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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 1 W" F: j9 E* o2 K( f
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' |/ o. H- z* P- t+ m6 F- _最近在研究JS 做了一个简单的逻辑来播放声音
4 F i8 x0 a- |& \; \- var pit = 1;//初始化音高(速度)
0 ~/ Q" |0 H5 E# f% J: J - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]* T/ A) O. F/ |5 z8 r
- function create(ctx, state, train) {
3 ~+ o: y% H8 }0 w& y4 q x - state.number = new Array();) }( G( v" I0 v, e+ N% g8 G
- state.soundsspeed = 0;//初始化速度
/ u( P9 i: O- k7 a: a3 H6 D' {( d - state.speedsub = 0;
: \: |3 l% o& }# C2 U* r1 J* o - for(let i = 0; i < 100; i++){
4 _& J" ]% Y0 Z+ H6 i. b3 E - state.number[i]=0;//初始化数组0 o. v0 Q) v& \, `" n
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- function render(ctx, state, train) {: N& C4 T+ ^ w2 o/ k1 M& Q
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
8 O: P: r5 z& A: z3 n6 | U - pit = 1 + train.speed() / 40;//更新音高(速度)
* e. n1 Q0 B K - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
! ~% X; h. ?) \) B, C' s, m - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
/ z) ?: ]9 K3 v) A* s - ctx.setDebugInfo("speedsub=",state.speedsub)
8 |4 ?0 i) R) Q* U8 E( u - if(train.isOnRoute()&&gamerunning==1){//如果工作
1 |8 L4 E4 \- R4 n - for (let i = 0; i < train.trainCars(); i++) {) ?: m. c5 u" q( b. a% w+ w; q1 ]' [
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
* _0 q" [# {% z - if(state.speedsub<-1){//如果车辆减速
8 ~+ Y4 ?. o9 i7 C+ v- { - ctx.setDebugInfo("shache",1);//记录刹车7 R+ W3 H' j; @1 `
- 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 l. @5 O. |6 C3 y - 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
* [/ |& p* L0 r - }else if(state.speedsub>1){//如果车辆加速9 \% _" y2 M5 D3 Z
- ctx.setDebugInfo("addspeed",1);//记录加速
' ^0 m. Z$ H' e, E& T/ F: i- n- 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, M3 O: }+ @1 X7 G* W D. d
- }
; H2 e7 h3 C2 t9 P2 s* H0 u+ N - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声7 {( u' U( ^' A' ]
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
1 ?* R- M( X3 d( R - ctx.setDebugInfo("horn",1);//记录鸣笛声开启" M# Y$ M$ g' X
- 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9 t& m f. H; e& r& ?, ^; |8 A3 J) x
- }
* W; J4 Y, }6 c2 P - if(train.speed()*20*3.6>5){! Y6 [1 O' l( Z- U( U# \; y! A0 N
- 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 C+ c2 d+ c7 }9 M; R - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声; A1 E3 c- ^) M
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){' Q% k: K' [* @9 m+ e
- 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
4 B$ k# @- ^6 D - 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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- }
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- state.soundsspeed = train.speed();//更新速度
9 ?- O+ o, [7 K# H/ A - for(let i=0;i<4;i++){$ o# ^1 y5 l& I* |
- ctx.setDebugInfo(i+"=",state.number[i]);2 X0 R2 ~+ D9 X4 _% ?( m/ J8 J
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- }
6 @% W! l; q7 V# U% K - 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; i$ ?4 w$ k/ @! | l' {( ]' o
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
' @2 X8 c$ \& E! H - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放, |) o- m7 T2 l, @
- nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间
6 `9 L) l, e3 O7 }. ^ - }
H( ]& v+ P& ~$ r - function grnn(min, max) {//随机小数; [: ^' i) t$ @7 N* p" @ G" r
- 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4 V1 ~ w- z- u3 a. `) s1 \! l) K
- // 获取列车从车库开出的距离
$ E/ y9 L8 S, r/ l/ @ - let railProgress = train.railProgress();; q- e& t+ u9 T5 r# W: R o) A
- // 获取当前轨道的索引
- h ~: _; t+ S7 G" s - let currentRailIndex = train.getRailIndex(railProgress, true);
9 c6 L9 ?. N' ~% v7 @/ {; h7 j Q - // 检查当前轨道索引是否有效0 k* v& K3 Y# h5 c
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
* c+ ^; S+ a; o# f - // 获取当前路径数据对象
* i$ t5 h* o6 O3 m) }% {$ x0 }9 \ - let currentPathData = train.path().get(currentRailIndex);
5 N, \6 [ x1 }" Z n% r: z - // 获取当前轨道使用的自定义轨道名称
; i7 e# A( r; H% K, U t* b - let trackModelKey = currentPathData.rail.getModelKey();; Z! F, A7 d% |$ m5 Z7 R4 l! [; ]2 w1 d; l
- return trackModelKey;5 Q5 _- b) V2 L, c
- }
5 ^! X% ^3 ]5 ^ - return null; // 或者是一个默认值
* Z, x8 p+ m/ e2 U) x - }
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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