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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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! J, F, ^& X9 W7 Y# @3 [& l+ H最近在研究JS 做了一个简单的逻辑来播放声音6 b1 p5 W7 @5 }# Z$ o. n0 i
- var pit = 1;//初始化音高(速度)0 C; D' r2 w2 h
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
! ^% i8 a3 ]8 g - function create(ctx, state, train) {
& \3 @5 A( `0 C8 W! I' F( r - state.number = new Array(); Q! e2 C- f! D7 n2 r
- state.soundsspeed = 0;//初始化速度
& s% z' a6 Z' q - state.speedsub = 0;
t5 j3 A* M9 ^4 `4 J - for(let i = 0; i < 100; i++){
/ G A6 l% A6 v8 ^; a - state.number[i]=0;//初始化数组
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- }
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- function render(ctx, state, train) {
8 v( P* J( u1 I ^1 o# Q- h4 C - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
9 K. e3 D& U5 z& w! P8 y6 e/ l - pit = 1 + train.speed() / 40;//更新音高(速度)
8 T0 [' A* E& N4 d4 V q - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 2 ?3 g/ {$ u+ _, k% P7 r$ ^
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
4 N8 g: c7 B6 w- q& N5 M - ctx.setDebugInfo("speedsub=",state.speedsub)
3 e1 D6 O7 l5 h5 M7 D5 V - if(train.isOnRoute()&&gamerunning==1){//如果工作
$ `* h$ I5 x6 W- F7 E - for (let i = 0; i < train.trainCars(); i++) {
. W: K* T. x7 x. j' E# ]- T& x+ J - ctx.setDebugInfo("soundsrun",1);//记录声音开启
- T1 Q, a$ S- ] - if(state.speedsub<-1){//如果车辆减速' z- r% s& q6 H
- ctx.setDebugInfo("shache",1);//记录刹车
# T; j+ [) T; |+ ]5 K4 X- r% Z' r& a: B5 d - 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
9 a$ Z0 X" o; W- 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
8 A5 w$ k C0 s - }else if(state.speedsub>1){//如果车辆加速
( N( g8 J. D+ }3 f - ctx.setDebugInfo("addspeed",1);//记录加速
4 A1 r1 R/ G1 [2 W4 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
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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- Y7 a. R9 ]2 ~8 c' ^2 m
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声8 N/ I5 h& ?; T7 |+ q( R
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
& K/ P; ?: _ U" L6 ? - 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8 B. U( |9 M8 i+ L6 ?
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- if(train.speed()*20*3.6>5){9 Q! A9 }$ \* P+ 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
, ]4 U) `1 G) { x( V% y - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
* M% X0 b& } p* M) E& e: x - }
1 v7 d. f# U7 B - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
4 a6 L9 S1 r0 L. t6 U* b - 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0 o4 X/ _( I* W7 ^
- 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
- J/ |$ ]. i6 G8 r1 E0 C - }
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- }
& x: m3 n1 ^( b( T }: J - state.soundsspeed = train.speed();//更新速度5 d( o: H5 C' B/ ^7 ?% [5 }6 Q
- for(let i=0;i<4;i++){, m$ [+ ]/ M1 U3 ~/ K
- ctx.setDebugInfo(i+"=",state.number[i]);/ s \8 O; T/ V( w
- }" @0 }7 y5 F/ z
- }) O8 `3 {1 ^2 m# e% B
- 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( ^9 ^) b0 F* v+ B
- if(Timing.elapsed()>nu){//如果时间超过了播放时间" k5 \; u5 i) ~3 c0 k: r
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放8 D4 e' Q2 V7 V4 r
- nu = Timing.elapsed()+long; //更新播放时间: ^4 j, Z8 V) f& e; u
- }
7 o9 o: m/ g4 y# k3 G - return nu;//返回新的播放时间 H2 Q7 a9 U; _3 K& n
- }
6 u/ a6 {( N* [& z4 f, |5 } - function grnn(min, max) {//随机小数
1 V0 j" H# [$ `8 R c, u1 Q' p - return Math.random()*(max-min)+min;, a/ B" L K1 X; U
- }! G7 c7 r. E4 M2 t
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
+ e5 t6 v9 [* T/ h4 d4 |( X! J8 S - // 获取列车从车库开出的距离
8 ]* j; }/ E1 x) J/ p' n" f% Z- g+ ~ - let railProgress = train.railProgress();
. n& A; G: B, \/ W$ z - // 获取当前轨道的索引
2 c- ]( g ?( c1 y" L) W; Y - let currentRailIndex = train.getRailIndex(railProgress, true);4 d8 g J* S- l+ v8 p
- // 检查当前轨道索引是否有效% b: x. r O$ o7 F: ]* P
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {0 J' ?- R% X: M2 s; w
- // 获取当前路径数据对象$ A8 R. b. T, b
- let currentPathData = train.path().get(currentRailIndex);
! U8 J( N; ^6 k* M$ f2 T - // 获取当前轨道使用的自定义轨道名称' Q0 V- V1 U/ _) p" B' K
- let trackModelKey = currentPathData.rail.getModelKey(); J2 R% z: a. d2 c- z
- return trackModelKey;) I! r( d( J, Z
- }
6 B9 v1 U- i5 N# Z - return null; // 或者是一个默认值
9 Z; x) M I, z) B8 }& v - }
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9 P! P: b% x! d& {0 C
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