|
|
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 ; K2 t7 m3 k6 u a& g: p
; H, J, ?# Y# E: a" Y3 [+ D6 H/ H1 T- G+ c, H" U
最近在研究JS 做了一个简单的逻辑来播放声音! Z- V% M% t- u4 D
- var pit = 1;//初始化音高(速度)0 s! G+ \* A2 I c9 n A
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
" o7 x6 Z1 Q$ y( N1 k3 _ - function create(ctx, state, train) {, Q8 b7 z C% B8 p3 e
- state.number = new Array();
0 D, a1 V9 G( W$ m/ O- T% p - state.soundsspeed = 0;//初始化速度9 i0 _' U% E* ~8 v$ @/ e
- state.speedsub = 0;7 U4 n6 H3 `5 [& F# y D9 H
- for(let i = 0; i < 100; i++){
$ s* }; H" \4 T: f* \7 n% P - state.number[i]=0;//初始化数组! r8 P5 {, E; e4 }2 C
- }3 c4 z4 }, _( l X @
- }; _: \, z* l0 V: y5 z' q3 _& d
* Y' |, W7 M. B4 i- function render(ctx, state, train) {: h7 C5 U2 J) }- w8 ?6 I9 y3 q
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
( i. s5 x: h3 W }, O% T - pit = 1 + train.speed() / 40;//更新音高(速度)* p$ c, R2 {& f: x% [% h) C
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
# h: G8 m5 a& {8 p - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差6 _$ ?0 L/ s/ _ z& [& J) [1 D
- ctx.setDebugInfo("speedsub=",state.speedsub)
* {: N* y- C" |- k8 B9 U# D; E" \# I - if(train.isOnRoute()&&gamerunning==1){//如果工作
( A8 q1 z3 N* p& _ - for (let i = 0; i < train.trainCars(); i++) {7 W4 r( j' v1 L8 j- Z
- ctx.setDebugInfo("soundsrun",1);//记录声音开启' G; x* O6 `7 R* V5 M, @
- if(state.speedsub<-1){//如果车辆减速
" e$ ^. ^+ s* G" a7 j: { - ctx.setDebugInfo("shache",1);//记录刹车9 K, r- W4 x: R
- 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 h6 C1 p0 O6 k2 B/ K0 u - 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
4 U b0 j) A8 y i' d9 P! V - }else if(state.speedsub>1){//如果车辆加速
# o$ v) b9 ~/ A/ s" ^6 _ - ctx.setDebugInfo("addspeed",1);//记录加速
: B4 T3 }7 a5 M5 ~ - 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
! ~1 ^$ @) Y6 L- F! g - }
0 n3 `) m/ ^) h7 t9 v1 L$ z) o$ C - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声1 Z0 G5 v2 t! n. W9 E% \+ h, X8 g3 u
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声9 V" @+ n+ P& ?
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启. G* n3 k5 j5 B6 U1 l, E" n1 Z
- 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9 {+ f& e1 d7 M; M$ a2 L, U
- }
7 d, h. L- s/ u/ [, t9 i6 u* K; K9 e - if(train.speed()*20*3.6>5){+ |; Q# j1 P1 t0 I
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
) D$ n% x) w7 z7 ~/ ^ - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
# }# M" p5 Z# A) Q - }
0 r' H3 A# b" k7 ?6 X - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){# T* _% n- U9 {& C' x
- 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 W/ J) J" 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( P) }+ m& h! e
- }
* V$ u( w) t+ T$ G$ F; J1 E" f- ? - }6 w, M6 ]7 L0 ~. r5 Y" f! b
- }
/ v# j; W7 ]3 [9 K: I - state.soundsspeed = train.speed();//更新速度
f6 x3 R$ \" K+ V6 T& C' ~$ U0 j - for(let i=0;i<4;i++){+ P( a) ~3 V$ ?! [
- ctx.setDebugInfo(i+"=",state.number[i]);
. c- O, |0 H; w8 o4 V# \ g3 m - }
4 z i; s( R, v- O3 M& p - }& T4 H5 f$ H/ |
- 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 z% h. Q+ p3 i" B/ o
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
9 A0 `9 ]( j( o% E) @, z - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放1 S# _7 ? {, L2 I
- nu = Timing.elapsed()+long; //更新播放时间* S2 r/ u' _2 E- A
- }
( |, H4 W ~- C$ H) `5 k - return nu;//返回新的播放时间: L6 }" r9 P, ~0 G
- }* d$ a9 Y2 y& h- B7 I P
- function grnn(min, max) {//随机小数6 h0 j5 t! {( I/ ]) E
- return Math.random()*(max-min)+min;
% v6 {3 u" d0 _$ F0 N9 m4 j - }' q' F h8 L& K- Z- m9 C
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的8 L+ |$ |1 }! H7 |* }/ x* r, o
- // 获取列车从车库开出的距离
+ U5 z1 y- [. z: U, q4 z$ M - let railProgress = train.railProgress();* U H/ p- a. L" w1 {
- // 获取当前轨道的索引9 f& P" y- a9 r
- let currentRailIndex = train.getRailIndex(railProgress, true);) R- |! u2 t& J: q
- // 检查当前轨道索引是否有效( s' L; h& g9 _3 w4 I2 v( {- b
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
* ]0 B+ ~ z3 E- G - // 获取当前路径数据对象% M; I1 S7 d- `" J6 e6 ?0 u
- let currentPathData = train.path().get(currentRailIndex);0 P& N, h7 E' F7 W
- // 获取当前轨道使用的自定义轨道名称
/ o* Q) X( g+ L - let trackModelKey = currentPathData.rail.getModelKey();
# z% i% N" J( L: U - return trackModelKey;
( |% U0 O% U9 B" ^. F7 v - }; K0 a/ G) c, h
- return null; // 或者是一个默认值
% v/ ]( A6 n; a# A. T - }
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 m+ i" r# ~! U6 Y; y6 }' ]
|
|