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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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9 i! V, z' Y; E* ^最近在研究JS 做了一个简单的逻辑来播放声音7 \) h" E4 u: C" C- i
- var pit = 1;//初始化音高(速度)
# t. E/ R [( i/ Y% g& e - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
1 b: n9 \1 P: @# T9 C! V8 [ - function create(ctx, state, train) {, X4 W' H" ^' l! H4 q5 E5 ]
- state.number = new Array();
/ t* H z4 [6 b! j - state.soundsspeed = 0;//初始化速度, y; h6 |, ?+ h8 ?
- state.speedsub = 0;
2 k$ K+ T/ E" D' \6 Z - for(let i = 0; i < 100; i++){
1 n; _% J1 h5 c3 p1 J( I8 ] - state.number[i]=0;//初始化数组
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- function render(ctx, state, train) {: e s/ W8 \9 ~; E9 l9 J
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
! C! @+ I5 j4 R1 D7 I1 a - pit = 1 + train.speed() / 40;//更新音高(速度)7 P% o2 l9 `1 ]0 ~( T' j6 d6 [. H
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
- h. k8 {$ L; Q$ w2 T1 t4 b - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
w* o/ |: e2 V& |1 C) m5 y5 G5 G - ctx.setDebugInfo("speedsub=",state.speedsub)4 p3 m! F5 L( v1 i# l% h4 j
- if(train.isOnRoute()&&gamerunning==1){//如果工作
/ Z, K- f) y, K# Z" j' b7 q( o4 Q - for (let i = 0; i < train.trainCars(); i++) {8 H+ G9 R( D; y0 k/ h/ C! \
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
! K: Y% Z! q9 ^) V5 ? - if(state.speedsub<-1){//如果车辆减速
2 h$ Z9 }5 ^3 u" x - ctx.setDebugInfo("shache",1);//记录刹车
4 A; r2 a8 x) ? n" C7 W1 } - 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& m; |& C% A# m2 j
- 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25 Q+ D- v, Q2 f
- }else if(state.speedsub>1){//如果车辆加速8 N8 h$ Z/ S' M0 n- S
- ctx.setDebugInfo("addspeed",1);//记录加速
+ B. O3 R, E x. h5 I - 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' V y; W9 x5 k/ G0 u6 {! k
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声0 W8 ~1 b& f5 j0 I
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启8 w( y! s. x i$ j& M! I: _
- 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){
& M9 c7 e( }6 _6 a4 {& y& @ - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
+ P# {6 R0 R; e& E4 j - 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 N: O. i$ y& h3 I+ P - 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 k' F! z8 e8 c. Y
- 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; c- B) |2 d. ]5 O2 p) c
- }
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- state.soundsspeed = train.speed();//更新速度
1 }3 k9 w: n, w - for(let i=0;i<4;i++){( @5 c# @3 B& x/ V
- ctx.setDebugInfo(i+"=",state.number[i]);
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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; ?8 Z f; X6 D% _3 Z: r5 n) J* Z- C
- if(Timing.elapsed()>nu){//如果时间超过了播放时间; w6 k0 P' H1 Y9 l
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
% r' t+ B# W E) q, l - nu = Timing.elapsed()+long; //更新播放时间# I/ B$ o5 ~4 j+ K# w0 u
- }
: H- t$ ]# [5 R, u$ g: N - return nu;//返回新的播放时间8 L+ s) P0 Q$ C) k
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- function grnn(min, max) {//随机小数& W# O% ?* p/ `& r' \# d
- return Math.random()*(max-min)+min;
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2 c" E0 k' y: ?* ?! _# d* o - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的) ^, v( W* J% g: w3 |
- // 获取列车从车库开出的距离: c! ~9 }. E* h- W
- let railProgress = train.railProgress();; N, X2 z8 I- J8 [) R: u% G
- // 获取当前轨道的索引
* q# r% U+ t; v& V' [ - let currentRailIndex = train.getRailIndex(railProgress, true);
, R; V( r% p, c - // 检查当前轨道索引是否有效* i" E7 K s& o% W
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
% [2 _( d# e8 k7 n - // 获取当前路径数据对象# y g* r/ u; r! N2 l
- let currentPathData = train.path().get(currentRailIndex);0 T% {' L0 _; D1 y! X& F& q+ {
- // 获取当前轨道使用的自定义轨道名称! b" {8 z4 y0 T# S6 k% Q# j3 L
- let trackModelKey = currentPathData.rail.getModelKey();; C, O9 i" [. c- }" z( `
- return trackModelKey;1 E) c7 g) i5 w5 K
- }
. [8 a9 F7 m" J3 j- R+ {4 C8 r/ I% ?6 Y - return null; // 或者是一个默认值$ I% {/ n, [+ y0 x/ T5 m( |8 p% L% s
- }
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' d9 [6 Q2 ?2 q8 J
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