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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 : {1 b7 C* ^! N( N1 U
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( f" k% [$ [& h L+ X+ x4 w最近在研究JS 做了一个简单的逻辑来播放声音5 D; u- G5 {4 O$ U. C
- var pit = 1;//初始化音高(速度)
8 `6 ]" A* u5 c, d) D" b - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
1 \ z, z( D6 U: S - function create(ctx, state, train) {
- ?- h/ U7 y7 L' B/ E5 C( D; y - state.number = new Array();& @7 U- e7 M# P. k
- state.soundsspeed = 0;//初始化速度+ ^' ]/ |! L5 U' u. A9 u2 S
- state.speedsub = 0;
1 H0 E: t, w5 { - for(let i = 0; i < 100; i++){+ C1 k# K4 ]. l8 S
- state.number[i]=0;//初始化数组
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- }
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- function render(ctx, state, train) {- O+ v+ p5 a V( L2 p& H
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动' @9 Z" J- j+ w" ^! v
- pit = 1 + train.speed() / 40;//更新音高(速度)- y: t6 ?/ K+ n; U# O6 l
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 + w/ t% Y% v% s: o ~1 ?
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
! W% {0 l6 r( B0 z. E - ctx.setDebugInfo("speedsub=",state.speedsub)& E$ z$ B' i0 M4 q4 U
- if(train.isOnRoute()&&gamerunning==1){//如果工作8 y. q/ F8 [( u4 W4 C- S9 G5 O
- for (let i = 0; i < train.trainCars(); i++) {
) E) Y# C2 H) v: H- t - ctx.setDebugInfo("soundsrun",1);//记录声音开启7 n+ a5 S* n4 _9 Z; f
- if(state.speedsub<-1){//如果车辆减速
* ]( F( A8 e9 h& k - ctx.setDebugInfo("shache",1);//记录刹车
: u2 o' e4 {, i' ]: G8 O5 u6 s; Y - 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
+ Y* k# V5 ] 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
$ [ Y0 ]8 S6 ^, p/ t - }else if(state.speedsub>1){//如果车辆加速
8 F8 O7 u6 K G9 Z* W - ctx.setDebugInfo("addspeed",1);//记录加速
" f7 q% t) D% D m - 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3 y' Z' w i& W
- }
) p1 V7 @8 v( Z - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声$ W, m& e7 }5 ]5 X" m5 N f. B
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
2 K( S( h0 F* H4 X4 B( I - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
) c* [$ R$ I0 Z) Z' Q0 K$ 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6 D: H f3 C# c$ h' b) m( R
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- if(train.speed()*20*3.6>5){0 j2 z5 r' m4 k9 [3 g6 Y
- 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 z: _7 F, c; v
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声2 O1 P+ X/ q4 f- Q3 X* c
- }" A! ]8 A8 ?# Z: B$ @, t) P0 }
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
/ I5 a& }! r1 X2 M- ] - 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: P, G) B1 b( N+ i5 v
- 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
' p9 h, X* ^* x0 |8 ^5 S; V - }
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- }
% z6 j0 ]9 g2 M- _7 t+ F4 P - state.soundsspeed = train.speed();//更新速度
$ H6 B1 {/ _5 C5 ^. K. R% W - for(let i=0;i<4;i++){! Z2 p( V+ B6 y6 e
- ctx.setDebugInfo(i+"=",state.number[i]);
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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
8 Q: D" z" i0 E8 T' D# h, @3 m0 o; i - if(Timing.elapsed()>nu){//如果时间超过了播放时间
! {. s- |3 Y0 B' V' q2 Q# j - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放5 S* n; A4 b# a# S8 e
- nu = Timing.elapsed()+long; //更新播放时间
% P' m# w% A" ? - }
. w! B9 V0 I T- ?6 e9 z) p - return nu;//返回新的播放时间* B D/ R- r$ P" C
- }
3 G- R. n! a+ r; a: Z$ a% ^: j - function grnn(min, max) {//随机小数; s$ ?: h' _ S3 O. ^0 I7 v
- return Math.random()*(max-min)+min;$ z- r& K0 O6 A
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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, B6 s( c. |% y( T4 Z& C
- // 获取列车从车库开出的距离
6 C! z/ f! T/ i/ W: G9 V - let railProgress = train.railProgress();
+ G# I0 X7 v% C7 }) ~ - // 获取当前轨道的索引' @: L. H! [; K9 E
- let currentRailIndex = train.getRailIndex(railProgress, true);& h7 P* G" X+ g# i1 C* c3 ^
- // 检查当前轨道索引是否有效
! p. W9 C$ X5 s6 o - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
_! i! p; _4 _( \' q* |1 z8 O - // 获取当前路径数据对象5 C& w- p' ?4 p
- let currentPathData = train.path().get(currentRailIndex);: w" R, L5 {+ o# F% ]) [
- // 获取当前轨道使用的自定义轨道名称
" u7 r0 u$ _* M# f1 s8 k - let trackModelKey = currentPathData.rail.getModelKey();/ s; Q( F) h! B/ e& Y( {
- return trackModelKey;9 L- m# j0 b2 q% D* z
- }
3 W. X1 x6 b' ] - return null; // 或者是一个默认值
) s/ V# B4 j% B - }
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! x0 @/ v- _7 h
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