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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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* O: K/ ~7 T6 \) h5 m2 y最近在研究JS 做了一个简单的逻辑来播放声音1 M `3 c$ T" [# c
- var pit = 1;//初始化音高(速度)3 t& D; \- s( R# z6 T" Y
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
3 m" s# `: p# ` G r' q - function create(ctx, state, train) {
4 X, i+ Q2 ^0 y# T5 V- L( m - state.number = new Array(); y- G3 }" N! ^ U. l( B
- state.soundsspeed = 0;//初始化速度" m6 f* Y+ P) S0 U, I
- state.speedsub = 0;
) l3 A! v4 U ]9 P! \) } - for(let i = 0; i < 100; i++){
6 D1 v" A4 m# I% L: Z - state.number[i]=0;//初始化数组
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6 w3 ~6 E8 X: o) E R- function render(ctx, state, train) {' x* ]8 w: E2 l
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动0 W+ ~# I; s& L4 I
- pit = 1 + train.speed() / 40;//更新音高(速度)
6 Y; Q6 |! \) C - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
$ r0 B* X/ e% T7 d. X# } - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差& S0 b' u* S* S' ]! \4 r; M4 |" e
- ctx.setDebugInfo("speedsub=",state.speedsub)8 J% Q) p4 R' F8 G3 n
- if(train.isOnRoute()&&gamerunning==1){//如果工作1 z8 k' u2 k" @1 r1 r
- for (let i = 0; i < train.trainCars(); i++) {
# L2 y0 {; C' G0 p4 }) }9 }4 m! U& H - ctx.setDebugInfo("soundsrun",1);//记录声音开启 R- @* Q0 d1 _6 k% z" r+ l
- if(state.speedsub<-1){//如果车辆减速
7 L" ^. g# v8 x8 M - ctx.setDebugInfo("shache",1);//记录刹车
$ m5 [3 K7 q! j7 A - 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, T8 g! {" I" Q, m' M* k2 b
- 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; ~ X& [ @: S' k# o% s! w
- }else if(state.speedsub>1){//如果车辆加速! p6 @- Z# N/ Y/ ^" V# ^: j' k
- ctx.setDebugInfo("addspeed",1);//记录加速0 b, K: h. K: s8 A
- 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
. [2 W! I6 M8 {# k1 { - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
+ p, X# u7 N+ Z" Z- M$ O' V% ^/ q, K - ctx.setDebugInfo("horn",1);//记录鸣笛声开启! f% A9 g5 t+ H8 V0 s* B7 W ? 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
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- if(train.speed()*20*3.6>5){8 n0 H7 A& k4 q/ `+ U" z
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声+ I! E! n2 e9 @; i$ I+ K
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声4 y8 p! J: l* p& n. H
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){8 H& E; C7 T* K! c; U) h
- 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* G5 N0 I7 w% U7 u6 o8 K
- 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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- }
9 s G" D' P3 r3 Z' @) ?- E - state.soundsspeed = train.speed();//更新速度
9 J% c# r+ Z* W4 ] - for(let i=0;i<4;i++){
) S" G. x5 {8 \3 d3 Z - 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
: J# U% f: I; U* O% P - if(Timing.elapsed()>nu){//如果时间超过了播放时间! X1 R# C6 [/ [/ U$ ?0 X) J
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放! ^2 O3 M; n! Q0 j* S1 @5 q0 @. U
- nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间
" p2 U8 C+ V7 n b! a - }
; C- H. F( P0 H9 o9 q - function grnn(min, max) {//随机小数( J( G8 e7 R6 n9 k0 @! C+ U
- return Math.random()*(max-min)+min;
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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
$ c( o, t4 ~0 t# b/ o' I - // 获取列车从车库开出的距离
4 v- o# u& x7 \4 K - let railProgress = train.railProgress();
' \ F, q3 G; E: u: T - // 获取当前轨道的索引
2 g1 o) o, m6 J" o( n( a - let currentRailIndex = train.getRailIndex(railProgress, true);8 W. ^- p! z$ H* v1 X m3 @; {* A
- // 检查当前轨道索引是否有效( Q# D; l* e- K2 T
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
) V( u. [9 S9 X/ S; z" q' V" g - // 获取当前路径数据对象
) i$ [! |2 a! B- N9 g - let currentPathData = train.path().get(currentRailIndex);" ?& z; E/ G6 _
- // 获取当前轨道使用的自定义轨道名称
& u* \; `& c0 D' A, ^ - let trackModelKey = currentPathData.rail.getModelKey();3 q9 N1 M" m! E8 b0 I! p. N( T4 }
- return trackModelKey;
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3 c# }) H/ I5 @' j- w S) X2 P; N - return null; // 或者是一个默认值* u+ P* y% _; D3 E
- }
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0 s/ [( Y& K7 D) R4 p' e8 N
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