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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 : U6 W' I, w0 l+ ~ D
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g$ u0 Q' O1 }3 f& T( L最近在研究JS 做了一个简单的逻辑来播放声音
6 }7 N. B* }' z) `1 w" W- var pit = 1;//初始化音高(速度)
8 l( }# c, R2 e o7 n, w - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]7 ?: W. H# e+ a& `
- function create(ctx, state, train) {
" Q. a2 N9 k" V: U( m - state.number = new Array();7 |: G3 {2 v; o& Y
- state.soundsspeed = 0;//初始化速度; W0 j0 Z/ K8 ]$ k& Z
- state.speedsub = 0;
0 f7 H. f' j! Q& H' y& w% s' N8 F1 D - for(let i = 0; i < 100; i++){5 z5 K$ x( t5 m; K3 |
- state.number[i]=0;//初始化数组
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' @; L3 q! Y# e/ V" ?6 | - }
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8 G7 @4 A' z' b* x0 D' p- function render(ctx, state, train) {
! `* N0 [' L5 ^ - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
) ?4 I2 k, W9 v - pit = 1 + train.speed() / 40;//更新音高(速度)
: S ?, l. Z$ S& ~ - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 * ]6 P! R) Z$ P- g) p$ q8 D, @
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
6 R4 F7 A1 m) D - ctx.setDebugInfo("speedsub=",state.speedsub)$ z7 W5 x7 E- {$ b0 F
- if(train.isOnRoute()&&gamerunning==1){//如果工作# x, u$ x7 C' V$ ]- P6 ^
- for (let i = 0; i < train.trainCars(); i++) {
9 b: ]" G; f& `6 {4 |3 J& z$ B - ctx.setDebugInfo("soundsrun",1);//记录声音开启
- m5 S& N3 A% u0 g1 `- U/ n8 e" B+ \ - if(state.speedsub<-1){//如果车辆减速
' x0 D( k+ Q r& y# s# b - ctx.setDebugInfo("shache",1);//记录刹车; T1 Y* b* u1 g
- 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
: `2 r; X, D( ?% \& r - 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& J: d1 D {5 o0 P1 H4 V( M
- }else if(state.speedsub>1){//如果车辆加速( \+ Q- G8 P/ g/ n* r: m. B: w3 A& m9 L
- ctx.setDebugInfo("addspeed",1);//记录加速) B0 o% F5 s5 m& ]+ s9 H; l
- 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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- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
9 x* N9 U- w8 R - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
5 J( N( M J" B& a - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
! a! Z0 f, D/ Q3 ] - 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
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- if(train.speed()*20*3.6>5){# o% y$ u. f. m0 M1 i
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
; S; \! d0 S1 @9 @9 B7 V' R - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声# [# i" b+ R9 [+ S6 ?; Z0 K
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){: N# d D2 }) l7 a; }% w
- 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
! d1 x. W% P2 A! j* T - 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0 m# |3 G! `/ f/ l
- }
+ R" A& L- N- S8 R - }
g7 S4 Q2 b6 s4 X% Z8 g5 K' _# X - }/ V/ j" n" V% t1 [; y
- state.soundsspeed = train.speed();//更新速度
1 v& K7 I( s+ | - for(let i=0;i<4;i++){) G1 J( A! u$ u* B! ~
- ctx.setDebugInfo(i+"=",state.number[i]);
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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
4 K" e. {2 a2 E$ }& P& R5 |( U - if(Timing.elapsed()>nu){//如果时间超过了播放时间
' Q- q' A3 H* ]4 [ Y1 g- {, J - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
" I& g3 g# A) ^! q - nu = Timing.elapsed()+long; //更新播放时间5 T1 D* \$ H2 h/ j, X
- }
3 I9 y; F! V! f* a3 x% s - return nu;//返回新的播放时间
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- function grnn(min, max) {//随机小数2 V d7 k1 I! \6 z; c, {
- return Math.random()*(max-min)+min;: @& g7 y3 [# [1 w( ?9 A8 y
- }
0 {+ H3 |( c' b. ?5 x& E2 ^ - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的3 I' y/ Z: u( F
- // 获取列车从车库开出的距离
5 U, U0 _ M& \$ M3 b" ^( Y0 } - let railProgress = train.railProgress();" T, B$ t0 s- u1 x- y; J
- // 获取当前轨道的索引
6 y4 |+ d. S! G+ \ - let currentRailIndex = train.getRailIndex(railProgress, true);
. D `$ O1 b' N. r! Y Y9 f - // 检查当前轨道索引是否有效
, ^7 G5 }. E2 ], m7 W - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {( `) Z" |! |9 J; p9 H" d( m* A* `
- // 获取当前路径数据对象4 K# b6 k- B, I- G* w; N# b
- let currentPathData = train.path().get(currentRailIndex);
8 k+ [" a' E' p1 M% F* w( N - // 获取当前轨道使用的自定义轨道名称
( { E ^7 c3 Z1 m; O3 ~( C4 E - let trackModelKey = currentPathData.rail.getModelKey();6 k& w' O, I8 @! l$ `
- return trackModelKey;
4 o' N! o$ o. U! a9 h - }
$ B, I* H' D/ \- f - return null; // 或者是一个默认值! {4 c* [" d- x7 K' {8 H
- }
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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