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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 k1 K9 |4 i+ ~' G$ n; E
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{2 K, W& m: j J6 |+ m. Z9 [最近在研究JS 做了一个简单的逻辑来播放声音- G2 m6 @7 x: l
- var pit = 1;//初始化音高(速度)
9 V1 W' W. O8 \# C( D - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
- o7 }+ G" S0 ^& j @3 Z$ N7 Z! T - function create(ctx, state, train) {& E7 v7 o' D+ K5 L
- state.number = new Array();) ~! ~/ J: A. D0 x3 y4 Z
- state.soundsspeed = 0;//初始化速度
" \9 W, b4 Z' o- @ - state.speedsub = 0;, m# W3 s. Y$ W
- for(let i = 0; i < 100; i++){) P |% P" Z o; ?% d! \) @
- state.number[i]=0;//初始化数组6 I% h- w% H6 ]
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. H$ M+ [7 d" F. r* ^- function render(ctx, state, train) {* \3 D: T/ G+ j& D; ^/ x- m
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
5 N4 e! j2 m$ Z0 p% w - pit = 1 + train.speed() / 40;//更新音高(速度)2 P. e' @* r' f: c
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
" f- k3 q* i/ C4 r- Z - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差1 R( A9 Z7 J2 F0 o) b! n( ]) F; Q1 S
- ctx.setDebugInfo("speedsub=",state.speedsub)
# c+ F6 F: w% t7 T; j4 Z# e - if(train.isOnRoute()&&gamerunning==1){//如果工作% @5 k; k$ h, p0 V X, H$ B
- for (let i = 0; i < train.trainCars(); i++) {
; \1 m4 w( K- }2 k - ctx.setDebugInfo("soundsrun",1);//记录声音开启
: c4 ?$ c Z, t+ a - if(state.speedsub<-1){//如果车辆减速+ Z4 w' M/ k! K( \1 Y
- ctx.setDebugInfo("shache",1);//记录刹车
, ]) p+ L& r# M: n2 i - 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
+ x5 n. B* o4 g( W7 M - 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
& [/ \# u' s5 Z5 m' i - }else if(state.speedsub>1){//如果车辆加速$ s3 e, W! N C
- ctx.setDebugInfo("addspeed",1);//记录加速
0 I) L; z6 _2 M0 ~3 z8 n - 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
! q1 Q v; {2 ~ - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
/ {6 `; K! ?" t4 w+ m* B' G/ C) w - ctx.setDebugInfo("horn",1);//记录鸣笛声开启% `% k; w z6 v3 N2 k8 P
- 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){
_# _# @4 M9 l. 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; N, Q7 L' e4 {, F; B
- 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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2 x: @6 i u6 M4 n7 w( ` - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
7 @! [0 U% j% |6 h6 o& v" g - 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 N" ?3 F5 M+ F. P7 i- ]
- 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( R( C( Y& K, t" z: l l' F
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- }
1 Q" s U- ?/ E0 [! Y - state.soundsspeed = train.speed();//更新速度
* T) k& o; B9 ^+ _ - for(let i=0;i<4;i++){
/ x+ g8 I3 {( ?) i: ^ - ctx.setDebugInfo(i+"=",state.number[i]);
$ P' }1 v+ s* d7 }; I! v1 d - }
# O) Z4 H9 f+ o' |8 h - }
' j: Q+ \( l6 z% }' c - 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7 N. Z/ [! X1 U4 R
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
8 s0 c7 [. r. s - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放 E, g* A7 a8 r7 f
- nu = Timing.elapsed()+long; //更新播放时间- f& ?" \; W. n
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- return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数
7 j. V( J+ p& L# a" p - 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
]0 B1 r+ E0 c) \$ | - // 获取列车从车库开出的距离" a, \# \: h& d" |/ h% h. A
- let railProgress = train.railProgress();. b7 V7 g0 G }3 f
- // 获取当前轨道的索引" o0 [, J# D0 s$ U& u* u% v
- let currentRailIndex = train.getRailIndex(railProgress, true);& y8 Q: W9 l) m7 w3 D
- // 检查当前轨道索引是否有效0 b y v6 e5 L/ C& Q
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
) T: }" ^* b" @ G0 \# q - // 获取当前路径数据对象
8 A& Q X) R6 L; C - let currentPathData = train.path().get(currentRailIndex);
1 s V( f \' T* T - // 获取当前轨道使用的自定义轨道名称: a+ c9 h) q) U3 |& w+ a
- let trackModelKey = currentPathData.rail.getModelKey();5 j" z! R* f/ g. U1 D
- return trackModelKey;
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- return null; // 或者是一个默认值
( N0 `6 h3 S' t0 h P4 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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