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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 . R; `' k* J4 q7 |
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+ b7 U8 V2 _- ^; k5 `3 W, X: Q最近在研究JS 做了一个简单的逻辑来播放声音2 p0 l3 x, Y( F
- var pit = 1;//初始化音高(速度)" V, W( v: A. }9 \0 u
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
8 ]: |9 Y; w. c4 |6 G7 e+ i - function create(ctx, state, train) {+ }( G: A: F9 [7 V$ w
- state.number = new Array();
5 B, x, |9 S1 T) P! Q5 L7 _/ q/ p - state.soundsspeed = 0;//初始化速度; t/ U2 N+ _7 Z7 Y
- state.speedsub = 0;
) z8 _0 S. X1 q' g7 g) E - for(let i = 0; i < 100; i++){
, Y: f- z+ |+ y7 ?/ T' w5 u( N" E - state.number[i]=0;//初始化数组
2 O. [- Z) u; z& t% h- v - }
V( f6 Y2 N: }( Q - }
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- function render(ctx, state, train) {
/ r" u/ L- o) m - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
+ t( A/ K7 H- m! k2 ^! I' [ - pit = 1 + train.speed() / 40;//更新音高(速度)# {( E. W. d" M& Z" Y9 u
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
9 y5 G8 M* Q& a* A3 e1 t9 F - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
i! j9 B% K2 x4 s/ k6 L7 T - ctx.setDebugInfo("speedsub=",state.speedsub)- p, o7 E' q! o, P3 h/ @
- if(train.isOnRoute()&&gamerunning==1){//如果工作. g9 ]9 q2 [1 N: P
- for (let i = 0; i < train.trainCars(); i++) {: i9 a/ M2 O1 |+ P( A5 h9 a' l
- ctx.setDebugInfo("soundsrun",1);//记录声音开启4 N4 P( I& V7 H4 \ h0 l) `6 i
- if(state.speedsub<-1){//如果车辆减速$ S0 V; Q* ~$ B9 U k
- ctx.setDebugInfo("shache",1);//记录刹车$ O1 R; P4 x- U b# J7 [6 s
- 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
4 S$ \/ O# K( U7 P - 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
: {9 {; w$ E( z% X$ d g - }else if(state.speedsub>1){//如果车辆加速& d0 B1 y. V% C* w+ a+ m
- ctx.setDebugInfo("addspeed",1);//记录加速
7 [/ X+ t& J$ M: 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8 T; |* _, s2 E* [- N; L( Q. b
- }
. o$ I8 J, Z8 ^! Y2 z - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
# w3 N) m2 s% J- J, A - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
4 e! y+ ]7 G% G, @ - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
$ \# B; M4 \- X. x; c' L; M6 u, q6 v+ l - 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){$ F5 t" N; _4 ?) f1 E3 M
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声; ?/ C$ p. d( F2 i, f
- 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){+ p2 @, l0 x' l: j
- 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 U% Y3 X. k( y
- 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$ b( w4 |6 e+ g; X. A. V
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- }
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- state.soundsspeed = train.speed();//更新速度
5 k+ e) ]: o1 g& i k. \ - for(let i=0;i<4;i++){: r7 } L" j2 h. j% Q/ z: h
- ctx.setDebugInfo(i+"=",state.number[i]);
+ @+ P5 o0 R% z" b - }
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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9 n1 A7 g6 ]6 V( T. b! P& ~* }
- if(Timing.elapsed()>nu){//如果时间超过了播放时间, b1 U, I/ v( A- U# [. r
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放; { u N: H3 h' q `- K( P
- 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0 g- y7 a. t+ Q1 W8 c5 p( c& {
- return Math.random()*(max-min)+min;/ u$ o, t7 U9 o. O9 Y9 w
- }
3 Q3 A5 g1 {, d# s8 C1 l% ? - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
* e( ?$ }; f% k6 n - // 获取列车从车库开出的距离' i: f ?7 H1 k2 m) g
- let railProgress = train.railProgress();
* {2 m4 E% C$ _- s& q - // 获取当前轨道的索引. N3 k* G; D# V( J4 A$ O% ~! f
- let currentRailIndex = train.getRailIndex(railProgress, true);
" J# n. j! w1 \ S6 ?9 D( j$ ]3 g - // 检查当前轨道索引是否有效
1 Z+ G* ^3 W2 S3 F - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {) ^1 l/ \6 g+ T; y$ G
- // 获取当前路径数据对象
7 w9 u) }; m3 ] - let currentPathData = train.path().get(currentRailIndex);
4 x/ N2 h# b y - // 获取当前轨道使用的自定义轨道名称
7 w1 o$ Y: Y0 S' l - let trackModelKey = currentPathData.rail.getModelKey();1 A+ T! I. E" o# t) U6 {
- return trackModelKey;2 O- S' k! X8 C" `. n0 I. O
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- return null; // 或者是一个默认值
, W. M1 u; u8 N7 `8 m0 i - }
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2 J2 F9 x- u/ ~$ I) U
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