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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 . G3 L$ r9 w9 S/ _6 ?# K
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最近在研究JS 做了一个简单的逻辑来播放声音) ?. Q' T( t- B& I( q/ L" y" U0 V
- var pit = 1;//初始化音高(速度)6 t1 G! L$ L! f5 X% |8 R' ]
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
: x/ J& }6 T1 u* t3 v - function create(ctx, state, train) {9 U6 q- Q( C' L! n# I
- state.number = new Array();
8 h6 ]0 Y# E( C: H4 I }. [* _ - state.soundsspeed = 0;//初始化速度
% R% A9 B7 d( w6 J' s! @3 g- T5 W - state.speedsub = 0;
0 R, s" j7 M8 d2 | - for(let i = 0; i < 100; i++){
3 o6 D" ^/ r* ^8 ^ - state.number[i]=0;//初始化数组
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- function render(ctx, state, train) {
p; t# Q% @- G. m - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动" j( G! l+ z: ~, y
- pit = 1 + train.speed() / 40;//更新音高(速度)
; d/ R, n J! q* k7 |# J - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 8 i6 s# T. Y$ N. L( R) ~* F
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差! J: o, E6 T0 b% f: Q! J6 a
- ctx.setDebugInfo("speedsub=",state.speedsub)
g8 e! o# }8 f - if(train.isOnRoute()&&gamerunning==1){//如果工作4 y7 ^/ G- U9 u4 M+ D
- for (let i = 0; i < train.trainCars(); i++) {
' T" O+ }& N* v7 q' ~ - ctx.setDebugInfo("soundsrun",1);//记录声音开启! a; j8 Q* N; p! B# Y
- if(state.speedsub<-1){//如果车辆减速: D, {0 ~* Q7 D; Z% E$ I- B; g4 g
- ctx.setDebugInfo("shache",1);//记录刹车5 H& T- }. y2 i+ p' p" x, N
- 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11 h) i5 C$ v( F7 v" ^9 C9 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
6 w. e5 Z2 u9 N j' [- |4 ^ - }else if(state.speedsub>1){//如果车辆加速
/ @4 Y8 ?) |% G - ctx.setDebugInfo("addspeed",1);//记录加速
% {+ C5 ~7 i2 Y0 N5 x& M5 W - 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
! {" }5 ~6 s% ` I, P4 m! m - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声( `2 \* l) d( N3 F" x$ H
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启. {0 m2 T; ~; x$ I
- 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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- if(train.speed()*20*3.6>5){7 v, N( P4 } [
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声! n2 o& ?' O& p+ i2 D$ |
- 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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0 |5 ~4 `+ i6 v& E8 C' L - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
4 r* Y j$ b- r4 s - 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6 [* q4 _6 x; c+ X
- 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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- state.soundsspeed = train.speed();//更新速度0 q" ]! @4 _$ N3 x. ~; I
- for(let i=0;i<4;i++){7 y* @ k0 A* v, Q& r; o0 F
- ctx.setDebugInfo(i+"=",state.number[i]);0 M7 N* C' n" t7 F
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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' r, P* }2 w9 {
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
& M3 C* Q, z/ B5 x: ]- g3 g+ f! n: a, {$ E - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
* [# c4 E+ g! n* M - nu = Timing.elapsed()+long; //更新播放时间
! }5 k- [3 h6 A% V) q - }
, U6 _% P; c" u( x - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数% g: F9 J8 \ y) Z8 o, u
- return Math.random()*(max-min)+min;
% I" s% ]- y7 t' d - }
Y Z9 }" l v* o* G - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
* c+ R- a$ J* v; ^1 H( W/ u - // 获取列车从车库开出的距离6 k& v& _. q' {
- let railProgress = train.railProgress();
) ^1 ~# g- L e+ @ - // 获取当前轨道的索引4 G! S" i9 r" H; \; {4 c
- let currentRailIndex = train.getRailIndex(railProgress, true);/ r: y3 R& D) r; t0 L
- // 检查当前轨道索引是否有效
. m4 S* d" P5 M/ G* X5 e. ` - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
$ q9 c; ]$ J* Q! `8 T( M6 Q - // 获取当前路径数据对象
# n5 d1 N& G3 [ X2 `; C - let currentPathData = train.path().get(currentRailIndex);
2 B" K8 k9 b- T3 ]! \0 x3 b' f - // 获取当前轨道使用的自定义轨道名称5 i! V& g, A W1 g/ O
- let trackModelKey = currentPathData.rail.getModelKey();! L( K* h$ Z5 q6 d1 I1 d& h0 s7 ~3 z
- return trackModelKey;
, m8 w7 A& P% Q) N - }
# i l) v2 }7 p% ^ - return null; // 或者是一个默认值& T) m4 g2 o0 [/ r; a2 _& i$ H6 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
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