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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音- z' a6 K( R! x' B+ U
- var pit = 1;//初始化音高(速度)
1 |+ M& @4 b+ d- N* m - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
* E& H% O6 K4 x' v( z7 D+ V - function create(ctx, state, train) {, R$ ]5 e9 I2 t S
- state.number = new Array();" p6 h; Z1 F4 h. W* @- o( {
- state.soundsspeed = 0;//初始化速度+ N- Z6 ^% N2 _/ S' i
- state.speedsub = 0;
6 l6 I+ _/ W" S% E - for(let i = 0; i < 100; i++){2 _/ {" C; w3 V& h) d. T# [+ S! T. O- v
- state.number[i]=0;//初始化数组
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- }
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; @9 K, ]$ A+ ]- r' R- function render(ctx, state, train) {
' x1 ~$ w7 [& |% a: b2 O( Q - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动7 B$ l% z; e9 v3 \9 x, M! G
- pit = 1 + train.speed() / 40;//更新音高(速度)
1 ~+ E- ^2 ?' O! }/ V k# `1 C - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ( M9 v# f) U$ C/ f* U
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
! y; X. X D7 p% H2 {* R - ctx.setDebugInfo("speedsub=",state.speedsub)3 M" e; u7 x! b' A9 {9 `4 E
- if(train.isOnRoute()&&gamerunning==1){//如果工作
3 X, j+ `# m7 ? - for (let i = 0; i < train.trainCars(); i++) {
0 j( t6 {" b* y+ p C - ctx.setDebugInfo("soundsrun",1);//记录声音开启1 }* {& y+ m" F/ k8 o
- if(state.speedsub<-1){//如果车辆减速
* ]: o/ j- }$ c h! ] - ctx.setDebugInfo("shache",1);//记录刹车
0 Y5 Q5 y& a; K7 W# @% l7 F - 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% [: ?2 B& r. ~2 A& i" f
- 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
9 e( |( I" N, l) D% b* Z - }else if(state.speedsub>1){//如果车辆加速. z/ c- s, S5 J
- ctx.setDebugInfo("addspeed",1);//记录加速0 T+ q) {/ B9 I/ B+ X
- 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4 ^* R& O& ~ w. Q7 c Q
- }
& Q: _* n8 H7 O( Z - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
# @2 } t3 B4 b' l$ [! r7 | - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
" q9 k$ r% X) C: [. ]* Z& d - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
/ E, C4 L0 a2 U a0 z) W% s% t - 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
! o `" ^" B; z3 ~ - }
- }4 m& q1 M) Y8 @ `3 X* c B - if(train.speed()*20*3.6>5){
% w' b1 d: S, Z5 R& j - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声+ a! w" U5 `& u& e* _5 z
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声/ M9 c/ `4 |! y3 H
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
( `6 X1 l$ [4 u5 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8 j. }8 A8 K* e. N9 g2 g
- 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
# W% V" {; i' v5 `* I - }
2 c+ H8 ~8 i5 h3 W$ _' T% I - }
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2 d5 s4 {, n( y: j+ g0 E9 U - state.soundsspeed = train.speed();//更新速度/ F- L- s) N% ^5 v
- for(let i=0;i<4;i++){
: f. a9 @0 b3 d9 @9 G7 D - ctx.setDebugInfo(i+"=",state.number[i]);3 n5 h/ C7 }; D" O" c$ e
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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
# ?6 `1 W. f, C# l4 c+ k - if(Timing.elapsed()>nu){//如果时间超过了播放时间
$ }' A9 V' w2 v# z3 z - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
9 e9 e0 D' W) X9 a) z - nu = Timing.elapsed()+long; //更新播放时间
# Z1 O6 X, {/ H1 W& }; l6 j7 Z; ` - }
: q5 A+ c3 D# m" ` - return nu;//返回新的播放时间' {) R% u1 o' g2 a' g
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- function grnn(min, max) {//随机小数5 V5 n0 @8 f% ?" V& K5 H: [
- return Math.random()*(max-min)+min;
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! T% s) j' p5 {! v; C' W - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
% I* d; x7 B; q0 d! U - // 获取列车从车库开出的距离
) O i% P9 {$ F" Z3 U - let railProgress = train.railProgress();( ?3 G& _- V5 l8 n3 r" g( x
- // 获取当前轨道的索引
( X+ ]2 N f6 Y2 t. F2 N - let currentRailIndex = train.getRailIndex(railProgress, true);
" Z& j: |2 B! T: \ - // 检查当前轨道索引是否有效$ M+ ~# `8 n Y/ p i. d
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {, B. w1 V! H8 i4 g: K7 d k
- // 获取当前路径数据对象" @+ W1 I2 l8 }' \$ w7 z" ^+ t0 a
- let currentPathData = train.path().get(currentRailIndex);
" D+ \: U6 r; [! ]4 L: J - // 获取当前轨道使用的自定义轨道名称
$ v& y7 b" b. z! o( c - let trackModelKey = currentPathData.rail.getModelKey();
4 Q7 l0 f1 F) X9 `3 @, M7 A8 k3 v - return trackModelKey;2 g: F9 K# n+ m5 T! {9 U7 X a! ]
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- return null; // 或者是一个默认值7 G& u, Q+ 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 j9 M! }, y3 j; @
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