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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 ) c6 z9 @: q& o( i# k& r
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最近在研究JS 做了一个简单的逻辑来播放声音. j4 z, O, b9 w
- var pit = 1;//初始化音高(速度)
# ^$ p3 U8 j) z* E+ B$ q - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]+ P; X- F9 b3 K% y+ q
- function create(ctx, state, train) {
) K. R- t# {9 _6 W - state.number = new Array();
r2 q: o, {. r - state.soundsspeed = 0;//初始化速度
/ Y4 y7 K: W$ S: R" [% E - state.speedsub = 0;* E: w5 i' R7 Q( B/ Q
- for(let i = 0; i < 100; i++){
0 e& e+ S/ p2 i; S N - state.number[i]=0;//初始化数组4 Y# d$ {1 P! ]: O% c# Y" ~' l5 h
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- function render(ctx, state, train) {, p* g3 C1 s3 k7 h! J- `' X% w, i
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动- V, B) k+ H/ E* @# b- L8 y8 o6 X, R
- pit = 1 + train.speed() / 40;//更新音高(速度)
( Q: N% K g! N - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
$ Q `' k: E7 I! o - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差4 r( v9 W2 L" R
- ctx.setDebugInfo("speedsub=",state.speedsub)
* v. H7 ~* t5 r - if(train.isOnRoute()&&gamerunning==1){//如果工作
5 z* `+ a, @5 D% V! ] - for (let i = 0; i < train.trainCars(); i++) {2 ~" x: M7 w4 `% P1 a
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
/ b( F# w% I$ e, V - if(state.speedsub<-1){//如果车辆减速* e1 [( v! O, @& _) C- @- p" H# S: h
- ctx.setDebugInfo("shache",1);//记录刹车
: K9 R2 {/ ?$ b: f$ p6 @ - 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# C0 j8 s) M2 y9 v" S) L9 U; Q& R/ 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
' Y* y& p% u" t3 \: N1 ` - }else if(state.speedsub>1){//如果车辆加速
+ D8 V3 J* Q" {0 X% q3 h - ctx.setDebugInfo("addspeed",1);//记录加速
1 M: [0 V% a. \3 B' p- V( ?1 F - 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 T! j- E; a( n( A
- }
% _& Z1 {3 c4 X h4 \ - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
* @5 g( v5 s ^, a& ?/ r( J - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
' W; U$ R4 s, k$ L5 I5 z- v - ctx.setDebugInfo("horn",1);//记录鸣笛声开启 h$ u5 R, z& n) u& X3 N# t
- 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 I& ?3 O/ k8 J( i - if(train.speed()*20*3.6>5){
/ ^- Z8 i& l0 z - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
O+ X {2 Y8 i/ D8 M4 I! w. 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! p+ y L* g: N$ _
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
4 b! ^: v) i( A7 x2 t3 U' f+ f - 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
: _" n. W/ z$ b) ~7 x6 C - 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4 t1 B, O# o* R
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- }
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- state.soundsspeed = train.speed();//更新速度
# E9 g' \1 `* r3 k) Y6 I - for(let i=0;i<4;i++){
2 v: Z( O( g8 c2 N - 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
- _4 X: l$ u$ @1 G - if(Timing.elapsed()>nu){//如果时间超过了播放时间
0 n4 m( g. ]+ d; h* P - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
) t/ v3 z' ^$ M - nu = Timing.elapsed()+long; //更新播放时间
' r3 \1 b' R) [; a* t3 l0 l - }
6 h6 `5 B3 e# h8 D* K9 X( D2 \ - return nu;//返回新的播放时间. p7 o; m/ V0 d. a# `/ h8 S
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- function grnn(min, max) {//随机小数# d0 {& S; s- i& C* S, T
- 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7 I( m( r$ {& Q& Y0 c6 ]5 T) `
- // 获取列车从车库开出的距离5 ]) ?, V! x6 D/ j, z
- let railProgress = train.railProgress();
1 b: W$ }( v0 z: v+ ]* Z9 ^ - // 获取当前轨道的索引( y3 z6 u1 S- R) S1 j* ]
- let currentRailIndex = train.getRailIndex(railProgress, true);
+ {5 S% ]7 p1 B' [. ` - // 检查当前轨道索引是否有效+ @/ U/ u7 J6 N* J8 C0 L
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {, s' D7 Z( R g4 B
- // 获取当前路径数据对象# N! `) c" P( `- p. M8 v
- let currentPathData = train.path().get(currentRailIndex);2 z2 L m( q, U+ _
- // 获取当前轨道使用的自定义轨道名称
8 [1 \ X8 y2 G+ `& Y - let trackModelKey = currentPathData.rail.getModelKey();% G/ }! ~' x4 b9 \$ s t
- return trackModelKey;+ k4 N0 y( D' p& A) l2 f
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- return null; // 或者是一个默认值
& M4 O& h: o: f( K/ ^' 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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