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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 4 U: y6 h- H3 c; q
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. D& c9 i( `( I# o, t最近在研究JS 做了一个简单的逻辑来播放声音6 o5 M; K$ C) \" h) b
- var pit = 1;//初始化音高(速度)
# Y% E6 z3 G1 j4 [9 ~ - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
8 V# H" F- o1 }2 _" J* J0 W. L- w1 U - function create(ctx, state, train) {
3 ^& I3 }" j7 b6 v7 k8 S - state.number = new Array();, L7 f# q3 Z+ ?+ E) w
- state.soundsspeed = 0;//初始化速度0 h! B. h i3 L l Q
- state.speedsub = 0;
1 D7 X. W+ B8 X- z - for(let i = 0; i < 100; i++){7 E5 d, R4 p, Q2 `
- state.number[i]=0;//初始化数组
$ ^; w! A3 @( r) n' [. ` - }6 J5 q7 D. D" x4 e, A/ ~1 E
- }
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+ I0 Z: Q' o7 a9 t; M- function render(ctx, state, train) {* X( ?1 v4 u: A9 Y. W- z" Q
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
! r1 l4 E$ x; D; t' |6 s - pit = 1 + train.speed() / 40;//更新音高(速度)
5 ^+ N6 ], x* I5 B8 L3 W2 v+ P# | - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 6 H" e7 y& B0 Q4 D& u
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
8 j H' H) h N0 S0 W2 z: X4 L - ctx.setDebugInfo("speedsub=",state.speedsub)
1 ~# ?+ P e- S$ A4 Z/ ~ - if(train.isOnRoute()&&gamerunning==1){//如果工作
+ g: ?4 g. v; @/ ^' q - for (let i = 0; i < train.trainCars(); i++) {
7 ]2 N l3 D, @, c O6 m4 C - ctx.setDebugInfo("soundsrun",1);//记录声音开启8 m: k9 x( V2 s3 a$ T
- if(state.speedsub<-1){//如果车辆减速
2 w/ g2 W3 e- d9 F0 O9 v7 h& B - ctx.setDebugInfo("shache",1);//记录刹车
! p) I) @7 H8 J' B6 ^ - 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
6 ?, n' ]; Z, `2 P' b1 s/ 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- z$ M- `1 Y8 f/ @! }) m" v8 X) B
- }else if(state.speedsub>1){//如果车辆加速0 X$ F/ M7 H$ l1 K" u
- ctx.setDebugInfo("addspeed",1);//记录加速) j& c: o, r2 M3 R3 r8 z
- 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, @) Z1 w8 ^* W* K& y0 B
- }
+ B; o+ V+ G) \! H( H. o - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
7 D+ T, i D0 w% c. h1 w) V# F9 @ - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声4 K) l* z0 J, F5 [; {) r
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启2 s8 A# W( z0 j1 l/ ^% _
- 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$ G ]4 |, D, R: A* _3 j. j0 J
- }
/ ]2 j. g0 {( K - if(train.speed()*20*3.6>5){
; g" ^( p, O+ ?( b$ D - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声$ V: d o r1 O4 l
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声( p* v. S {0 k
- }4 |3 i0 v# S7 I5 U+ _/ B
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){) O$ f1 y/ F6 z q }
- 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
( m; d4 a! @( `1 [6 O+ z( @; \ - 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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- }
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7 I- Q7 C1 D& `) L7 W+ \ - state.soundsspeed = train.speed();//更新速度6 f+ O& E' O" l5 K: y, \
- for(let i=0;i<4;i++){
F ~) w9 ^0 I2 ^# X - ctx.setDebugInfo(i+"=",state.number[i]);
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- }
4 h1 r- Z5 `7 q - 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
$ D( P* `# V% m7 H9 @0 S - if(Timing.elapsed()>nu){//如果时间超过了播放时间1 f! Y3 B; o, f) N2 x7 d
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
$ }; L6 E8 {9 \: {+ c - nu = Timing.elapsed()+long; //更新播放时间' d, q0 c6 M' f, ~# s: V
- }
3 S/ s" F. u3 t" p - return nu;//返回新的播放时间
0 ?( d* Y" ^& r1 `* [ - }
7 {1 P3 E" d& H' {: a4 W2 I - function grnn(min, max) {//随机小数: C/ P4 f& y7 A3 T2 ]5 Q! ?! l" e
- 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
2 ]7 x' @. |* t5 i - // 获取列车从车库开出的距离
5 r3 S8 p9 o$ {; { - let railProgress = train.railProgress();
* l, \+ i( B1 P' x2 e( _ - // 获取当前轨道的索引
, S- ?- N, O, b. U. P8 Y w - let currentRailIndex = train.getRailIndex(railProgress, true);, Q4 ^5 G: ^& v' V
- // 检查当前轨道索引是否有效
( h* L1 l7 b7 T1 Q5 M9 D - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
! _6 n9 S$ m: ^6 Z! @% | - // 获取当前路径数据对象
, h" {9 Y3 \- y G f - let currentPathData = train.path().get(currentRailIndex);
@6 [0 k$ h% G! o - // 获取当前轨道使用的自定义轨道名称7 [: m8 @/ ` l3 a2 N+ X A5 }
- let trackModelKey = currentPathData.rail.getModelKey();1 p1 z& K: k+ d: D' }1 K* s6 }
- return trackModelKey;; j9 }2 \4 v* ?2 s
- }
0 S+ f7 ?7 c( G2 } - return null; // 或者是一个默认值, s+ r S& F& B1 c% v" I, ^
- }
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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