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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3 H, s3 J) T/ P& u2 `0 ~ r; i
- var pit = 1;//初始化音高(速度)/ L0 H0 `) z1 h. h6 u/ d
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
7 f. B! G1 }8 V, f - function create(ctx, state, train) {
0 e3 l# C( M1 Z - state.number = new Array();
& T- |/ n" h! f* d \+ M - state.soundsspeed = 0;//初始化速度( U2 z2 U+ y' {1 v8 c+ P
- state.speedsub = 0;/ X* y) x1 n9 i" L4 N5 t2 p
- for(let i = 0; i < 100; i++){
5 W- `( c. G! A - state.number[i]=0;//初始化数组
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, s3 b% v2 N; w+ M9 k. S3 }6 y- function render(ctx, state, train) {
4 F* ?0 `* y, i X+ A2 P7 L - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
5 {4 m- v+ q! i7 r8 j2 e - pit = 1 + train.speed() / 40;//更新音高(速度)! |" K0 O( M" _
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ' [: H4 ?8 X* {. e3 ~, n7 w
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差/ s7 X% h2 P, k
- ctx.setDebugInfo("speedsub=",state.speedsub)
, r, I9 s- ? I; m$ Z. x2 u0 z - if(train.isOnRoute()&&gamerunning==1){//如果工作
! v& W$ q/ r$ X - for (let i = 0; i < train.trainCars(); i++) {. v2 y) h$ ]$ t* R
- ctx.setDebugInfo("soundsrun",1);//记录声音开启+ { F: ?4 ?. Q: u0 s. U
- if(state.speedsub<-1){//如果车辆减速
8 P, R/ W0 y, A+ i - ctx.setDebugInfo("shache",1);//记录刹车
( [5 h$ q& ^ ?+ ~; e1 K 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1) \% Q, `. ^9 q, B. A
- 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
5 ^* \: r. ], N. S3 M- e - }else if(state.speedsub>1){//如果车辆加速, x3 D7 M8 w9 k: D* a6 y
- ctx.setDebugInfo("addspeed",1);//记录加速# O, u9 Y6 n: S. M* P: F ?4 S
- 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8 ~, \! m0 q% c" S. T
- }
" P& [2 n9 w& ? - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声/ K- \* R8 g0 `% k$ V
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声( {- B. }' f2 E6 {. ~+ @) A+ q
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
9 m i' Y! C7 l6 }3 N+ N! { - 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){* x3 L, Y" z. _1 |$ ?
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
6 y5 L6 c& A9 O7 i - 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){
" K0 P3 H3 I9 i' S2 _ - 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
9 n) x" ?/ X' Z: K( a+ H" |" U - 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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1 q) \' e& U" J! p z* @ - state.soundsspeed = train.speed();//更新速度
7 `0 V% x) D- p - for(let i=0;i<4;i++){
3 m3 [0 ^2 s- b - ctx.setDebugInfo(i+"=",state.number[i]);
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3 M$ c0 ?; }3 y& d( W7 z; [ - 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
! A6 k* i1 C; T - if(Timing.elapsed()>nu){//如果时间超过了播放时间7 `' m3 x9 F+ C* T1 ]: d" ~8 {& ~
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
1 {: @1 W. |3 M0 C) l - nu = Timing.elapsed()+long; //更新播放时间
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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
1 E8 Z# F/ R% ~- h% z - 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
" i T3 |3 _4 I& k* _; T6 v - // 获取列车从车库开出的距离9 n% ?6 K! O4 ~! v. p
- let railProgress = train.railProgress();$ g( d& w+ |" S1 Z Z) O$ @2 Y/ k! y1 I, Y
- // 获取当前轨道的索引0 H, s: b4 Z# P! f
- let currentRailIndex = train.getRailIndex(railProgress, true);
8 d' } z7 v1 r - // 检查当前轨道索引是否有效
) t* }0 j8 q# w - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {5 J R' a. s' t3 a# J
- // 获取当前路径数据对象
' w# W& L1 U" I [ - let currentPathData = train.path().get(currentRailIndex);
- e5 }8 T9 j; w# F, \ - // 获取当前轨道使用的自定义轨道名称- Y% g/ E6 w7 K7 h
- let trackModelKey = currentPathData.rail.getModelKey();$ Z j" U1 r9 v" I! \9 E9 Z
- return trackModelKey;
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E; e" n2 p3 t" T* t [ - return null; // 或者是一个默认值
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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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