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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 3 _7 Y+ @. L. F2 }
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8 Z" t. C0 |$ Y: f最近在研究JS 做了一个简单的逻辑来播放声音& Z9 v) B( G6 e$ T8 A
- var pit = 1;//初始化音高(速度)
$ C. i( y6 c" m, ]1 m - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]/ X1 j. o' Y! z, j" E( }
- function create(ctx, state, train) {
& [! u- n& {$ W+ ^8 t& {2 r - state.number = new Array();, R8 e5 Y/ {; Q: s: C6 a
- state.soundsspeed = 0;//初始化速度7 c" b7 p0 t4 C* K V
- state.speedsub = 0;6 e6 M7 W0 }) U
- for(let i = 0; i < 100; i++){6 h* q, D) ]6 O1 `7 @
- state.number[i]=0;//初始化数组
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- }
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- function render(ctx, state, train) {* B6 N' D3 O* _& k1 w6 H
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动8 S" ~& p3 J' `9 H* E+ N. |4 t
- pit = 1 + train.speed() / 40;//更新音高(速度)
. ]0 x; n0 H6 i @, ?7 \ - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
) z! a- }) ~+ L; i F - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
) M9 p8 t0 W- T# r - ctx.setDebugInfo("speedsub=",state.speedsub)
7 C' d7 O3 M( U A- H% z8 A ^" j - if(train.isOnRoute()&&gamerunning==1){//如果工作* L+ ~- F* H' _, i( E! c7 n
- for (let i = 0; i < train.trainCars(); i++) {
* C4 {" O& t6 g! m: O- R8 J - ctx.setDebugInfo("soundsrun",1);//记录声音开启# Y: k, F7 L7 f$ Z
- if(state.speedsub<-1){//如果车辆减速
/ C6 n2 ?/ X' Z, C P0 K3 U3 H - ctx.setDebugInfo("shache",1);//记录刹车
* y7 Z4 r% U0 Z% a! e0 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18 y) q _% l: M1 `2 [6 y1 q
- 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% |! x. Z/ F9 m2 A' }
- }else if(state.speedsub>1){//如果车辆加速7 z8 _: }1 p' i1 a
- ctx.setDebugInfo("addspeed",1);//记录加速" e/ k( k$ R* @% b% j) s
- 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' n! w. a/ p/ Q& X
- }
0 D3 n* P2 X/ v9 E4 f, q - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
4 {% A i5 C a( |6 R9 F - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
( c- Y) c9 X4 f - ctx.setDebugInfo("horn",1);//记录鸣笛声开启% ?0 j/ |. @- M) r9 \, f' {( z
- 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
# _8 F5 A9 e" @; A - }
. @* J& n* f" b3 y' O0 s B- P3 u" I - if(train.speed()*20*3.6>5){0 N% I% M; q$ O# J3 _
- 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% c" \, s @# l% h0 ]& L - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){$ w$ L, x# l. O! q/ K7 v6 W5 J9 v
- 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
: b* k4 Z6 `% z0 D" J - 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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- state.soundsspeed = train.speed();//更新速度 q( d: B6 N, N3 a( R5 F) R
- for(let i=0;i<4;i++){2 I/ Q) t5 ~$ m# g8 U$ p6 @7 n$ Q
- ctx.setDebugInfo(i+"=",state.number[i]);
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2 v8 {$ t+ F5 G# C; v - }
( B! N3 O6 |0 I# A7 O2 \ - 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
8 ~6 x& ~6 |7 s# Q6 W% ]; E9 ?2 V/ r - if(Timing.elapsed()>nu){//如果时间超过了播放时间7 A# X6 e- s' g1 H& l
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
- |" S; C/ B; p+ D6 W - nu = Timing.elapsed()+long; //更新播放时间& m. e( z9 w4 }# K3 d
- }
- _# L. q( i( G2 V) q0 B" M' h - return nu;//返回新的播放时间3 T, s& o) ?! D/ ~! G/ F6 E
- }
% X3 C" r7 k! z$ H" ^4 f" a- g- x - function grnn(min, max) {//随机小数$ K! h& G3 m: H' z' o( ~9 a
- return Math.random()*(max-min)+min;' K) J, V. s$ Z4 L
- }
) Z" K, M ~' t7 x( d. R - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的, C1 ?' u, b1 y
- // 获取列车从车库开出的距离7 a0 T* s3 M' U; Z1 l: c
- let railProgress = train.railProgress();" i. O$ \7 k5 ?8 h
- // 获取当前轨道的索引
! e4 i! K' c4 z; z& k$ q - let currentRailIndex = train.getRailIndex(railProgress, true);# C. R B; F- K8 R
- // 检查当前轨道索引是否有效) s" U4 n+ m9 x$ r/ y8 k& }
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
# X0 u n3 }+ I" B9 ^/ b! {4 d - // 获取当前路径数据对象
4 i0 \* @) k) q' { - let currentPathData = train.path().get(currentRailIndex);; H$ H# p; s% Z6 _) L% O) H
- // 获取当前轨道使用的自定义轨道名称
% y" O/ l$ z& d; g N0 H - let trackModelKey = currentPathData.rail.getModelKey();2 |7 |1 Q3 f3 Q) D8 Y
- return trackModelKey;
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* H5 ^2 f- ]# V N/ q; ~, B2 j - return null; // 或者是一个默认值
) E" ^8 ~1 R+ [; V3 \ - }
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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