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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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" T' K* P0 t. A& `最近在研究JS 做了一个简单的逻辑来播放声音1 I8 j$ ~0 p! \6 {- j2 _
- var pit = 1;//初始化音高(速度)8 F, M6 c6 x3 r7 D5 I9 t/ Y
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
2 x8 ]& I, J: S2 p$ x$ f9 _7 H8 n - function create(ctx, state, train) {
: K0 T$ Q+ {* c - state.number = new Array();- a# g: Q. y- S3 c! z
- state.soundsspeed = 0;//初始化速度5 j9 G4 ?% M1 A+ M9 W" g0 W) j
- state.speedsub = 0;/ c& ^2 a- o3 z E2 e0 C
- for(let i = 0; i < 100; i++){! {4 h/ ?' a4 i/ P4 O3 Q' k6 j- ]
- state.number[i]=0;//初始化数组; S# e. B+ \# ^1 q
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- }
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& d$ f9 u) J) H' a- function render(ctx, state, train) {
! V5 ], _' j2 A0 G - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
8 [1 D O4 ~1 w R* y; W2 U2 ? - pit = 1 + train.speed() / 40;//更新音高(速度)
% h+ ]8 Y" c; W+ Q0 e: C* u, _( v5 \7 C - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 8 f, |$ H" Z- C/ S# ~
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
) Q q7 R' Y. J( {7 [6 a7 h$ p/ V7 _+ L - ctx.setDebugInfo("speedsub=",state.speedsub)
2 D4 S9 S5 X1 S1 Y" O+ Q0 O; e - if(train.isOnRoute()&&gamerunning==1){//如果工作
8 M {# L5 D( j# X; J - for (let i = 0; i < train.trainCars(); i++) {
+ \3 ~$ x( \0 z% E& ?( ^7 m - ctx.setDebugInfo("soundsrun",1);//记录声音开启
" o' S+ C7 h6 i# @0 ]( k- T, @' f - if(state.speedsub<-1){//如果车辆减速6 f- ]. F- I7 j. ~7 r
- ctx.setDebugInfo("shache",1);//记录刹车+ [* M; \7 C6 i+ [. i" 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11 q5 n2 a4 \! p: d
- 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
e- V1 c- W5 w+ K7 {# P - }else if(state.speedsub>1){//如果车辆加速
8 L8 Q0 y2 h9 n; W5 ?6 p - ctx.setDebugInfo("addspeed",1);//记录加速+ W" i* ~, J2 |: H! |4 U
- 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
: j% x' N7 }7 o+ s: p1 W |; }8 s - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声- ~) {. I' e8 a4 h0 L# ~
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
8 Q- s$ _( l. G7 x) m - 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 ]$ p9 }/ L! \1 K
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- if(train.speed()*20*3.6>5){
) O3 t4 J4 x! `* l - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声( F4 T; h% k7 c
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){1 T2 `& k |) q: G# V1 J
- 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
6 _! q5 i9 j+ ?8 y0 h6 C7 }5 r - 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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- }
3 c3 G" {% H, r- j6 g6 Y - state.soundsspeed = train.speed();//更新速度
6 A5 Y8 t3 S8 o/ s0 f9 m9 A7 x - for(let i=0;i<4;i++){& ?$ p4 p. X. W; e5 F9 [! n
- ctx.setDebugInfo(i+"=",state.number[i]);/ i3 f" \0 e! B# ]2 D
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- }
8 W0 o3 I0 S% G# \0 k/ a: {8 c% l; S - 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0 K+ s' L( l J m' I" t. H" D
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
+ |( d2 p5 N$ V4 D& J) v - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
1 ^' U1 n% A) O - nu = Timing.elapsed()+long; //更新播放时间+ b3 _5 E; t+ T: t/ z. n
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- return nu;//返回新的播放时间+ l9 y' S& B2 [ G/ p9 t4 F
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- function grnn(min, max) {//随机小数0 z% V& W/ S0 V. W2 G
- return Math.random()*(max-min)+min;3 B1 C6 u* v3 P: I7 `
- }
- g# N0 v9 q3 O" o$ G& ?+ y5 y7 t+ m - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
- {8 B5 e" _$ D' q8 G - // 获取列车从车库开出的距离! ^( M H1 l( s* X; J1 v3 ^
- let railProgress = train.railProgress();
* m# O6 _' v3 V1 q# A$ _ - // 获取当前轨道的索引( @' a: a% _& b$ E* d
- let currentRailIndex = train.getRailIndex(railProgress, true);
- B& A6 @% z" P8 J4 j* M - // 检查当前轨道索引是否有效8 p$ N4 g7 k B2 ^- v8 X* y
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
8 I2 Z! i. R; X% x( e - // 获取当前路径数据对象
9 ] ~! n4 |8 Q/ P1 \" }# C3 X0 ~! q - let currentPathData = train.path().get(currentRailIndex);9 f. L: i8 r) Y P7 G2 V
- // 获取当前轨道使用的自定义轨道名称
! ?( ^8 t6 a, a; x - let trackModelKey = currentPathData.rail.getModelKey();
5 I! X+ r$ X! i/ _% y - return trackModelKey;
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- return null; // 或者是一个默认值" _! i, s! K2 n a* w
- }
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$ C, J& W$ L8 ]- {, e
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