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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 + p# Q; y4 B- v+ s0 w5 v8 q
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最近在研究JS 做了一个简单的逻辑来播放声音
' `3 A/ J/ P1 u1 a- var pit = 1;//初始化音高(速度)' W# T, h6 g" R5 H
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
$ W7 S% P6 }! @# N - function create(ctx, state, train) {9 }* w! ^* A. k/ m4 `; i: v
- state.number = new Array();! `$ X% r3 |' Y3 ]( V
- state.soundsspeed = 0;//初始化速度1 e, @& l' C6 n4 A( c/ z/ j+ G% J
- state.speedsub = 0;# f) A/ S4 E( i5 |7 H; O
- for(let i = 0; i < 100; i++){+ Y% D f3 Y/ D" U: u" l& b
- state.number[i]=0;//初始化数组$ ?5 D4 [/ c0 f( d4 q: L, o9 E
- }
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- " F- y6 Z5 M {& s8 l, d$ j" ]
- function render(ctx, state, train) {
' M! F ]8 `; | - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动$ M$ O. r$ [, D( [! z+ [- T
- pit = 1 + train.speed() / 40;//更新音高(速度)0 [! Q' A( x# h3 D2 n( Z5 {
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 + h0 n2 z2 `/ o7 J- S: U
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
& D' W+ L/ V' \5 j - ctx.setDebugInfo("speedsub=",state.speedsub)6 M' H) A7 G# w* g2 a3 E
- if(train.isOnRoute()&&gamerunning==1){//如果工作) j8 ?1 A8 h& F' z; h0 G
- for (let i = 0; i < train.trainCars(); i++) {
) d& S- G! ?( O9 Q% G( I$ o - ctx.setDebugInfo("soundsrun",1);//记录声音开启0 K* U6 h& m. r; g/ o$ L h0 c
- if(state.speedsub<-1){//如果车辆减速
2 Y8 c, k' V9 w - ctx.setDebugInfo("shache",1);//记录刹车
' h& d8 D( v& G. L - 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' G! A0 {8 M) f$ n. d2 X
- 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! R, e$ @4 | ?& O9 I
- }else if(state.speedsub>1){//如果车辆加速6 P. V& M6 O5 F, m: ] D7 x/ y
- ctx.setDebugInfo("addspeed",1);//记录加速 b9 h$ V* E1 S# k& v
- 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# b9 _+ R# c7 x8 S
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声# \, R# r4 ]: d5 q* j, l* `. _
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
' l! f8 _* K' P9 ` J# Y, _4 h - 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$ s8 L; q% i6 v6 \2 d$ n1 t
- }
7 \5 z, H% G" o9 j, c: K4 F - if(train.speed()*20*3.6>5){
A/ s$ ^# x# r 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
3 Z3 m% P+ \9 ~" K+ b7 f5 P+ U - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声3 j4 }: s) E, q- O
- }
. l- D. g8 [9 H" R - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){" t& H5 _" q1 l: ?9 d" {
- 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
! z2 f9 ^, b2 s; b2 t: B - 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
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1 B. }5 y: s6 s, m/ W0 H- Z; z/ P - state.soundsspeed = train.speed();//更新速度
/ j% y6 i: A+ D& { - for(let i=0;i<4;i++){! {. F: T; E# [+ ~0 p' L
- 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; V. h1 m0 r* W' `; ?9 U3 i
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
) y" |( C: k3 N# g/ y, @ - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
7 q$ C5 s6 c" u R5 } - nu = Timing.elapsed()+long; //更新播放时间
% ^2 s7 e: B1 [ - }
6 ^# F+ O0 K& [1 j* n" {+ k - return nu;//返回新的播放时间* P1 B, b9 C! y( S; [: T/ Y9 W
- }
/ Y! p8 g% T" d& o6 c2 ?) {# A - function grnn(min, max) {//随机小数
Z8 U4 f: G" r - return Math.random()*(max-min)+min;, _/ Y1 P7 _* S4 {: r+ ^
- }
: R" r; b* H' [' v7 N0 c- @. G - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的$ J |0 I6 L3 ^+ c! f% N
- // 获取列车从车库开出的距离
4 W4 x. g5 Q7 |0 e' E - let railProgress = train.railProgress();' i! f! `$ u- _( K# V6 }
- // 获取当前轨道的索引* h5 B4 u/ C9 z; V, c
- let currentRailIndex = train.getRailIndex(railProgress, true);
% ]% J0 w. {* z4 U7 M& t0 e - // 检查当前轨道索引是否有效. o( j a1 p- f5 y' @- g
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
- f0 A% B, a7 x$ m- A4 q - // 获取当前路径数据对象0 N! d7 K$ {! c! F1 p4 ]* Y
- let currentPathData = train.path().get(currentRailIndex);+ R( r. j+ E2 t% F9 ^% E9 v
- // 获取当前轨道使用的自定义轨道名称
. f; ~: [+ Q$ L% d, G - let trackModelKey = currentPathData.rail.getModelKey();" }, C1 b$ {* u
- return trackModelKey;
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- return null; // 或者是一个默认值* Y! Y6 E$ e* w3 h! Y L9 E: r+ 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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