R8 h" u - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]; F+ z9 J$ M. o' N) m
- function create(ctx, state, train) {# b m) q$ r% O3 A
- state.number = new Array();$ L' _- h$ [8 E! t. ^9 k4 T. X
- state.soundsspeed = 0;//初始化速度1 F* x5 G) u" z( t; ~! u0 Q' e A
- state.speedsub = 0;( h8 c$ K' X! p
- for(let i = 0; i < 100; i++){
( z$ h0 [+ B+ ^2 i; A+ ] - state.number[i]=0;//初始化数组
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- }
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- function render(ctx, state, train) {& l1 ^1 J+ X6 O+ n9 c" u
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
. M. V7 V. H2 e - pit = 1 + train.speed() / 40;//更新音高(速度)! O' P M+ T& p" L
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 # n5 n% r; v8 B1 z3 }: m
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
- G! a0 l6 }4 G8 s( j6 h+ K3 N( y - ctx.setDebugInfo("speedsub=",state.speedsub)5 J% }( y) Y7 |* q& o
- if(train.isOnRoute()&&gamerunning==1){//如果工作
) A. @- V7 [& e7 J - for (let i = 0; i < train.trainCars(); i++) {
1 d/ t6 u+ {" T: `) ?: ]8 H9 _ - ctx.setDebugInfo("soundsrun",1);//记录声音开启+ Y2 q+ E! i2 y
- if(state.speedsub<-1){//如果车辆减速
8 c: p. i1 a# ^& K5 w - ctx.setDebugInfo("shache",1);//记录刹车
7 \: l A' i" O0 W) w6 G - 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
8 b% @" a1 l5 p$ ?) j+ ~6 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
. S2 C1 y* G" Y- t5 @ - }else if(state.speedsub>1){//如果车辆加速
9 O. F" k" U- z; t% A1 V3 E - ctx.setDebugInfo("addspeed",1);//记录加速6 z* R7 `2 N: V4 v, \3 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
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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
/ j6 i( `+ q+ v% f' ^ g - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声+ f# I4 F% v( A' j4 @: B
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
$ t' E8 s' q& N* 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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! r6 B) q. n$ H; {4 q# i - if(train.speed()*20*3.6>5){
/ C9 R0 z" k3 C9 B( u( x" k - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
5 L: {" S5 u7 B4 C5 X5 \! | - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){6 G$ r1 P* r6 y, 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
( p3 C. W; \0 _) T% j% Y s - 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! S3 R7 T) R" P! m0 s5 X' ^. I
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- }
. s% e6 o; J0 M8 h. A: H - }
- O- b/ i7 J" m, L4 p - state.soundsspeed = train.speed();//更新速度* }) x* ?, A4 x6 k: e
- for(let i=0;i<4;i++){
! ^# Q& c u. ^( R& n2 T - 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/ H$ v. f" ^ J, P8 m
- if(Timing.elapsed()>nu){//如果时间超过了播放时间; p0 `+ S& C t* G, x1 B0 T
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
' F6 E; ]. @8 {. q+ s - nu = Timing.elapsed()+long; //更新播放时间6 c2 O' d: S4 U$ Y0 {* C
- }
0 @8 Y( ?8 J: A4 S" O% Y - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数
7 a% {' `# t0 s - 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, q0 W; N7 @2 s- r
- // 获取列车从车库开出的距离8 A, b0 I/ U$ S; J+ ^ P4 z
- let railProgress = train.railProgress();
3 V3 s- m2 E/ C' m3 E/ ? - // 获取当前轨道的索引
+ K! b. A6 f+ \2 y4 Q4 I - let currentRailIndex = train.getRailIndex(railProgress, true);5 e1 o# Y& ` f) L0 y$ A1 [$ b
- // 检查当前轨道索引是否有效
& R4 S7 m, y0 G) P! O3 G( K! c - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {( T, [% K7 o% |1 \' z+ {8 [
- // 获取当前路径数据对象
( A- y4 Y% G9 M q; i - let currentPathData = train.path().get(currentRailIndex);
/ u* E# C; A' M) X4 ` - // 获取当前轨道使用的自定义轨道名称" s! L. `4 |; n0 f
- let trackModelKey = currentPathData.rail.getModelKey();
7 O7 p+ _2 L" w+ B, W - return trackModelKey;
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- return null; // 或者是一个默认值, w$ F( |. z( r2 l
- }
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1 I. D4 n" G" n. x
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