|
|
还没有账号?赶快去注册吧!
您需要 登录 才可以下载或查看,没有账号?立即注册
×
本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 " Z+ j. L5 c) q0 P+ M- i6 Z$ y/ i
( J0 i" e4 G6 {9 z6 z6 E2 j9 G
) e- g" j) H& D! V) u7 C6 ^最近在研究JS 做了一个简单的逻辑来播放声音4 _ Z2 r* b4 i, Q/ o
- var pit = 1;//初始化音高(速度)$ q" @4 b4 b, g, S+ d4 e! x0 T
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]0 l& ~4 o3 \: c( V! _( A
- function create(ctx, state, train) {
z9 k, C' {, o" c - state.number = new Array();, v& ~# G5 i' ]4 ~5 i
- state.soundsspeed = 0;//初始化速度- K2 B) {& _1 K1 `6 \: M
- state.speedsub = 0;
9 B# O* ?* f0 g+ V/ I: H: ? - for(let i = 0; i < 100; i++){; q g r4 o0 N% t" B$ V. K1 }
- state.number[i]=0;//初始化数组
: w5 h4 O8 a) y7 j6 ?9 X - }4 a4 R( x7 b- @# ~! r4 o7 W
- }
" `' a2 k9 [8 H- I& A( v
' g) B6 I% z; B5 I" c- function render(ctx, state, train) {
9 |2 F; @& c9 S# \( x8 e6 J4 } - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
1 h5 V( p/ @9 j+ ? - pit = 1 + train.speed() / 40;//更新音高(速度)
E; Z3 m5 h& @6 x# | - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
& z7 d- k8 h3 u$ W3 D+ ~, j - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差( l: A7 H: n5 B t+ J
- ctx.setDebugInfo("speedsub=",state.speedsub)
6 Z, L0 Y% T# k3 U/ H3 q9 z |4 Q - if(train.isOnRoute()&&gamerunning==1){//如果工作
' r) U# z9 l! R0 j8 P - for (let i = 0; i < train.trainCars(); i++) {# |& G% {6 D, {
- ctx.setDebugInfo("soundsrun",1);//记录声音开启+ Y' p. ]4 u) u
- if(state.speedsub<-1){//如果车辆减速 U1 n' y9 O% y. S% c
- ctx.setDebugInfo("shache",1);//记录刹车
' Y' o" R: n& ^7 B6 W - 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
1 y) p- V& w- k6 O$ L6 U1 H - 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 d! o9 H6 ]9 {% @8 ^
- }else if(state.speedsub>1){//如果车辆加速4 ^" F; Y: z, q
- ctx.setDebugInfo("addspeed",1);//记录加速+ b: m# [0 l$ S6 C 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
/ B7 r" I% P, O5 _/ G. T - }
* K* m+ L8 W% m N/ E - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
% A7 H: g4 v, p, k& N" v; _ - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
/ j( V& [, Y% E' h2 u9 A - ctx.setDebugInfo("horn",1);//记录鸣笛声开启8 g' x' s; v/ O: R# O
- 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
$ u' T+ M2 X8 \' |6 U - }
$ q6 [' N3 [ }6 d) Q6 I - if(train.speed()*20*3.6>5){0 J: h$ N9 L2 ?; K
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
7 N+ ?2 z% Q; {+ Z0 F% U - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声: l) E9 B1 I" h7 A2 {
- }
+ `6 s1 Q. D+ i8 { - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
0 z: }2 O w# ^+ o+ K5 R/ \ - 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- _' y0 U6 M7 L, c. M1 j6 a
- 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 d8 |: |7 }0 g( U) N I5 V7 _ - }4 Y& O# t! I5 u3 B# o1 R
- }
# ~' U7 t& x6 _( k, ~ - }
% c: U$ N% C: x. ?% \ - state.soundsspeed = train.speed();//更新速度
1 V- \. \: j- c# n) ?7 X& l" d - for(let i=0;i<4;i++){
* c7 Z8 p/ }4 f0 I% o+ s" P - ctx.setDebugInfo(i+"=",state.number[i]);% t7 d5 o% M8 y7 C: {
- }
1 |& X* j$ q$ f, f - }
+ h# z- S" b2 }+ c+ s4 }& m - 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) c5 t, C# s8 f. H( [
- if(Timing.elapsed()>nu){//如果时间超过了播放时间5 g7 g1 T3 d# h* l& Q6 r
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
[' i! z6 W# D/ H6 U - nu = Timing.elapsed()+long; //更新播放时间
- ^7 u% D' X. e5 E - }
; O- U) c6 L8 n - return nu;//返回新的播放时间$ C5 ?$ n" D' j0 U) z1 l! [
- }" J, A& G1 o. J0 @+ K* E# P4 l
- function grnn(min, max) {//随机小数
+ z, a$ \# A- j1 ^) G) u% C - return Math.random()*(max-min)+min;
% L& `- X6 F: N, C5 P9 ^7 J2 c - }
# z8 e; T7 ]7 B) s* f% m - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
! ]) L! Z1 Z, B7 [2 a. b3 r5 ^ - // 获取列车从车库开出的距离0 _" ^. A9 W h1 b# w* U' u
- let railProgress = train.railProgress();
( J" w! e! {; d" D" W - // 获取当前轨道的索引
. n: v' i1 q# G3 ` - let currentRailIndex = train.getRailIndex(railProgress, true);
% r9 J1 Y* X8 w9 t3 N/ F8 F - // 检查当前轨道索引是否有效
9 o0 j+ N i0 J! o' N( m& J - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {: G$ ]" n, q8 H7 e
- // 获取当前路径数据对象( t- g; u; y- `6 X6 O* j& Z0 L. `
- let currentPathData = train.path().get(currentRailIndex);
2 p" L; q6 i m6 I/ n* b - // 获取当前轨道使用的自定义轨道名称" Y) |1 i6 B e" ^3 `0 b
- let trackModelKey = currentPathData.rail.getModelKey();
* {- d& }1 [* w' P8 A3 v - return trackModelKey;
( Q& Q) }( e0 q9 } - }% s$ c( s$ Z: R, R1 L
- return null; // 或者是一个默认值
) f6 J+ n7 P+ M$ C7 A2 [6 q - }
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
, A9 R9 S+ g+ E: Q$ E9 M |
|