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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' h# X. O2 u: M4 B( P; E" }# o8 \7 G# Y
- var pit = 1;//初始化音高(速度)7 Z( I! A& Y a2 b' P
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]1 t& f% `9 I" J/ I, }
- function create(ctx, state, train) {
8 P, Y& o, s8 k- `0 _+ `8 w8 p - state.number = new Array();: u$ c& [: |( p7 Z/ {% c. U, J* i% \3 k
- state.soundsspeed = 0;//初始化速度0 `; m5 d) H& C2 _! K$ F8 r4 C* x% `. b
- state.speedsub = 0;) P- g& O: x4 }2 a; i. l) A6 y% ~
- for(let i = 0; i < 100; i++){
G8 x8 {" B, r" z" } - state.number[i]=0;//初始化数组
4 o5 ?0 A0 \4 O: ? - }
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1 `% G6 S( T) P2 D3 U+ M5 t- function render(ctx, state, train) {2 R& ]4 D+ A! X1 x1 _
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动7 C( J% D5 h0 h4 A ?7 @0 W/ d, f
- pit = 1 + train.speed() / 40;//更新音高(速度)
1 i( e) p' e; m. q - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 * q% _1 U" o5 N) U
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差$ n) c6 o b+ V: l& e
- ctx.setDebugInfo("speedsub=",state.speedsub)! k/ m( D+ v9 i7 ^% b
- if(train.isOnRoute()&&gamerunning==1){//如果工作& J, C: k0 h1 |4 L9 N+ D" ]1 U
- for (let i = 0; i < train.trainCars(); i++) {' s/ z8 ?4 K* w4 R; _1 | ]
- ctx.setDebugInfo("soundsrun",1);//记录声音开启" ~2 n. w, _: h0 Y/ O
- if(state.speedsub<-1){//如果车辆减速- q3 Y' p. h: _" v9 ~, I6 H& s) ?
- ctx.setDebugInfo("shache",1);//记录刹车2 {. L% G+ n! {; z9 M8 j
- 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
, B( p7 i2 w3 a6 j: v. ]9 T - 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
+ h/ U l: h. L. G, `2 _1 p - }else if(state.speedsub>1){//如果车辆加速
/ s! @5 d0 u, d: h0 f+ u2 m* m. W - ctx.setDebugInfo("addspeed",1);//记录加速
2 Y9 k, k; J7 W - 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
- N# ]( C |" G# {9 j) z6 g - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声0 f. u! S& i' \6 ~
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启( d. n' t" D4 G! H
- 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 E j; r. a- ^( |2 r5 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
# o) s; ~0 D: d- S E - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
& r4 h0 y# P) b - }
# m3 p4 G! O3 U - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){2 ~0 A# ^, j- i8 {; k2 e1 r; I
- 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; l0 y4 T( n- l* k2 ?
- 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0 D/ O# Y& x( W1 Z
- }
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- state.soundsspeed = train.speed();//更新速度
0 t! o, }# w# p. _ - for(let i=0;i<4;i++){
5 Z0 V% {+ B: Z5 M - ctx.setDebugInfo(i+"=",state.number[i]);3 ~- x: M B% E6 G- {' P' w
- }
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8 k, q \1 h! o% c7 J1 Y. \. t - 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! z2 {: N, O5 I1 r2 R+ x - if(Timing.elapsed()>nu){//如果时间超过了播放时间! u. ]5 u" y) F" G, o
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
- H- Q$ ~1 d8 o4 L+ L% X - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间* ~, p1 h; ^+ z" g! C8 U
- }
f& E1 @' t0 d, W' M$ v - function grnn(min, max) {//随机小数
4 d- Y0 P2 L- _9 A* [6 o. w - return Math.random()*(max-min)+min;" J+ H" c! B# r$ m2 Q7 ~2 {
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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0 D4 E6 ?4 [3 C% q
- // 获取列车从车库开出的距离3 w: {& ]1 V3 o3 _
- let railProgress = train.railProgress();
4 O! |2 |8 [/ h2 c3 U7 [ - // 获取当前轨道的索引
7 I! N0 O; @3 S) D4 w3 |4 N3 Z - let currentRailIndex = train.getRailIndex(railProgress, true);
) ?1 G" Q: B# V4 t: c% y - // 检查当前轨道索引是否有效: M2 \- V/ @% E) M+ [5 n/ e
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
" n2 c! _+ Y2 p/ H+ l$ R - // 获取当前路径数据对象
. i5 y& {4 K, a. Y8 ` - let currentPathData = train.path().get(currentRailIndex);
0 J& {2 n5 y. k- e% C; U: c - // 获取当前轨道使用的自定义轨道名称! S7 q9 v z' C$ b5 n
- let trackModelKey = currentPathData.rail.getModelKey();1 Y. m" s" Z6 {: M+ O
- return trackModelKey;
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- return null; // 或者是一个默认值
" A* ?7 c* i0 `2 _ - }
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
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