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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4 W7 B6 a1 M( d1 V1 b8 I
- var pit = 1;//初始化音高(速度)' p. L6 v; U c' x b
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
^2 D& [' Q3 s5 h, W6 J! j5 J - function create(ctx, state, train) {2 T r0 T: A" e" V
- state.number = new Array();- G$ n# B+ {0 O: `; Q3 w X
- state.soundsspeed = 0;//初始化速度
% `$ @/ i5 S- ` - state.speedsub = 0;( Z% D) I% [# t
- for(let i = 0; i < 100; i++){9 ?5 i. v" r" r: S( b+ h2 P' Z
- state.number[i]=0;//初始化数组
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- }
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' j+ D% H9 b5 b" l0 z- function render(ctx, state, train) {; F8 g _2 [9 v! ^4 G2 o
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动) I0 f2 B$ `: i" x
- pit = 1 + train.speed() / 40;//更新音高(速度)- z, [ }" K- N
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 / w# L$ y" w0 |( d/ m& V
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
; t' F- d) W" T9 L8 ~: i6 j9 Q - ctx.setDebugInfo("speedsub=",state.speedsub), U# a$ U9 E! N) G8 o B6 ?
- if(train.isOnRoute()&&gamerunning==1){//如果工作
! Q1 H' i+ b# S& }; Z; t$ j - for (let i = 0; i < train.trainCars(); i++) {
9 S5 w+ h4 E7 r& l; [8 D8 i T( \ - ctx.setDebugInfo("soundsrun",1);//记录声音开启! d4 Q w; N8 @- J4 k" f" ^* V, V
- if(state.speedsub<-1){//如果车辆减速! |: T' {. j8 W( n+ o9 Y
- ctx.setDebugInfo("shache",1);//记录刹车3 {6 m, e+ B6 j3 R1 {( H
- 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, B% k/ p+ w( E& M
- 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: R; d5 x4 }
- }else if(state.speedsub>1){//如果车辆加速: `6 v: T O* C5 n
- ctx.setDebugInfo("addspeed",1);//记录加速" e9 Y3 a/ T9 m) I+ }0 {
- 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 Q$ e; J5 c- _
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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 f( h$ E% ~2 Q/ B4 [6 h - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声) e. ~* q2 N @$ ^
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
- M: F9 }+ R" H6 y: J& c- `/ g; R - 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3 t- O% K! B$ u
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- if(train.speed()*20*3.6>5){& @# n0 B: f# L# c. ?
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
/ x4 Y9 G! C! x" ~ - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声7 O6 r8 H9 O% W5 M# ]7 a/ y1 S
- }
6 n# b! g+ W* l1 B, M - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){4 R) S% f; k: |5 ^; }3 [
- 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
# z. @" u% S! B8 i - 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$ d8 E6 i1 S8 k# i% d \- j8 t
- for(let i=0;i<4;i++){
/ [+ j$ H# u0 l; q' r: p - ctx.setDebugInfo(i+"=",state.number[i]);
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- }
* S1 h& s, T" F - 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* r* x' T: Q% r, _5 E
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
/ S% o( m6 J5 B+ R - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
( G/ c5 o0 M" J. c - nu = Timing.elapsed()+long; //更新播放时间6 x ]% S' p; s4 _4 n. c1 L
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- return nu;//返回新的播放时间: y' F) F& V) t
- }
7 D F0 n' ]2 d - function grnn(min, max) {//随机小数& @8 [: t8 @# s* b' B5 J
- return Math.random()*(max-min)+min;
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8 t7 A+ `3 R, g8 p; ^& h- u - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
' M. I4 i u& ?* |" a& Y0 R - // 获取列车从车库开出的距离
+ t1 s, l. N3 i6 z/ T" E - let railProgress = train.railProgress();7 o9 C0 A" ]+ n, v
- // 获取当前轨道的索引8 `( J0 {0 }, C3 {$ S+ s$ h
- let currentRailIndex = train.getRailIndex(railProgress, true);* r( X! v7 y. `1 b, T
- // 检查当前轨道索引是否有效
' V% |( H( E0 C. A" ~: S& h: a- w. ` - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
6 _ { H g9 B t. F. T# W - // 获取当前路径数据对象# K! C( ~8 `' K* i8 L$ y- a
- let currentPathData = train.path().get(currentRailIndex);9 X, C c6 m3 v: H% d
- // 获取当前轨道使用的自定义轨道名称" X" P( D9 j0 G2 ?; w& E
- let trackModelKey = currentPathData.rail.getModelKey();
i# U2 y1 a/ C2 s - return trackModelKey;
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- return null; // 或者是一个默认值
* x+ q. H/ T$ \7 P# q# G; Z$ Y; | - }
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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