|
|
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 # X; E8 r2 A6 j' f+ @8 y3 w
4 X5 q3 C# w- r4 ^5 R+ T. \% S( a
最近在研究JS 做了一个简单的逻辑来播放声音
6 z9 u4 u: W! b+ R+ O5 |# |- var pit = 1;//初始化音高(速度)
; b" b( k7 T# M5 Y! C - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]2 `/ ^$ J7 T& L& _% L
- function create(ctx, state, train) {& \0 W( S) e, Z8 w8 n. B1 K9 d
- state.number = new Array();0 h/ {5 v' B( k
- state.soundsspeed = 0;//初始化速度! w1 b! n: Z4 T' ] q3 Q
- state.speedsub = 0;* x& m. U' w C1 {' ~2 \, q
- for(let i = 0; i < 100; i++){
1 G- z) u8 D4 c9 J" r4 q0 n" c - state.number[i]=0;//初始化数组& E8 y3 |1 Y. d- T
- }
9 F- S) Z; Z+ O; N - }! W* W Z! z, n3 A
- 5 ^! V/ b( U. f' Q; d
- function render(ctx, state, train) {
8 @) o: R5 W6 a) z: V - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
& b( }5 @0 u- R) n9 A) i - pit = 1 + train.speed() / 40;//更新音高(速度)
. M7 }1 r) y+ o6 z0 |8 @& T( M - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
! ^! H. P( {% | - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差9 J1 ]* z! F& ~8 g, [: F2 L
- ctx.setDebugInfo("speedsub=",state.speedsub)& e+ ~' B' Z+ G' c& J t; ^* b& s) a9 D
- if(train.isOnRoute()&&gamerunning==1){//如果工作
" ?$ d0 [( r1 @6 _# T3 X3 O* O - for (let i = 0; i < train.trainCars(); i++) {
0 r& B/ C7 U$ Z - ctx.setDebugInfo("soundsrun",1);//记录声音开启5 i5 \! Z' Z9 M! U; P( _
- if(state.speedsub<-1){//如果车辆减速3 m7 I0 a* N3 S: g) R
- ctx.setDebugInfo("shache",1);//记录刹车" p" i' f# t, a2 w$ P. Q) ^
- 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
; S% x5 Q9 g) F - 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: Z" E( I+ J; Z
- }else if(state.speedsub>1){//如果车辆加速$ D% J4 y$ Q+ H" R9 S/ Y
- ctx.setDebugInfo("addspeed",1);//记录加速
2 A# q) J1 c9 o; q - 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" W; ~! b0 R( k- ]1 b+ \
- }* X6 P7 u. g& g, S& U5 _
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
* ]0 W. P7 A/ s& m3 X( t - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
6 q+ L# W, m9 K V2 c5 B& A - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
; Y& y% b9 ~1 B! ?, d s) q - 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
: G& m s+ w( x6 o/ u6 b+ g - }
9 g; z9 R; r& q& M - if(train.speed()*20*3.6>5){2 r! {9 ]6 S+ L1 A) e1 d" S
- 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 i; Q2 \% M( r5 z4 p' | - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
0 a$ I, n& j) z6 l) L: z - }
- }7 {1 X7 k9 {4 T0 w5 U( M - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){# M; l- @: Q j* i( c
- 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7 @' g! ?- g+ S2 _- H3 m. O
- 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3 ?- `, m4 Q, S0 D _
- }
2 Y( a k' M" _ - }
/ b+ m3 f( [3 ~( ]& F- } - }
* d/ u9 D0 J: B5 ~* @9 t - state.soundsspeed = train.speed();//更新速度: `. u9 P7 g9 T) Z1 i
- for(let i=0;i<4;i++){! L: `; m$ `9 C* `
- ctx.setDebugInfo(i+"=",state.number[i]);
. C. N1 k* p# V - }
# z0 ]! n7 _. G" c2 a% N1 w, V# v5 \ - }
. x ^5 }; X5 P: G- t. p - 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
* W# D4 v3 O' z- ?6 V! j1 L - if(Timing.elapsed()>nu){//如果时间超过了播放时间
8 \. z X, F8 O% A/ @# u - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放. h Q' Q" P( S! X- ]! T! B
- nu = Timing.elapsed()+long; //更新播放时间$ F. _# Y5 z) J/ u* O4 \
- }! q( U. x: n0 h# X; m
- return nu;//返回新的播放时间
! C C" }8 h- O, x1 P+ V$ X - }
; V/ {2 M7 B% h; j - function grnn(min, max) {//随机小数
7 A3 y% J8 S, N2 @8 f6 o - return Math.random()*(max-min)+min;
/ I8 R* y2 x; k' p4 y9 m7 ~5 v8 y - }. m$ ^# U2 F' x4 s2 H3 }: H
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的5 K+ O( G& \+ Z a: f' `7 T
- // 获取列车从车库开出的距离
6 z, ~% h( n/ B, x# n - let railProgress = train.railProgress();
; |. i3 h2 P- b# L5 K - // 获取当前轨道的索引7 |; O3 @: [1 t* W
- let currentRailIndex = train.getRailIndex(railProgress, true);
7 l% g) U; N% Z& s - // 检查当前轨道索引是否有效
3 V7 l" D! q/ O5 S - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {3 r$ W( @# {5 l
- // 获取当前路径数据对象& M$ q' n: N# H% k
- let currentPathData = train.path().get(currentRailIndex);
4 Y0 X' @- w& m/ O7 t - // 获取当前轨道使用的自定义轨道名称
% R/ d; f# E+ n" U9 ^* i* Q - let trackModelKey = currentPathData.rail.getModelKey();% F9 ^5 e, T: s, Q- G G1 ^( f
- return trackModelKey;
5 F) g* c- U2 R: A% m - }; l( R" G, f+ } A3 n+ v9 n
- return null; // 或者是一个默认值
: y2 l, l& w3 @& O - }
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- g2 g U8 i* p6 p
|
|