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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 1 C8 T, d# ]* I' `) L
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' b3 `3 @- \/ d9 p. s7 e最近在研究JS 做了一个简单的逻辑来播放声音
& J2 ^& q; F, W. f$ m- var pit = 1;//初始化音高(速度)
" x' x" Q) ?" r" ?* O - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
9 o$ W6 k! ]# x- E: j: X - function create(ctx, state, train) {* e/ P. N5 d, {$ o+ J
- state.number = new Array();6 B. O3 T1 U2 p4 K5 G" ?" U
- state.soundsspeed = 0;//初始化速度
. _! y _" |: A" K: } - state.speedsub = 0;
( |5 P; g( \# \7 Z; H/ O( e1 _ - for(let i = 0; i < 100; i++){
/ D- b# u/ q1 J+ E& n* H8 L - state.number[i]=0;//初始化数组
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- function render(ctx, state, train) {7 \9 w4 L" E% Z8 E& i9 g& ]
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
7 `2 R l9 u2 O) O - pit = 1 + train.speed() / 40;//更新音高(速度)& t/ r( P/ H1 n7 J
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
2 y, [" O) [% {; P+ c. M1 D3 N - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
! p. i8 y0 {5 |0 E - ctx.setDebugInfo("speedsub=",state.speedsub)
0 C. r Q$ D0 O r0 Y3 O - if(train.isOnRoute()&&gamerunning==1){//如果工作
( c6 B& @7 r2 Q/ R( o1 R, c/ p4 F - for (let i = 0; i < train.trainCars(); i++) {
& x9 _- `% A( k7 h - ctx.setDebugInfo("soundsrun",1);//记录声音开启) s; M, X2 B- R5 q9 N/ L( [
- if(state.speedsub<-1){//如果车辆减速0 p. a) C, ^, P. R9 c
- ctx.setDebugInfo("shache",1);//记录刹车0 b3 i2 e) h' j/ ~( Z. ]* 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
; k* x6 I% t* f) p1 [ - 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
# |# L, T( F( O3 F% Z - }else if(state.speedsub>1){//如果车辆加速) U( v; q- n% E/ z
- ctx.setDebugInfo("addspeed",1);//记录加速
2 Y! ]- B: H; K2 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
! ^+ T7 {2 t6 j0 m! w - }
0 x8 c4 c* q5 R t( S N8 } - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
2 |4 H; I- z: w1 Y1 w- q: k - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
% w6 q% I2 g1 [ J - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
6 [+ {$ Z. l9 U" ^. Y& X; I3 k - 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
2 i+ |; R0 x: S - }! z0 R' H" F% ^, ?6 g0 ~, {
- if(train.speed()*20*3.6>5){$ Y0 K* z [% r2 V
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
# l. X; x% A5 P& X - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声7 P! v0 K: s# Q- b3 p
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
& D/ g& b4 ?: w* [ [) L. D - 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
. h# M. w- X | - 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
; [) d( z" J; f5 l - }
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- }
% ]3 @2 x$ z. `4 Q H7 o: F - state.soundsspeed = train.speed();//更新速度7 o( Y) C1 S% D1 S6 C) _
- for(let i=0;i<4;i++){3 K* W5 S# m; p6 v
- ctx.setDebugInfo(i+"=",state.number[i]);! J9 f- E+ q2 M( m4 r
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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* u& ?( S" R4 k$ h R% q+ G
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
8 u* N$ w0 k1 E) B( p/ T - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
+ D3 {( t" Y! z. X: ~- I L - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间. d$ P8 V2 u" X
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- function grnn(min, max) {//随机小数6 O( ~* E8 `! u7 E/ Z; @
- 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
) @- ]; v! [# O - // 获取列车从车库开出的距离
, n3 ?# m+ z5 y+ @. r - let railProgress = train.railProgress();7 g1 G$ h$ I3 y, p8 q
- // 获取当前轨道的索引7 C1 S$ ^/ ~: C% r
- let currentRailIndex = train.getRailIndex(railProgress, true);+ |% g& e- w/ x/ s4 q A8 H
- // 检查当前轨道索引是否有效
1 U f- Y. l+ M! w - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {2 k) ]/ @ I# M+ z; I7 s3 x2 X' H; U
- // 获取当前路径数据对象
g P5 V7 O* Q" v1 u, Y3 R7 h% | - let currentPathData = train.path().get(currentRailIndex);8 z9 ~9 `% }. V6 @
- // 获取当前轨道使用的自定义轨道名称
2 {. O% L5 d+ M1 v- g/ t! i - let trackModelKey = currentPathData.rail.getModelKey();
3 M( g( r' P( V9 \' X/ } - return trackModelKey;$ t3 ?( b1 M- f$ O
- }
( W% d( Y( ^6 e& V) D - return null; // 或者是一个默认值/ A! U9 K# j' @1 S, e! 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
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