|
|
还没有账号?赶快去注册吧!
您需要 登录 才可以下载或查看,没有账号?立即注册
×
本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
0 Q1 H1 Q+ I* B& J& {8 ?* u# d1 Z! C6 ]2 p; R' h
" ]. A: F( {. a- ~# W) s
最近在研究JS 做了一个简单的逻辑来播放声音0 |5 b7 A4 x* p& v" h9 H" J5 U
- var pit = 1;//初始化音高(速度)
1 ]" y' \$ y/ y1 W - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]; \1 G4 h6 w- n! F/ D
- function create(ctx, state, train) {
! ~% s$ ]/ f N - state.number = new Array();
8 a" O3 x( \% m) q0 p+ B; I - state.soundsspeed = 0;//初始化速度
0 |( C/ ~8 Q' E& k - state.speedsub = 0;
3 N2 x8 N6 v6 f- @) u4 @3 N9 { - for(let i = 0; i < 100; i++){, B* q' M$ F. V6 }; Z- m
- state.number[i]=0;//初始化数组
8 G( w% ]2 I, l+ @# ~ - }5 i' P6 ]' v7 P; f6 @; I
- }$ }5 N0 E ~; U( ]) H
! B& W) z. c2 v* r B- function render(ctx, state, train) {* U( S' {' T1 m. a L2 I" j) a0 L+ C
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动- j. \1 R8 L& n
- pit = 1 + train.speed() / 40;//更新音高(速度)
3 [8 l5 }5 G5 [8 J1 u" H( ~* ] - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
& I) P% p& N3 o& i8 g N2 l( I0 S - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
6 M( w- j* l/ z& B! S. f e: d/ ~ - ctx.setDebugInfo("speedsub=",state.speedsub)
7 i/ R- t. a- V- x& \" `8 G' r - if(train.isOnRoute()&&gamerunning==1){//如果工作# {1 {3 `+ [ m. O# X% }0 l4 L' M
- for (let i = 0; i < train.trainCars(); i++) {7 ?, w' r; c$ s* }
- ctx.setDebugInfo("soundsrun",1);//记录声音开启) Y6 `8 g: l8 C5 L0 I$ f9 E
- if(state.speedsub<-1){//如果车辆减速
* O$ ?" a6 \. T+ I - ctx.setDebugInfo("shache",1);//记录刹车
; i+ D5 u( ?0 ~5 z - 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' N- D% z8 O7 {/ G- 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; D" Z" P! K7 w# f* S7 e8 P' j
- }else if(state.speedsub>1){//如果车辆加速
9 E% k7 Z" c0 C$ z+ G, y - ctx.setDebugInfo("addspeed",1);//记录加速
) d& H0 f4 F0 R+ j! \# f3 J - 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
" c* _0 f7 h& j) b6 u - }! \$ r+ s: {9 Y% i
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声* u6 V: B) v. g8 Y; _
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
, ~! K( k2 e/ `5 z# f+ ~1 e - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
# y8 ]" t8 I' 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0 [* i7 }: Y, }$ }) k5 e* y m
- }
3 e q" }% e3 E4 c- E - if(train.speed()*20*3.6>5){
/ u& k* R$ N' p. G* f, l& @. j; } - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声: N! m+ A1 H4 I( R$ H# {1 n
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
+ i9 h. B8 L: }+ l: N9 A9 k% g3 ?. f - }7 _0 ?+ v1 w" _' Y9 \1 }- c
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){* {9 F5 n. c" M- f" M! z5 \5 [
- 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6 J" s! L' \$ E& y4 I7 k
- 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; h, W% k% s6 n" e" w
- }
& h4 K( d& x4 G1 E2 C - }
' x/ Y# K4 n/ t, j - }0 Z% u7 q& N' o( p2 n
- state.soundsspeed = train.speed();//更新速度4 C: Y, n8 ]2 @: ` R8 [6 {5 T
- for(let i=0;i<4;i++){
# |) N# T/ Q6 J4 g$ W - ctx.setDebugInfo(i+"=",state.number[i]);
I* }6 E+ k; k6 F) D' D - }
0 j2 z' P0 o% ~( ], X2 \ f6 Y - }+ ]9 v0 \1 i( ]' e: U8 S
- 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 x& B6 G' s+ e
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
: m: n9 `/ Y) U/ Z* e- q - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放& V: ~6 ~" k2 T) A
- nu = Timing.elapsed()+long; //更新播放时间
0 ~$ ]+ |+ k3 Y' Z8 J$ D5 k - }
% }2 n7 D7 [% m! \: _ - return nu;//返回新的播放时间
( S0 y* H. |+ {0 X2 Y* E, E3 L - }; i6 P |( a: b" W% V
- function grnn(min, max) {//随机小数
6 \6 G# d0 j: Y: X; a' m - return Math.random()*(max-min)+min;; u$ Y0 D2 g# A- @
- }
3 _" J' e# V* }- L$ v - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的- t0 l( a* h2 K4 U" W
- // 获取列车从车库开出的距离0 U$ s4 ^: {7 i6 a! W& }' g, l8 z
- let railProgress = train.railProgress(); O4 r+ a$ V" I5 M* O; ?# \6 L$ Y
- // 获取当前轨道的索引% M- \7 G5 M3 {9 K( G7 S1 A1 X8 C( }
- let currentRailIndex = train.getRailIndex(railProgress, true);- ^ a% h% o+ E/ e, G6 D
- // 检查当前轨道索引是否有效
* x5 k1 F2 H# u n - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {4 Q$ o: c- g5 b- C
- // 获取当前路径数据对象& f, r* T' V3 L* [
- let currentPathData = train.path().get(currentRailIndex);" @# p* L8 O; Y! W3 ^
- // 获取当前轨道使用的自定义轨道名称% B+ H. c8 p1 v3 U1 d
- let trackModelKey = currentPathData.rail.getModelKey();
3 o; B# Y7 M. g. t F% [ - return trackModelKey;! i+ j b# H! I0 \. N+ w- F
- }8 T5 w) ~2 y5 e X9 v7 ]
- return null; // 或者是一个默认值- C) v. C. H6 b) ^
- }
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9 Y2 a! T$ ?: a. P- _: y/ A
|
|