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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 / k8 g+ ^0 ~' H9 ~
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/ W+ [( N' B2 Q$ r. o" I4 R7 i* Y最近在研究JS 做了一个简单的逻辑来播放声音% N$ u, Y+ W) @: a; P# Y5 m
- var pit = 1;//初始化音高(速度)
# V+ H& X; g4 J' x( E - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
) l+ L" P K# k1 ~& t* G \" ^ - function create(ctx, state, train) {7 w' [* |! V, A9 n! E* {9 g' q
- state.number = new Array();! B$ `0 r, w! h' k* T/ v6 W
- state.soundsspeed = 0;//初始化速度9 A% Q8 v/ a1 I2 a& j: u
- state.speedsub = 0;
5 D: O4 v1 }- w0 K6 o: w( [ - for(let i = 0; i < 100; i++){
) x" f. E4 K" q% P% F& c - state.number[i]=0;//初始化数组% ^7 b& r2 R, @2 m& q7 L
- }( \, w7 T" N5 G
- }
% [$ w! Z9 h( Q+ w- y( j+ o. |8 ` - ) b% q/ b- R1 j D7 d
- function render(ctx, state, train) {
, n3 i( R/ P2 k! Q - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
4 `/ m' l' o' B; U z% o+ {2 _ - pit = 1 + train.speed() / 40;//更新音高(速度)$ g/ h. [2 H$ J8 d3 { I# {# L& _
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 1 x% D$ ]% E- I& P# J. G/ k" q
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差; b! X: H% K6 U# y' C
- ctx.setDebugInfo("speedsub=",state.speedsub)
( U( b, E- a6 E& {2 g - if(train.isOnRoute()&&gamerunning==1){//如果工作- }; Z& m9 v( U2 g# y3 s) @9 S
- for (let i = 0; i < train.trainCars(); i++) {
, v2 l h8 { [ - ctx.setDebugInfo("soundsrun",1);//记录声音开启
. _2 S% \5 I/ a: \; A4 j - if(state.speedsub<-1){//如果车辆减速
; s s# Q2 L/ l) | - ctx.setDebugInfo("shache",1);//记录刹车
1 G! i! S" n0 H6 o I3 C9 A5 q - 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
3 ]8 `- m4 b5 V# N - 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# ~. [3 K/ S( n
- }else if(state.speedsub>1){//如果车辆加速' `6 o0 b- k ]/ }
- ctx.setDebugInfo("addspeed",1);//记录加速
- r2 A# w: d5 w3 J+ N - 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
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1 X( A. N2 n! s7 x/ ^ S8 J9 r1 Q' U - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
! _7 W9 X- y: y3 a6 A4 R - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
/ d% ^% _3 K" u6 j0 p% r - ctx.setDebugInfo("horn",1);//记录鸣笛声开启; |$ `9 e# l) Q* r) ^9 e% A
- 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* @* b' w q% y7 A( |
- }
! _( L, r3 E, o2 w% Q - if(train.speed()*20*3.6>5){% X6 H# q6 T9 m* U: E
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声, Y0 R" h. x( U" w8 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
. Z3 @! Z: G6 e - }
5 y+ }/ J; h' {' K" @, V, \ - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
8 U1 X; O: u- M0 p - 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1 z5 C3 U' R9 x4 o
- 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. J+ p0 f# {1 K- Z4 [
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- }
0 k" Q- {9 C. x" `$ x L- V - state.soundsspeed = train.speed();//更新速度' e: O- J# |+ ?* x7 a N
- for(let i=0;i<4;i++){
, ~; h2 w2 _/ k* X' A8 W1 u' n6 f0 q - ctx.setDebugInfo(i+"=",state.number[i]);
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- }0 d8 K& a* }0 l6 o) ]- s6 r# f
- 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
+ v9 X0 n8 _1 a D: \0 N# k& J - if(Timing.elapsed()>nu){//如果时间超过了播放时间
- u6 X) B( Y" c4 z0 E - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放0 M7 T9 W" h$ V$ F
- nu = Timing.elapsed()+long; //更新播放时间3 e1 t2 X$ @% x
- }
+ Z( n+ @! j3 \) r - return nu;//返回新的播放时间: ?4 D& g% w7 Y: z {1 L- }; j; F
- }4 \+ z. W$ d1 C7 g# [' F
- function grnn(min, max) {//随机小数
/ B+ y+ o: X. R% P8 M& |$ f - return Math.random()*(max-min)+min;
* X# u* X) x- c e& } - }2 ^9 k% h6 l* a3 M- @1 m; J' k
- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
i, C' Q: n+ w' @ - // 获取列车从车库开出的距离
$ G: a( t9 i9 _0 E - let railProgress = train.railProgress();
$ H9 i% c; V8 s! M3 S - // 获取当前轨道的索引
- [1 J( S. P" t9 U - let currentRailIndex = train.getRailIndex(railProgress, true);% X# g' ?. v- d) d& u; d2 X1 J
- // 检查当前轨道索引是否有效! ~. B% b2 h" w+ C" d
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {" r2 C1 A, Q0 l" ?4 y# p' H' N0 t' w
- // 获取当前路径数据对象* V8 _" C. v, N0 m/ a: x
- let currentPathData = train.path().get(currentRailIndex);$ S2 z4 E5 D9 b6 ?/ x2 u
- // 获取当前轨道使用的自定义轨道名称9 i2 N( y0 W3 T9 b2 O( P8 m
- let trackModelKey = currentPathData.rail.getModelKey();; S( Y8 N" }, Y8 e
- return trackModelKey;$ V O Y$ |" i1 j- ?
- }
0 e7 Y. B S& k4 H - return null; // 或者是一个默认值
0 C3 a' h. K* | - }
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& M+ J2 I* ]6 t
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