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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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) y$ a% t/ c3 Z+ U最近在研究JS 做了一个简单的逻辑来播放声音- @2 i+ D/ O0 ^! E1 f
- var pit = 1;//初始化音高(速度)
]3 v; Y# x3 G* \ - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]; n% |' v+ C$ D2 u( F9 o
- function create(ctx, state, train) {
* ` y3 Y6 U1 D - state.number = new Array();1 i: ?' V. c6 p; B
- state.soundsspeed = 0;//初始化速度9 \ }8 _8 \+ j2 F; ~3 N
- state.speedsub = 0;* t5 L2 I5 T5 t8 h0 e; ~7 L# r
- for(let i = 0; i < 100; i++){; u' N4 W: p S m" r
- state.number[i]=0;//初始化数组
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- }
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- function render(ctx, state, train) {0 {1 N5 A; u9 j# ~- y3 a f
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动' U) |' p- V$ U- l, K1 L
- pit = 1 + train.speed() / 40;//更新音高(速度)6 g5 K3 ~0 X2 J# n) c: U$ ~
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 . b6 ?! d) l0 d$ g- m, g
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
9 l9 j# z: @: I$ { - ctx.setDebugInfo("speedsub=",state.speedsub)
. _+ v# V( {% p1 [3 S6 p' T6 U - if(train.isOnRoute()&&gamerunning==1){//如果工作
& ]! I6 f. d# C. x# U: P5 @$ D7 D - for (let i = 0; i < train.trainCars(); i++) { u) `! f: `- I0 w# `6 d7 ?( ]
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
) B; x o' e" i/ ` - if(state.speedsub<-1){//如果车辆减速: X* x; v0 W1 }/ L# L
- ctx.setDebugInfo("shache",1);//记录刹车3 K* q I6 t! G8 r9 O8 t* Y* \6 J
- 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
Y! ~5 m# ]0 N0 S/ n - 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. |$ w$ b/ i/ o, j" K! D! J7 H) X
- }else if(state.speedsub>1){//如果车辆加速
3 z# \# C4 t& y" [0 j* i# Q8 f - ctx.setDebugInfo("addspeed",1);//记录加速' q) ?! R- K/ v9 I( M" `
- 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
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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& z7 w! F" ?: |* K* e: T
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
: [5 n# |2 t1 q* U' c - ctx.setDebugInfo("horn",1);//记录鸣笛声开启. Z6 s; p p9 u
- 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: X- s. x0 H. K$ ^ P" f! I; G0 U
- }
- V2 M! Q( P2 C( {) }' [: c1 ]3 q - if(train.speed()*20*3.6>5){ ~" W8 h; @. I" @0 S' A- O
- 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 u0 e& F& E. ^, ?, ]/ s - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声: O# V: u+ j, K; {# P+ q
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){+ _% C3 T ]1 E, v7 R% }4 B' h
- 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
/ J1 P! R! [1 m5 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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1 ^! s B% o! D# c - }
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- state.soundsspeed = train.speed();//更新速度/ G7 K7 m6 c- @$ f
- for(let i=0;i<4;i++){
) U$ h) J1 J1 T$ V - ctx.setDebugInfo(i+"=",state.number[i]);
2 e5 N( N7 P+ d9 i+ w - }
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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
4 m4 Q1 J! c6 _9 J - if(Timing.elapsed()>nu){//如果时间超过了播放时间
8 v% B& N* a. r: x# T0 e9 V9 W9 b - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
# q/ R. H+ `7 a/ V! M- U' E/ [ - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间% x( d8 H4 ?2 }
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- function grnn(min, max) {//随机小数9 K2 e( U8 c8 l* B$ a2 k
- 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
* o( [4 D1 m1 I4 f4 c - // 获取列车从车库开出的距离6 h+ V) {; }4 g* S
- let railProgress = train.railProgress();/ C4 O$ o3 z, O; e* j' H
- // 获取当前轨道的索引
$ ]6 h" D. {8 Z( q" _4 Y) f3 N. E - let currentRailIndex = train.getRailIndex(railProgress, true);
, z' f# l4 P' X - // 检查当前轨道索引是否有效% A# L2 V% x8 J( s2 V- s2 v2 M
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {+ P! B) u# i" Z3 g/ X8 w
- // 获取当前路径数据对象- V" `% X/ B$ W2 a: C
- let currentPathData = train.path().get(currentRailIndex);4 C, y Y! d' L8 D$ u+ |, [
- // 获取当前轨道使用的自定义轨道名称4 m6 B, U3 A2 b3 W [
- let trackModelKey = currentPathData.rail.getModelKey();
0 K; l2 j! u( [7 T' d( g - return trackModelKey;! R3 }- {( s2 w. j# W: b
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- return null; // 或者是一个默认值
4 E/ C( J4 R6 V: @4 u - }
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! ?1 |7 ?6 v9 E1 v3 ^3 V4 |$ d
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