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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 7 P. @( H- Y9 o4 R
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最近在研究JS 做了一个简单的逻辑来播放声音+ l, \* v8 _6 N$ H
- var pit = 1;//初始化音高(速度)
. q; [* b. [+ E4 B; Q, v, ] - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]: }' ?. w0 g" ]) j0 J5 k
- function create(ctx, state, train) { Z% T w9 g' ]1 n( }
- state.number = new Array();
* k- w: W' W+ C+ r - state.soundsspeed = 0;//初始化速度4 M; |, }5 K! J
- state.speedsub = 0;
( M9 [3 s. |* y. J8 G M - for(let i = 0; i < 100; i++){
% F9 @, l$ O& g; U$ k1 U - state.number[i]=0;//初始化数组8 b7 h [8 g) g' k7 z" A+ h3 p \
- }
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0 |9 _. N; [4 K( F6 u- function render(ctx, state, train) {; J0 W; q. O; O0 r8 ^8 E
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
" I5 f" ^1 v6 P2 ]/ y - pit = 1 + train.speed() / 40;//更新音高(速度)
; s; T4 V' T$ c6 C - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ; e) D9 O7 T% B n
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
3 c+ ^& h3 R. k5 X5 S2 {" c9 p - ctx.setDebugInfo("speedsub=",state.speedsub)) m* M3 s4 E5 ^3 h8 e' p% r
- if(train.isOnRoute()&&gamerunning==1){//如果工作( d; k3 R* g& n+ t
- for (let i = 0; i < train.trainCars(); i++) {) I) K9 I2 A. j0 U" I% U0 G
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
% f: [5 z1 x" B - if(state.speedsub<-1){//如果车辆减速2 I k& E, n% ?# ^1 ~
- ctx.setDebugInfo("shache",1);//记录刹车$ z9 Z9 f/ V" R& w( N
- 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
2 g* F) T2 F' @: h6 c - 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
1 r! ]& D$ v# G" e" d - }else if(state.speedsub>1){//如果车辆加速
; O) e+ a; O P5 G; ^. A - ctx.setDebugInfo("addspeed",1);//记录加速7 t- v+ J0 w- ^( 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
7 [" x/ H- {0 d+ T% C0 E, B - }
4 U" a5 n, D; G1 m7 i- b7 M, |/ r - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
2 B5 W+ c* F, {" v2 R$ z0 ]2 f - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声* ]. v+ x2 O5 Z& A
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
; v3 s" W4 c$ c- h% h& g1 \/ ] - 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7 K4 Y1 \1 O3 D# F
- }
1 J" V# p3 H1 Q, f4 @$ e - if(train.speed()*20*3.6>5){7 G* N m/ b" Y3 j" d1 Q" U
- 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 I* f- K' l1 R, Y5 I; h. g - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声% R" K, |8 X8 c( E# l" j/ L
- }
1 Y# E3 x4 M! G! n+ J - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
+ D* E Z+ j& M1 K* z6 ~7 Y& q - 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
" G8 F' _6 @5 w; J. h - 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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- state.soundsspeed = train.speed();//更新速度
* a4 ?# i6 A9 f# d, S2 N7 G - for(let i=0;i<4;i++){- z( Z+ W1 n/ m8 q
- ctx.setDebugInfo(i+"=",state.number[i]);
( A, L2 W& ^/ C; _# ~ - }
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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
6 y3 O2 ~% Z! W4 }1 r! k7 f - if(Timing.elapsed()>nu){//如果时间超过了播放时间
, O2 y- e, ?# z. U - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放 X# B- y0 [3 `6 Y+ s2 |. U5 I% c
- nu = Timing.elapsed()+long; //更新播放时间, Y- H0 F9 k1 @2 R6 _% X
- }
8 Q% y0 |$ t- Z2 _5 Y0 h' L - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数
% u; T$ C5 O% d# B3 o - return Math.random()*(max-min)+min;% i0 S: _( n1 H! l4 ?0 @& n5 f
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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
+ H9 U Z* S1 h/ ?& \ - // 获取列车从车库开出的距离7 I! b @+ U5 v6 R) s6 P
- let railProgress = train.railProgress();4 v, O3 O! p, a
- // 获取当前轨道的索引3 c2 \+ }- O" ^& N2 c$ e. I
- let currentRailIndex = train.getRailIndex(railProgress, true);9 K* [ V# r( u* K
- // 检查当前轨道索引是否有效( m J% [( G5 M0 {8 {
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
' d, X/ Q* s K/ e; K - // 获取当前路径数据对象3 c C V) A! x$ i* y" f
- let currentPathData = train.path().get(currentRailIndex);. O B: Q5 L7 b h/ b3 T# d6 r. n
- // 获取当前轨道使用的自定义轨道名称4 ~+ ]! y6 J6 X
- let trackModelKey = currentPathData.rail.getModelKey();6 G8 B# v) o1 _' j* m+ ?$ h
- return trackModelKey;
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- return null; // 或者是一个默认值
* U1 S$ w$ _8 F+ a& W - }
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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