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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 5 e, u! Z# G, L. ~0 W. ^8 ]% Z
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( p( s' t- ^7 S' \0 s$ U最近在研究JS 做了一个简单的逻辑来播放声音 e4 l$ N: M x" I1 T7 G
- var pit = 1;//初始化音高(速度)
8 \2 X% l+ Y% K5 z - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
* L3 o' S `% z% I2 X - function create(ctx, state, train) {7 _7 R& l2 [% m3 A
- state.number = new Array();& k! g4 j9 n z8 n8 _
- state.soundsspeed = 0;//初始化速度
# y% z/ z" @$ d6 M; Z( f - state.speedsub = 0;
1 t5 k3 a4 x6 ^- K2 y! | - for(let i = 0; i < 100; i++){
) e4 d! K z( L) R9 j - state.number[i]=0;//初始化数组: c6 Y; K) R4 |8 K8 F$ L
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- }
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5 {7 c2 {2 E o3 a( J3 L/ X- function render(ctx, state, train) {4 h1 Z: l, D6 |" h3 `3 Z
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动- @" c0 f3 K& ?3 y
- pit = 1 + train.speed() / 40;//更新音高(速度)( }" P. `, m9 W v; q7 G% x
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
4 T6 D! E% D3 A/ x" j8 s2 v5 n7 L - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差# x& U8 i2 p* S% N5 @( A
- ctx.setDebugInfo("speedsub=",state.speedsub)+ R6 K3 j1 _9 i; m3 F: f
- if(train.isOnRoute()&&gamerunning==1){//如果工作
e2 l, F$ J" I1 f& v; b# O9 {# F - for (let i = 0; i < train.trainCars(); i++) {9 G: ] ]6 o3 w6 _$ `, J: ?' D0 t
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
% ~ R" P5 M$ X4 o - if(state.speedsub<-1){//如果车辆减速
% J& p1 R; o' u/ C - ctx.setDebugInfo("shache",1);//记录刹车
3 v2 y9 x# Z# A2 X" x) m - 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
- W& w& H' Z* L) 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
# ?% ^- r! C& b* c$ `2 Z1 k - }else if(state.speedsub>1){//如果车辆加速* I8 V" H; B6 z% S
- ctx.setDebugInfo("addspeed",1);//记录加速
" n9 r0 p6 j D8 H - 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. T9 I- b" m4 \% y, ^
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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/ ^% u& \/ ^2 k4 C* R& L4 |
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
" w% c1 } d; }1 [* S7 D - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
) ~. r D; L2 ]- i0 U' N - 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){0 Q) }% X) N! ~- d5 D7 j a! k
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
+ Y8 |) r4 c9 ]% P" q - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声' I4 X% c) e0 N/ ?
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){2 Z- v# V3 ?" d. d2 v! V! } R
- 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
6 E" t) f, e2 ]$ m: K. V - 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
W$ n2 z* r; b - }
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- }
9 Y2 a/ m# @: @' Y - state.soundsspeed = train.speed();//更新速度- d( l' h9 C, R7 B' ?$ U5 \
- for(let i=0;i<4;i++){) C6 v8 J* C; K5 k: m
- ctx.setDebugInfo(i+"=",state.number[i]);2 \+ T1 g; h) m$ z" M
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- }
8 I0 Y% D: v5 }: [1 ] - 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
$ B z+ D1 y4 x2 }& O+ X- d - if(Timing.elapsed()>nu){//如果时间超过了播放时间/ E$ [% N, A, Y8 A2 I5 Q. B+ q( t
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放8 x6 i' [% A$ m% z# N
- nu = Timing.elapsed()+long; //更新播放时间, _( d$ }: D- d2 i
- }
- F x" b. f7 X: ~% M - return nu;//返回新的播放时间
6 O" `2 C( g' C( B - }
( c+ A; O: ?- N0 W - function grnn(min, max) {//随机小数# v- Y: l, ~ [3 I3 F/ F$ J8 P
- return Math.random()*(max-min)+min;6 Q7 O& u# H6 a5 ]9 U2 ~& L2 X+ w
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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
8 M2 w0 t9 f7 z/ e, ^5 e" L8 U - // 获取列车从车库开出的距离9 M8 r% u" B4 r( S! n
- let railProgress = train.railProgress();0 i) G- y$ ]2 s7 y' k7 U
- // 获取当前轨道的索引
4 p1 x, h& z" `! d6 { - let currentRailIndex = train.getRailIndex(railProgress, true);
" {2 j" Y1 ]' l0 N - // 检查当前轨道索引是否有效
$ h( ~! B3 T: Q* o - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {. j) M ~8 ?# V, i- |5 u- m" w
- // 获取当前路径数据对象
/ S: p6 ]4 @" I" F+ O. H - let currentPathData = train.path().get(currentRailIndex);
$ H8 `3 ?' ~, U- k1 O - // 获取当前轨道使用的自定义轨道名称
, L( {+ g# v* x( r- O. w" x: b: \ - let trackModelKey = currentPathData.rail.getModelKey();
- Q( N# W8 ~( z e( ^' ] - return trackModelKey;$ I* H1 m; R2 v, c a' H
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- return null; // 或者是一个默认值
7 n( y1 d: [9 f* @5 y N+ C! | - }
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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