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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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+ U7 Q' R0 O% J. O: s4 ]最近在研究JS 做了一个简单的逻辑来播放声音1 {& G- | i; {
- var pit = 1;//初始化音高(速度)
7 p) H+ l6 z/ @+ P9 Q7 @. P - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
2 P) Y2 o4 @1 m8 Z. h3 ] - function create(ctx, state, train) {
6 j" q; Y- ~* [; n - state.number = new Array();
) n& y4 A; w. C3 Z# y* O - state.soundsspeed = 0;//初始化速度: X5 i/ L4 i3 x
- state.speedsub = 0;
+ l9 O& o4 W: Y o9 j+ `1 F - for(let i = 0; i < 100; i++){- A9 G$ C9 I% B9 c
- state.number[i]=0;//初始化数组
% \3 G- d% E0 o - }
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- function render(ctx, state, train) {% x/ t) f0 i# R8 Z
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动9 M& f9 \# X1 S, j
- pit = 1 + train.speed() / 40;//更新音高(速度). e: }9 ~/ m- ~7 o3 w8 ?2 l
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
( b# z& w( E2 D/ S3 ?4 ]0 c) m - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
4 X# L7 s: r& _$ z8 o - ctx.setDebugInfo("speedsub=",state.speedsub)( w4 p4 D/ b0 F; n
- if(train.isOnRoute()&&gamerunning==1){//如果工作3 }. p$ V6 s* a5 n' ^
- for (let i = 0; i < train.trainCars(); i++) {8 l& Z9 O+ s6 h8 j2 O
- ctx.setDebugInfo("soundsrun",1);//记录声音开启7 F" E" S! K8 W& g3 M
- if(state.speedsub<-1){//如果车辆减速
/ D1 {( Y2 A( @. R$ v - ctx.setDebugInfo("shache",1);//记录刹车+ o4 C9 X' O7 h3 X& 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
7 N9 H- ~3 l2 n: s" F - 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/ |& C/ j* ~9 M$ O! g% P; i2 O
- }else if(state.speedsub>1){//如果车辆加速/ c! e* q4 Y+ O6 |! U
- ctx.setDebugInfo("addspeed",1);//记录加速5 u& \& w4 X2 K B
- 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/ O+ n: T2 u l9 ^8 S6 J
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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
5 ~. S4 S8 ?7 z4 v - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
, T5 g- H" T4 O* r- Q+ C( W - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
! ?8 V9 x6 b: R- a3 E - 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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3 [) R7 e3 g3 w2 _/ I" q3 l - if(train.speed()*20*3.6>5){4 c) V. r: y& s% B4 V d& o6 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* s) P$ g" @' W& D3 B$ ]3 z) 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){
6 G+ d3 L! A9 K* A2 B# r( t - 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
0 c, C# t0 |6 } - 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9 B! Z: G1 O2 D- ?* X7 f0 O4 e
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- }
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8 o9 f8 [3 a/ r7 Y3 K r; Q# O. [ - state.soundsspeed = train.speed();//更新速度
- e* b, p8 o# H) x) _8 y9 \5 ? - for(let i=0;i<4;i++){9 K0 v& A7 [7 }) v. B4 e3 T0 T
- ctx.setDebugInfo(i+"=",state.number[i]);
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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 Q( t( z. p4 z9 j6 g* ?2 d1 S - if(Timing.elapsed()>nu){//如果时间超过了播放时间
" u4 P+ q) i+ f T/ o - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
/ ?8 y9 `, b* F- [ - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间( D. ]& K! ^5 D; J8 Z8 s
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- function grnn(min, max) {//随机小数: J/ n" B3 ?) K, d
- 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: O3 [: w0 }4 S% L
- // 获取列车从车库开出的距离% F$ x" w% G" v, Z7 I0 R! d
- let railProgress = train.railProgress();+ j2 y: m& ?6 L2 C! C
- // 获取当前轨道的索引
+ Z4 i, L E/ k3 ]: u9 h2 S% d: T - let currentRailIndex = train.getRailIndex(railProgress, true);, m `! e' M# o1 V
- // 检查当前轨道索引是否有效
$ P: G* x' L' W0 O6 ~% a - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
% y. {5 P$ l5 y( Y3 X( }9 U- w - // 获取当前路径数据对象
* D4 `2 `' r, l+ o - let currentPathData = train.path().get(currentRailIndex); i2 N5 z# s! ^& j; B
- // 获取当前轨道使用的自定义轨道名称
* T% o) R! P. Y }; Q4 K- X0 |7 T - let trackModelKey = currentPathData.rail.getModelKey();; ^# _) ~' }7 |4 h4 z! l9 I3 {
- return trackModelKey;
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- 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* y+ {) |- T4 p
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