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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 8 n. K! z( M ~
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最近在研究JS 做了一个简单的逻辑来播放声音; c3 R+ L$ s& m: I3 n/ [- W
- var pit = 1;//初始化音高(速度)
$ B i2 s' Z% g7 y: x' B - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
) {' d1 t* P! d - function create(ctx, state, train) {. w6 R/ E H0 j% }% e5 {9 B
- state.number = new Array();
4 Q3 [( _. }8 a- @- ?3 j - state.soundsspeed = 0;//初始化速度9 E: j, W/ t, G5 b' v# U0 q
- state.speedsub = 0;( H+ _0 `( n1 [# r
- for(let i = 0; i < 100; i++){
2 b& y+ ?7 U" j2 } - state.number[i]=0;//初始化数组; N& D- \6 |) E. Z
- }
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/ V, F- Q* d/ t1 m- function render(ctx, state, train) {
+ C- Z L+ Z u# U4 Z( v - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动4 `$ Z( }* c1 J6 w
- pit = 1 + train.speed() / 40;//更新音高(速度)1 G7 u2 u7 m+ r" C! a
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
2 a1 J" j) N0 C6 o5 t' U - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
0 B9 w. N; D9 j9 J* b7 w9 N - ctx.setDebugInfo("speedsub=",state.speedsub)1 H3 v" D8 ~! l8 P& _5 p
- if(train.isOnRoute()&&gamerunning==1){//如果工作
: a4 F/ p5 I$ N: i& P1 f7 S; _ - for (let i = 0; i < train.trainCars(); i++) {
% _. Z: f* }' Y a; r8 R2 o) b! T - ctx.setDebugInfo("soundsrun",1);//记录声音开启
9 g4 n- ?5 p) o - if(state.speedsub<-1){//如果车辆减速
# m6 W) j6 P/ h) r h - ctx.setDebugInfo("shache",1);//记录刹车) ]& l) V& L0 }
- 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
0 b8 \7 K, l% b - 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
0 C% p6 }. d2 K - }else if(state.speedsub>1){//如果车辆加速# _' A X6 n/ B0 @% ~5 T v+ A
- ctx.setDebugInfo("addspeed",1);//记录加速; `5 D+ \* X! m2 S% ]/ X
- 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
" D7 P" G4 a5 w/ w; s - }
+ k# ~, E8 }/ }2 o! c7 ? x - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声- R; p D$ q- d& C1 ]0 A1 X
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声+ s+ |% t2 F; k6 O7 u& w
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
\ d+ B* ?6 c - 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
0 D: ?2 p' }% C. ~ - }
. W# u* D% J1 ]; I F9 Z$ b - if(train.speed()*20*3.6>5){
3 M* \, v9 W+ T; X4 [ - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声" b# z1 C s/ p
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声# Y4 e2 q( b1 g) t6 B p. i- G
- }
: J. D$ [+ B, X/ g3 \ - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
) z& `! J$ @# j+ c, \. } - 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
, O6 i, S( N: F; n7 A6 \$ D N - 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
2 I' w3 M. M" p8 m; U) u- n - }
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- }
6 G8 `7 f+ H9 v0 |+ f9 t, O# N - state.soundsspeed = train.speed();//更新速度
) x; M+ Q6 }- @1 {# Y2 Q0 l1 x4 d - for(let i=0;i<4;i++){
; N- P0 B. E6 Y2 A. p$ ? - ctx.setDebugInfo(i+"=",state.number[i]);6 A: U z3 L) C9 C$ g1 c/ l! n! d7 U
- }
1 e9 e# G. a; ?/ i - }
$ \: k% L& D) W0 d - 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' T& c8 @' |! ~+ N* d
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
! Y5 D( `/ y6 g( j& s! @$ F# d - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放& m# P1 V; U- N' d( c
- nu = Timing.elapsed()+long; //更新播放时间
6 ^! D+ q" r q3 M - }
7 i2 N& s6 t3 O0 _, _ - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数% P, n9 q. X& F! N& m6 R
- return Math.random()*(max-min)+min;
# ]; N9 K( N3 @# y# e+ y! s: B) _3 c - }
& D& l" y) {& d+ w0 x! a - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
1 W; d9 E9 l: r* n - // 获取列车从车库开出的距离" u/ G2 q; v. e8 f/ b9 R |
- let railProgress = train.railProgress();
4 o+ w5 Q& p; i5 V& J - // 获取当前轨道的索引
/ r& z* z' g8 O - let currentRailIndex = train.getRailIndex(railProgress, true);
1 E, w. M) J' w1 `. f3 j" F - // 检查当前轨道索引是否有效' ^7 v" t: ? e# q5 L0 \$ n
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
6 R; P/ S4 @$ Y" z0 | - // 获取当前路径数据对象1 L7 L C! A2 B: _
- let currentPathData = train.path().get(currentRailIndex);) d0 g& Q+ `- ]
- // 获取当前轨道使用的自定义轨道名称
3 S2 z5 Y9 n' T - let trackModelKey = currentPathData.rail.getModelKey();7 e: ]/ [# A4 K+ t2 I+ l! W
- return trackModelKey;
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- return null; // 或者是一个默认值' U* j) X, f6 p! x
- }
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 Y: U7 c* n. K" U/ C
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