|
|
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
6 L1 k8 y! ]' x+ \5 Q7 l+ e( `* A j* y# r5 m: I2 E
4 ~; j6 i: _4 x: z& A# F最近在研究JS 做了一个简单的逻辑来播放声音- V; ~. j2 K0 U E2 T, |
- var pit = 1;//初始化音高(速度)
3 Z8 F2 E. X% \4 C; R - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]' n0 S! v. k3 J
- function create(ctx, state, train) {
& M5 k; x" ^! @( w C1 k1 T - state.number = new Array();0 m) n: t& ?9 m# b! v
- state.soundsspeed = 0;//初始化速度1 m2 Q# |; k$ y2 ~7 q
- state.speedsub = 0;# [4 r6 A* } q; h6 x) S2 T
- for(let i = 0; i < 100; i++){$ t: d O$ y; ^1 e$ ]& K8 @
- state.number[i]=0;//初始化数组 d1 f$ f" e* f- {3 E9 O+ j7 s
- }1 A& {/ t+ U; z) e& U: R
- }& p$ s& m' g( {4 U( e
' L8 a2 ?* j6 b( y- function render(ctx, state, train) {( O* S; R z: y4 G8 c
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动& b8 P% l% A" V7 T# O- O
- pit = 1 + train.speed() / 40;//更新音高(速度)
& F' c; ? S: h X0 Z* k - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 . \1 L* ` Q/ G& E
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差7 Z0 g" t) _* M9 @0 l8 `. F# S5 U4 g
- ctx.setDebugInfo("speedsub=",state.speedsub)
/ V d; }% u/ @% f4 h8 i0 K - if(train.isOnRoute()&&gamerunning==1){//如果工作" m5 f# I: h' k7 G' E8 j
- for (let i = 0; i < train.trainCars(); i++) {( L! A2 U# i& _) Q+ p# Y
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
, w5 Z- S% H4 n( F - if(state.speedsub<-1){//如果车辆减速
' V. A7 s: C! n4 J - ctx.setDebugInfo("shache",1);//记录刹车, I3 U. A. O+ _, K
- 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
$ S4 o! ?/ l% @" H - 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
t Y: Q$ C9 j; k - }else if(state.speedsub>1){//如果车辆加速1 r& v$ k# g8 B; X" M4 S7 j& E
- ctx.setDebugInfo("addspeed",1);//记录加速% [0 b4 G8 r/ W) R" h
- 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
' \9 C9 n# C' [4 r3 P, n - }$ A+ q. N# J e+ K3 c
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
& {& T+ x8 M" a3 k& J) S: g: p - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声: g+ b4 Q; f9 }
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启9 D z2 |, C# k+ X8 E, w
- 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
- ~( u, b1 A. y s* \7 d% O - }
* @6 X1 e2 X# ~- _ - if(train.speed()*20*3.6>5){6 D/ _# t T9 J" `( b
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声! ?: J3 M" Q" u! ^! x4 i
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
# g/ w- g! L/ d - }% S( E1 P. Z3 Z- x( _" V" n+ K
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){9 _ \1 B- U8 y$ f/ y( h- ? 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+ H9 C8 a5 p1 R' g5 L( i
- 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5 c/ n, i* B8 H9 B* P9 |, t3 T
- }# L5 z# Q+ J1 i9 x1 n5 z, v$ C- y
- }! u4 ~9 [) ^8 l" @
- }
* A; v: n! N8 `% D4 @5 m - state.soundsspeed = train.speed();//更新速度/ K. b6 a5 F1 V' A
- for(let i=0;i<4;i++){9 Q& l. i0 g' C$ v
- ctx.setDebugInfo(i+"=",state.number[i]);7 W/ L; W) a, ~; u) T6 F
- }
, G5 }+ [4 ]) @/ T/ f. X. V - }6 v2 L# \' S0 W+ l" ^) N& Q' Q
- 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
! J8 |9 z/ }1 V4 f - if(Timing.elapsed()>nu){//如果时间超过了播放时间
; o! w2 g5 P+ a* l - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
( y' ~) k2 m+ X& A: n4 G - nu = Timing.elapsed()+long; //更新播放时间- ~/ g) L( I( g; O6 H8 J
- }3 `9 p+ Y; W$ x8 ?/ \
- return nu;//返回新的播放时间" T3 {# q1 B& r* [% @
- }2 ?8 w) j' s: \+ s
- function grnn(min, max) {//随机小数
' N" v" T' T5 r, k! I6 H) { - return Math.random()*(max-min)+min;/ I9 ^: r& i- n! x" Y
- }
- ^) f, E3 G0 r/ Y& v1 Y0 H- ` - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的* ]: M* `6 U J5 t' K
- // 获取列车从车库开出的距离, n$ h* U. R+ g. e Q- Z2 x
- let railProgress = train.railProgress();
% p# K9 c1 H+ }1 d - // 获取当前轨道的索引: f& F2 M6 D4 a5 Q% y* p- Q
- let currentRailIndex = train.getRailIndex(railProgress, true);% p1 U% V) r+ x, A
- // 检查当前轨道索引是否有效
* V3 ^0 D; _. m0 w4 c6 {# A - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
7 }( ~* ], z4 }( q% h' m6 S Y; m8 R - // 获取当前路径数据对象* L" L/ L* G/ t; I9 i
- let currentPathData = train.path().get(currentRailIndex);1 E$ J: C, c$ i1 Q7 G
- // 获取当前轨道使用的自定义轨道名称6 r Z- h. X$ B) F0 H; p& H9 }6 o
- let trackModelKey = currentPathData.rail.getModelKey();9 J( x. g9 K" ^
- return trackModelKey;. Z# P8 E& C& i" f
- }
5 U8 p! ^5 @# f9 Q* z5 r; f4 p - return null; // 或者是一个默认值
/ m/ c- ^' m U9 H/ R - }
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
; K F# O/ w2 h: T0 q |
|