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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音 T& k" Y& \+ N/ @3 h. f
- var pit = 1;//初始化音高(速度)
& r5 E9 \% ^4 p( b' g/ Z - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
' x5 X* M1 O( y8 G8 ]/ R - function create(ctx, state, train) {) n+ n" [* C% ^, }# w
- state.number = new Array();
0 B2 z& u# k6 G2 j% _' r - state.soundsspeed = 0;//初始化速度
4 a/ D9 T& Q! B+ G; Y- A3 ^" c3 @ - state.speedsub = 0;3 }! e" C' M3 V6 v% T) l% F4 W
- for(let i = 0; i < 100; i++){
1 m! U8 H1 a1 i2 ]; z' J# I - state.number[i]=0;//初始化数组
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- }
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- function render(ctx, state, train) {+ J- `+ S; c3 p# d
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动& C" h5 Q# r. G
- pit = 1 + train.speed() / 40;//更新音高(速度)
% @5 u) w' a) G1 D/ m - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
j0 N2 v/ u0 _5 H( }. ^ - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
" f& S9 d* G6 s - ctx.setDebugInfo("speedsub=",state.speedsub)7 Q+ E/ \4 }, x( G
- if(train.isOnRoute()&&gamerunning==1){//如果工作3 F# i* j+ Y2 ]+ r p8 T0 D
- for (let i = 0; i < train.trainCars(); i++) {
4 v4 K9 \' I+ O7 ^/ c - ctx.setDebugInfo("soundsrun",1);//记录声音开启( O! s$ E- c0 A' ^; m) u0 P
- if(state.speedsub<-1){//如果车辆减速
. M, a; T/ E/ {9 a* I2 `& Z - ctx.setDebugInfo("shache",1);//记录刹车
9 z8 [5 v) k$ ]* _6 P$ X - 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12 A3 H* L- Q* {: C! s1 Y2 s
- 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
; A# B @2 R0 Q S4 Z - }else if(state.speedsub>1){//如果车辆加速: e) |/ c$ D0 x5 D
- ctx.setDebugInfo("addspeed",1);//记录加速. e. [) \+ Z+ r6 K0 t6 w
- 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
9 j9 k* y) ~2 `6 G$ O - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
; F+ t2 O* ~4 E; X- E; M4 {* i - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
$ e( k W7 m+ F B - 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){& {* w/ @7 x2 M+ J$ f, s
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声! T" L9 ]( z& d/ K6 z
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声* D, Z' J# H' ~5 |2 {/ \; a) d" H
- }
* p4 y! u8 H# {7 h$ M9 V! } - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){* O- o/ Q& e9 _4 \, w2 N% E
- 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
+ v, }* n% N6 M) w* M - 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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- }
3 I$ H$ p6 V( w/ r+ ]9 D - state.soundsspeed = train.speed();//更新速度8 ]! @7 I) ^0 C1 Q7 ^
- for(let i=0;i<4;i++){7 Y$ p$ U- W% h
- ctx.setDebugInfo(i+"=",state.number[i]);6 s( {- H. r& b# @* T& g T. A
- }
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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 E: @) L% \7 r, m* z9 K* H% D* [) _ - if(Timing.elapsed()>nu){//如果时间超过了播放时间( H% A2 H0 w& Y
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放5 X- [8 i' B, R
- nu = Timing.elapsed()+long; //更新播放时间
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; S+ L+ l/ q$ N1 d0 l M - return nu;//返回新的播放时间# J9 i4 _2 |" E1 f% C
- }
7 q" ?8 L) ?6 X - function grnn(min, max) {//随机小数" x6 c* p# }8 U" _# t# E
- return Math.random()*(max-min)+min;2 `+ w6 p8 K* p3 V: M" c
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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- u/ Q. k/ s9 b1 z
- // 获取列车从车库开出的距离
. u \& B; I& _ - let railProgress = train.railProgress();) X8 N) `7 J5 e E
- // 获取当前轨道的索引& q; k* I: b3 Y; A x, c7 ^
- let currentRailIndex = train.getRailIndex(railProgress, true);
/ F: d8 @0 h; ]3 h* b. n2 ? - // 检查当前轨道索引是否有效
' ?/ V- K1 f$ q; M - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {3 Q- c! e2 R: Y
- // 获取当前路径数据对象
" r ?/ {6 [; L4 I3 u1 s - let currentPathData = train.path().get(currentRailIndex);# m& W2 Y6 [! J0 H
- // 获取当前轨道使用的自定义轨道名称4 K" Q) F. y. H8 M7 ~ r) }
- let trackModelKey = currentPathData.rail.getModelKey();
9 ]4 _" K) ?+ u" x' R - return trackModelKey;7 N& {0 E6 J4 i" Y
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- return null; // 或者是一个默认值2 R: J6 }& D8 d5 r
- }
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; D& _3 g' \' O g
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