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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 7 J# |8 S/ ~; Q; u# H) V. v2 [8 C
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% T6 j0 m4 R: O. w最近在研究JS 做了一个简单的逻辑来播放声音6 N) A9 |) t4 ~9 K* `, A2 r8 a
- var pit = 1;//初始化音高(速度). q" L4 z) T/ A) g% B
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
# T8 |+ g; g6 m: s9 F3 O4 K ` - function create(ctx, state, train) {
7 K: d6 f$ j. L5 K2 D - state.number = new Array();
( P, ~, \" m3 Z; t3 o - state.soundsspeed = 0;//初始化速度* h! _4 i: |- m9 Q8 k# U" r
- state.speedsub = 0;# r6 G# p0 M7 e7 v% g1 z" D; N! x
- for(let i = 0; i < 100; i++){
r' E9 w' }% i2 n' e+ Q - state.number[i]=0;//初始化数组8 S) J* X/ P4 | C' v
- }/ _0 V# \$ G6 l1 B# x Z
- }
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- function render(ctx, state, train) {4 I/ b4 U& D) X" L
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动7 \; p. t7 r. h. k {( F* Y
- pit = 1 + train.speed() / 40;//更新音高(速度)
9 s+ O' } p5 q9 K. |, t1 p - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
7 f; m$ ?: T8 K' L5 E; R: { - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
) p/ V* ~) M. z5 Q8 C+ l - ctx.setDebugInfo("speedsub=",state.speedsub)
6 p, V8 `% Z# U) E* n G - if(train.isOnRoute()&&gamerunning==1){//如果工作
! Z6 g" n& j8 X, T4 d% W$ c - for (let i = 0; i < train.trainCars(); i++) {$ p7 [- {9 x2 ?8 C: h" }
- ctx.setDebugInfo("soundsrun",1);//记录声音开启' g- n+ `3 |; h& P$ x% I
- if(state.speedsub<-1){//如果车辆减速
5 k, c' B! c2 ?! J0 O - ctx.setDebugInfo("shache",1);//记录刹车5 B, j* ?0 M$ K. z1 `
- 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 t' H# m9 g% q! y: q. P
- 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 `7 K2 k: M5 G! {2 n
- }else if(state.speedsub>1){//如果车辆加速
8 D4 Y2 w+ w( n8 h' J - ctx.setDebugInfo("addspeed",1);//记录加速
& u4 T$ k' V# i' M. ? - 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# b9 G) ^3 y9 g8 e5 I- M
- }
4 ~- n% J. v# G' n - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声/ g2 m3 @- u i) O* U! k# T# p
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
+ W( w4 D, J4 l: [5 N1 i - ctx.setDebugInfo("horn",1);//记录鸣笛声开启 w6 W5 `7 a& v3 c5 l9 r$ u
- 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; K$ W8 [3 E d( L+ G; t
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- if(train.speed()*20*3.6>5){% E# d4 K9 R$ Q$ W. X6 f' F
- 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! d: j+ x9 d7 w( {" f" v
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声1 K7 H; L6 m% ]' f0 E! U
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
9 J* t" d+ h) @$ O) |5 x - 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 Z ?9 f" _; A8 J" m - 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! q7 G) M, p. p, q/ }9 {- e
- }
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- }
+ ]8 V8 _+ L+ Q! N9 }' c - state.soundsspeed = train.speed();//更新速度* i, W% ?( r H5 w' X, d: q/ B
- for(let i=0;i<4;i++){
) u& q: p$ [6 u) m - ctx.setDebugInfo(i+"=",state.number[i]);
' q& J( h7 i, e- H, l& O - }
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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
7 [# P) y Q' M% A+ \: p0 G8 x - if(Timing.elapsed()>nu){//如果时间超过了播放时间
" k6 e$ T7 ~+ [8 O. L! ]; W9 m - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放2 a5 O* }, q" b) p+ Z. o9 |
- nu = Timing.elapsed()+long; //更新播放时间
5 E3 C, V0 ] ]; |, U/ R6 E0 A3 j h! Z - }
' ]* F9 D' u1 F% m, R% M - return nu;//返回新的播放时间7 n. `! B0 S" h6 n e
- }
5 [- \9 \1 a% t) \/ p8 Z) h* B - function grnn(min, max) {//随机小数5 C- s0 T! ?; z, X$ l) L7 U# Z! b) y
- 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
* Q3 ^- {# X# [! L0 ^% r - // 获取列车从车库开出的距离
3 m' N$ Z6 d) K! W. B% o7 w - let railProgress = train.railProgress();
9 N2 ]( G. P: O x" \2 s. E S - // 获取当前轨道的索引* B$ ^' Y, E, Q9 X" I
- let currentRailIndex = train.getRailIndex(railProgress, true);
: P0 P8 c# T6 P8 l& T# I7 R0 s - // 检查当前轨道索引是否有效
% v1 J8 {' |% g# ^ - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
; T% s" r1 o0 _ - // 获取当前路径数据对象
+ l# z& X/ Q# G( r7 M. x7 \ - let currentPathData = train.path().get(currentRailIndex);! W+ |# g! X& _: B3 H" P! o
- // 获取当前轨道使用的自定义轨道名称
`6 \% P/ U2 I q - let trackModelKey = currentPathData.rail.getModelKey();0 R7 H2 e, [; V: Q% O
- return trackModelKey;& ~* [4 c7 h6 c$ L% r
- }
2 e6 ^. M0 t0 `1 a n' ~0 B - return null; // 或者是一个默认值
7 p+ H2 {. J5 y8 e - }
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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