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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音9 I3 T. s% ]8 I& U$ Y2 \
- var pit = 1;//初始化音高(速度)
: C8 L, @! P% ~! ~5 M5 C9 ~ - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]: |1 j9 W* X# K* w8 y
- function create(ctx, state, train) {- `: F1 {) M+ w3 F0 `# }5 z
- state.number = new Array();
6 n" k, ~) C7 m' }. m- b - state.soundsspeed = 0;//初始化速度 F/ A( a8 h3 a# o
- state.speedsub = 0;: S( W8 H) K, ? e) E4 u- A
- for(let i = 0; i < 100; i++){
9 `! W+ P( ?, f: t - state.number[i]=0;//初始化数组
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- function render(ctx, state, train) {
4 y7 |; ^- `6 Q6 f( ^' I - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
+ E5 j5 V* O1 m2 t - pit = 1 + train.speed() / 40;//更新音高(速度), z( M L1 s% y* i1 X) g2 `
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
e- `8 H- g" Q0 ^5 c9 D4 L& E. z* x! j - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
/ b3 f3 `) U( K, z) @- l: E - ctx.setDebugInfo("speedsub=",state.speedsub)
7 Q7 K& u q, A# K+ i) Z/ S2 U - if(train.isOnRoute()&&gamerunning==1){//如果工作" R* v( s$ D/ ?9 s+ D' Z7 x; E5 k
- for (let i = 0; i < train.trainCars(); i++) {, {' W2 i; _" S. q
- ctx.setDebugInfo("soundsrun",1);//记录声音开启: v. A1 C& N5 O: u
- if(state.speedsub<-1){//如果车辆减速
& B S. r' s% w: w% k - ctx.setDebugInfo("shache",1);//记录刹车* Z2 d( o. b7 l8 E1 J2 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
: M# P# B8 J: g$ F G - 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& Y; @6 @0 T7 H2 V# T( [
- }else if(state.speedsub>1){//如果车辆加速) ?, B) X& z6 O+ M" o8 p
- ctx.setDebugInfo("addspeed",1);//记录加速7 ?7 t( a7 }3 u& V
- 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9 G* K9 g; Y! r! r) q2 y* U! z
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声( ~8 x7 ~8 w- Y- U- Q4 m$ \
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
- L& p7 _9 H, |/ g& n9 P - 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& a! `# b- b; k: M8 N
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- if(train.speed()*20*3.6>5){
) y; [& a( V7 G4 y9 u# ]; x - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声; Z7 _, t G8 x2 F1 O- v" C
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声' K, w/ J$ W, Z* x9 t
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){0 X5 }' ~9 q& d. B- d
- 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, o, n& X% J5 c8 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$ ~8 \1 S% h' G$ ?, L
- }; }- F/ }/ F i% m: b) S3 s
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- state.soundsspeed = train.speed();//更新速度, n+ O$ B5 `/ f5 N5 d
- for(let i=0;i<4;i++){: f1 V3 B3 \! M" O1 y. _
- 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3 B$ Z6 I8 x! C6 G* P/ B7 ~
- if(Timing.elapsed()>nu){//如果时间超过了播放时间8 z8 z0 {3 r# X9 k( e; a: \* [
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
) \+ f2 Y7 @# l - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间4 S; P# p. }1 P7 ?1 W8 x
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- function grnn(min, max) {//随机小数+ t$ B1 p& j" k" H
- 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* M: m6 z5 P - // 获取列车从车库开出的距离" m1 h [( s# [/ a8 {9 e6 z! [
- let railProgress = train.railProgress();! Y8 y; [# F, a
- // 获取当前轨道的索引
. M: t- I+ R( A7 K' a' B: B1 c - let currentRailIndex = train.getRailIndex(railProgress, true);
; ?8 Z* Q$ P. Q* |* H8 L% L - // 检查当前轨道索引是否有效
* j. S; u s+ X% B$ h - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {3 |# G7 _8 a* e- ^( b: t0 y
- // 获取当前路径数据对象0 V& p7 f( v9 R( O$ `% Z0 ^0 H
- let currentPathData = train.path().get(currentRailIndex);$ K. i% ]: }4 B4 U) z& i$ A% I) L! F
- // 获取当前轨道使用的自定义轨道名称! t1 R( q( g8 u/ T
- let trackModelKey = currentPathData.rail.getModelKey();
( U9 ? `) Z. H6 J1 t) o$ u6 r. H% c - return trackModelKey;2 G+ N# H; X7 L; T8 G6 S/ m! v3 y: }
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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/ w' q( a4 P; i% ~" c! I2 _9 ~
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