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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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" H. f# E! T: R8 Q% Q* f最近在研究JS 做了一个简单的逻辑来播放声音
! `5 J, m8 ?: Y+ Z5 a& d* z1 Q4 i- var pit = 1;//初始化音高(速度)7 d! S1 s* D' o
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
( @5 i, J/ S8 D" f4 m - function create(ctx, state, train) {& e6 c+ \- ?- E# e. g6 T, |& o
- state.number = new Array();0 @- W o: F9 n9 M
- state.soundsspeed = 0;//初始化速度$ h+ r2 `& O" b, f4 n( \1 x5 Y% F E
- state.speedsub = 0;
4 W' j* t2 c# ?9 `' a - for(let i = 0; i < 100; i++){
* A8 e5 y' f3 K+ q1 U: _ - state.number[i]=0;//初始化数组
' k. l3 b) C2 v6 p0 f& X - }
& C7 d" j' g- C8 e - }
1 ^% v; N/ n* B) c
" I% d' ~, C2 z0 C% {- function render(ctx, state, train) {
& F0 ^ ~9 K, d) T( o - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动- `2 @( T+ _% k" S' j
- pit = 1 + train.speed() / 40;//更新音高(速度)5 o: B1 x# |/ f
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 4 N! L6 N) |4 F4 m5 c; L* L3 m
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差6 X4 N& l p8 y* T
- ctx.setDebugInfo("speedsub=",state.speedsub), w0 d6 |0 X* S9 j
- if(train.isOnRoute()&&gamerunning==1){//如果工作
& _. _% }7 r2 k5 u( a - for (let i = 0; i < train.trainCars(); i++) {; [8 L9 a2 I; H; L6 q; J# V( J; j
- ctx.setDebugInfo("soundsrun",1);//记录声音开启, c& T. y' U3 v5 d2 I6 d: X
- if(state.speedsub<-1){//如果车辆减速
( R2 r( m2 B7 A* d2 | - ctx.setDebugInfo("shache",1);//记录刹车; T, R" l t3 v. \: }" [. P
- 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
" _% X F L& i. ~# G I) ~ - 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, B# m0 e1 _: E5 V
- }else if(state.speedsub>1){//如果车辆加速9 V) w* D% {2 V- l
- ctx.setDebugInfo("addspeed",1);//记录加速+ @+ G% Y+ H" v; A8 l) i
- 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
+ [6 w8 u. P9 V8 W: ~0 z - }0 c& B9 O7 e# W
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声/ E* u9 K( ?3 [" m( i
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声5 G5 f6 O* v. n4 ~9 J
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启3 a0 e8 r: {. @' X
- 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" E* Z. i# P1 h% l4 f
- }
" @$ G7 A8 Z& [* b( K - if(train.speed()*20*3.6>5){
- U2 y u6 o/ I9 ]' J - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
8 Z& T2 }5 U+ k6 h0 S) d - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声9 u9 J8 t, Y# l3 O
- }2 p D/ S3 O( R8 B3 C. x
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
) ^2 e0 `$ N! W8 L8 t* s - 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 l/ r) _( z! q& F- K4 s
- 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+ U. ^ {/ Y) f# N: A
- }
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- }, L" D: {% l: g; p5 f' J/ r
- state.soundsspeed = train.speed();//更新速度6 E+ Q' m: r# A& ]/ t: _8 t4 e
- for(let i=0;i<4;i++){. C- L8 y* c+ P8 r5 E- c
- ctx.setDebugInfo(i+"=",state.number[i]);
7 \' L: l0 b/ ^1 R - }
/ I* X& l2 x5 X n0 {6 L - }
( v4 f/ D# \( a# V& ~/ _5 | - 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$ K, W( @! T) V' u W" F8 [6 c
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
5 h) m0 G- x9 d9 u) | - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
* q$ m- u$ L0 d. ^1 t7 E - nu = Timing.elapsed()+long; //更新播放时间
: f! G' ^0 q/ e5 j) V4 N3 O& j - }* T' d. d3 }, W& S B5 u: b
- return nu;//返回新的播放时间
/ |% _& e2 O' z - }
3 N0 n; f% ?6 S8 | - function grnn(min, max) {//随机小数
- B r1 I6 c& J) |# c - return Math.random()*(max-min)+min;
" M \* F1 j( D8 Y - }
4 O3 R. u! }# s - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的: e% J' G2 i3 G( \
- // 获取列车从车库开出的距离1 A, v- ]- p- t; N% M* C+ v
- let railProgress = train.railProgress();# [7 c) @2 B1 d! ?$ l! a
- // 获取当前轨道的索引
# C6 s* B0 U8 r: i4 m* [, ? - let currentRailIndex = train.getRailIndex(railProgress, true);
; \8 `% o7 c% P+ g/ C6 [4 W* ~8 P - // 检查当前轨道索引是否有效
! j! \$ A9 s: P3 i - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {- g; ^- M( p' }" M, u8 r
- // 获取当前路径数据对象$ ], |# w8 _$ c* o& H
- let currentPathData = train.path().get(currentRailIndex);& G9 ?" Q+ K% S5 N" J9 L' M
- // 获取当前轨道使用的自定义轨道名称
! X9 Y! K- _+ [# Y - let trackModelKey = currentPathData.rail.getModelKey();
/ Y, [+ J5 I' ?& o! z% P. c - return trackModelKey;
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- return null; // 或者是一个默认值
, C7 K8 W) P* M - }
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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