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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音% _ O5 {3 a* K+ d
- var pit = 1;//初始化音高(速度)1 |0 ` d7 c4 f
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
9 L4 G" b6 B! G) j - function create(ctx, state, train) {; m' W8 h. ~1 z" ]( p# V
- state.number = new Array();
! ^ h \7 f! ^- E9 i - state.soundsspeed = 0;//初始化速度
7 d2 T) L2 Q, h7 b - state.speedsub = 0;
1 C, n/ v" P0 j ~/ V+ I( y - for(let i = 0; i < 100; i++){: L1 b# {% ~' _/ [8 }" k
- state.number[i]=0;//初始化数组
( a# l% E' ~ C3 L - }
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/ J- |) Q S% v' W* {, j- function render(ctx, state, train) {( r5 b; @ R1 F$ {
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
% c* O" B0 z1 _5 V4 l0 s - pit = 1 + train.speed() / 40;//更新音高(速度)
8 C2 }- Y! l$ `; I* T/ Q9 z( g - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 1 A' Y" a8 c2 c5 h1 x
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差8 c$ c2 P; ?' u& l) ~# J
- ctx.setDebugInfo("speedsub=",state.speedsub)5 V) ^5 ]. y t) y
- if(train.isOnRoute()&&gamerunning==1){//如果工作% K L& n% B' N+ b" p4 }! H- q
- for (let i = 0; i < train.trainCars(); i++) {
3 q$ m" F% j* y - ctx.setDebugInfo("soundsrun",1);//记录声音开启
" k9 l R. V2 b+ p# [( D8 c - if(state.speedsub<-1){//如果车辆减速
" c2 o( `- c0 T" I - ctx.setDebugInfo("shache",1);//记录刹车
/ V+ V+ j9 j( ^) _ - 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
: H7 W, T: A6 \1 @ - 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
+ y; Q2 m x8 e" J$ d4 ~) r - }else if(state.speedsub>1){//如果车辆加速
d3 \4 p* p+ S - ctx.setDebugInfo("addspeed",1);//记录加速 P7 [$ N. y0 o2 b( R
- 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9 x- Q6 c. _" {9 V
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- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
* ]/ J4 g" P' Y1 E5 D9 T; Q - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声1 p+ }' ?7 b, _) H
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
8 j1 G5 V3 z4 I3 w# O9 r - 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
6 S5 z- h( G, K- P1 f - }
" @& f: G/ C- k! T6 L, L4 v - if(train.speed()*20*3.6>5){
/ S" a6 I: S4 `+ |; 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# o2 s, |2 y% z2 |
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声; q4 o- F9 j7 Y; m7 r
- }
" H+ m# Y! r4 ?' r0 b4 A" j' t. Z - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){, x( i$ q6 ^5 h3 t2 p. R4 U% e
- 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% G: |( c* y- L
- 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5 C: w* x( ~9 }8 @0 f
- }
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- }
) m0 {: N1 D( n- T0 \. s1 G - state.soundsspeed = train.speed();//更新速度
( Q* F: H- k5 h. P3 V - for(let i=0;i<4;i++){
2 G- U7 w! q8 a; L' }. Y! L - ctx.setDebugInfo(i+"=",state.number[i]);
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- }
7 `3 h n8 `; k; O - 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. [) K3 S0 I3 U
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
" N9 |! C) L, H* b, c! k* ` - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
: Q2 k% s3 H( }( `% W" p! @ - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数
u/ h3 `" i3 p8 D+ x% \ - return Math.random()*(max-min)+min;* V. G/ U4 G! Q" M, p K
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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
" z8 G: g0 J+ h+ U3 r( W - // 获取列车从车库开出的距离
* k$ ^+ l) c/ R; N/ w* k/ X) L - let railProgress = train.railProgress();# g* m; B3 p# F
- // 获取当前轨道的索引
7 s- }4 x, `- t* _ - let currentRailIndex = train.getRailIndex(railProgress, true);# t- G' N0 e; `+ H
- // 检查当前轨道索引是否有效9 H k' M8 V$ a% |0 [- c; H5 z9 n
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
2 G0 z: g! G9 [ r5 b8 f( [ - // 获取当前路径数据对象
% \, P( l5 Z2 v - let currentPathData = train.path().get(currentRailIndex);6 u" q/ ^4 W( R' |$ l- |# k) h
- // 获取当前轨道使用的自定义轨道名称
( s7 ^% Y' Q: i - let trackModelKey = currentPathData.rail.getModelKey();3 \. Q3 J% t* @& N( Q6 v+ l1 x
- return trackModelKey;2 c, N7 b4 W- V* ^# ^" t& I
- }
7 T8 B* ~0 M% W5 X: j- `$ K# a8 W - return null; // 或者是一个默认值3 _ B7 }. t& E/ M T! `
- }
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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