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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 * ` O9 h0 {8 Q+ z n. f
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# [4 l' t& q; u! F+ e最近在研究JS 做了一个简单的逻辑来播放声音+ S0 J! q4 Q# Q6 d- W
- var pit = 1;//初始化音高(速度); {( `/ f+ U& E: ^$ ^
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
) l; y" R- w% K5 I, M! E - function create(ctx, state, train) {
- w3 }" r; l, Y6 R6 D - state.number = new Array();/ k) b1 L" B/ k& N/ D) ^6 t
- state.soundsspeed = 0;//初始化速度
0 s- R( t; P3 v( r4 V' E# b - state.speedsub = 0;
& M' m" C. f3 e( F. m0 W - for(let i = 0; i < 100; i++){$ x& m$ B H- c: g! Z# y/ s# F$ U
- state.number[i]=0;//初始化数组
9 u" h* d" t, w/ V( |: n - }
# y4 l$ V! D. v( ?. I - }
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- function render(ctx, state, train) {
7 g5 z8 C' \# m' u" w! J - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动0 J+ {3 X6 r2 e5 H3 @% ~
- pit = 1 + train.speed() / 40;//更新音高(速度)
# Q/ v {5 q* W/ W* e& b - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 2 N; k- O1 M, s9 r" Z) n' ~
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
8 @! O; J6 R& w- H% F - ctx.setDebugInfo("speedsub=",state.speedsub)% x. S% q9 c Z4 ]' R% j) p
- if(train.isOnRoute()&&gamerunning==1){//如果工作
4 X, | _1 g, e) Q; v: L% @: P - for (let i = 0; i < train.trainCars(); i++) {
% v* Z7 m; _- ` - ctx.setDebugInfo("soundsrun",1);//记录声音开启
; e) i; ~9 j# x. [9 R. E5 c# a - if(state.speedsub<-1){//如果车辆减速4 f0 r9 q1 b+ ]' f }% Q4 Y E
- ctx.setDebugInfo("shache",1);//记录刹车# @3 k5 f* D, v5 i0 U+ d
- 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
$ l8 N- r" q2 m$ S2 [ @ - 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' d- n' {7 K2 U8 d& P
- }else if(state.speedsub>1){//如果车辆加速, p6 n. D5 s. I9 |7 X0 Z3 E, ?
- ctx.setDebugInfo("addspeed",1);//记录加速3 w; [4 u, 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
8 g3 F, D$ a' z( C - }
# j: h1 ?$ B8 x" X/ y - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
# {( |7 ]4 `4 q' u - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
3 i9 t9 G' v7 S - ctx.setDebugInfo("horn",1);//记录鸣笛声开启6 r, a4 K4 o4 Y# 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
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- if(train.speed()*20*3.6>5){% y. n0 X- B, \& [% D( _* C
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声& `& U a I7 w% a! \! a+ H1 g' 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
7 Z" L8 n% K( U" z1 S1 E- C - }
) W. r5 E2 m0 o+ \& k - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){; W1 E6 T J7 O& `
- 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
a% f: r0 T/ k/ k3 l" x - 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2 r, C- |3 P) b6 X( p
- }
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- }
+ t8 w/ h; n) L9 n# j- w$ ?; X - state.soundsspeed = train.speed();//更新速度* I9 X+ ]8 ~. J) h% b6 ~
- for(let i=0;i<4;i++){
+ c( |9 x: m3 g' Q% R" A - ctx.setDebugInfo(i+"=",state.number[i]);) B3 g3 U- V, s# L/ q. n5 R
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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2 z7 L- k6 G8 ?9 J9 H' _* j# u
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
/ y* ^: k$ ~4 q& A9 n( X7 B M - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放1 {, L( u% h! z- r2 f
- nu = Timing.elapsed()+long; //更新播放时间+ F/ y7 y# q3 \) x1 R
- }; r, S+ h6 d* p6 D8 b* U
- return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数
& ^# c) N2 k+ @ - return Math.random()*(max-min)+min;
" @- |2 R2 M7 d( Y* x! O4 \; E - }
' Q* o+ c6 G+ i% A - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
- u4 n2 ]- G0 Y" q0 g - // 获取列车从车库开出的距离* z% \, i, m+ F$ j
- let railProgress = train.railProgress();
# [5 g- U. U7 s - // 获取当前轨道的索引$ z, m" X3 Z# S/ O& j
- let currentRailIndex = train.getRailIndex(railProgress, true);
# _. G- s# a3 w1 K8 Q3 e8 V5 }# k - // 检查当前轨道索引是否有效
) e& f; \: I' Q! u" U9 H7 ? - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
6 T k# _0 u6 r$ [ - // 获取当前路径数据对象
3 O* U; [1 }4 C! O - let currentPathData = train.path().get(currentRailIndex);
: a# j2 V7 c+ D) w" y - // 获取当前轨道使用的自定义轨道名称
! g) T: q" _. ]2 o, p - let trackModelKey = currentPathData.rail.getModelKey();
9 }+ C. V. d+ |( ~/ J - return trackModelKey;
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- return null; // 或者是一个默认值
1 K4 f8 c* h0 X( _# K - }
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7 Z3 }: |) l; w8 S7 H: f) k8 {
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