|
|
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 0 n' D7 x* \ m7 u( U: V
9 r: a+ Y" ]/ X1 D
, F' _ z+ I& w7 L最近在研究JS 做了一个简单的逻辑来播放声音0 i$ M# t7 J2 m& z$ d) Q
- var pit = 1;//初始化音高(速度)
8 _/ i3 H- F9 @" K. k - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]0 y l9 |9 x. ^$ P6 C0 X
- function create(ctx, state, train) {# j5 D) _% u0 y" u
- state.number = new Array();: C6 ]: j, e8 [6 O* }/ u
- state.soundsspeed = 0;//初始化速度1 w( z, q2 P+ W/ N( z
- state.speedsub = 0;4 b# U# Q& I2 Y P# v) \
- for(let i = 0; i < 100; i++){) I1 F- V: |8 q6 P F
- state.number[i]=0;//初始化数组( z0 b& O9 r, o& H5 B
- }2 c- L4 n$ H1 T! D4 A2 a1 p
- }
' C* V' \' z7 F4 w: a* G8 d - 3 M6 A, U: ?" U! l
- function render(ctx, state, train) {& E; Z& E, o% [: y
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
% r" a& A. O; o; _% D8 t - pit = 1 + train.speed() / 40;//更新音高(速度)$ h/ Q& K& P0 G5 g0 l3 r/ O2 o
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
6 i+ U# H9 A" X1 g8 K% E4 s4 E - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
( d" s4 |( R4 R - ctx.setDebugInfo("speedsub=",state.speedsub)* p* G( s9 i- M# h# n% t7 Q
- if(train.isOnRoute()&&gamerunning==1){//如果工作/ v4 f5 V( a6 p) O# m2 A
- for (let i = 0; i < train.trainCars(); i++) {
) Y7 N7 D. @3 U - ctx.setDebugInfo("soundsrun",1);//记录声音开启
1 B: P7 V- T4 w4 i# P: o* { - if(state.speedsub<-1){//如果车辆减速# ?2 K" N4 [9 L: v8 Q% y6 @9 P. |
- ctx.setDebugInfo("shache",1);//记录刹车
$ c3 B) q7 Q5 u3 D% @ - 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( D! e: r+ J* s
- 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25 q% h7 p- i9 L3 V" P% W# T
- }else if(state.speedsub>1){//如果车辆加速4 @; M- w. Y! n# n* v9 F, V" Q! P
- ctx.setDebugInfo("addspeed",1);//记录加速
1 |; P& L( G4 \' p) K* 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
) D0 Z7 x5 Z3 [/ c, _0 R5 D - }% K; K# f" T7 K! C" Y
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
% R# H' s2 I# n - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声( Q M6 U& k8 |5 B, H
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启& `7 Z$ I B) [- I+ B( @+ n$ c
- 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9 M; D9 W; [5 O6 B+ j
- }
+ N. Z9 S/ A6 E8 w0 x- M; D - if(train.speed()*20*3.6>5){
/ X9 n }- u# `9 I, e1 O7 j - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声: K9 N3 W5 n' y# @6 {' f7 Q
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声/ G8 S6 {( z4 v0 G- j
- }0 J0 [6 h' R; x6 s" l
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
4 {3 K% W3 w" R, Q9 ]3 z2 ?* A1 v - 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: d$ o5 ]8 [7 L1 e9 D8 h3 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3 B* R1 ?" Q9 S# S7 p9 ~
- }9 I# y1 g9 `: f5 X- B+ c4 |! y: u$ I
- }
0 y2 T/ _1 g* [& Q# E$ F - }
6 ` ~4 V6 h# b7 `. r' c# s - state.soundsspeed = train.speed();//更新速度' M. \- h$ Y9 V' \
- for(let i=0;i<4;i++){
1 z- G4 e7 I0 E9 s8 k - ctx.setDebugInfo(i+"=",state.number[i]);
( G* W& z2 j* f/ R# [% y, s8 a - }
8 r7 w+ p, o7 `7 d: i% c) I( C i7 t - }
# k3 _. G* j K0 J- X; L2 c; d R7 M+ w - 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
5 @# b" Y4 q3 f1 x; h3 {/ L% H% O& P - if(Timing.elapsed()>nu){//如果时间超过了播放时间
9 x% f" Z$ Z4 K+ {9 S: ~! Z, `& D( O - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
9 ?: {. V7 E v( T& u - nu = Timing.elapsed()+long; //更新播放时间/ x9 q! M% A% U% J
- }. m/ u0 A: [! Z* l1 V+ `5 B
- return nu;//返回新的播放时间& o* G1 m2 R7 B+ E/ E: `
- }1 v/ Y" N, F3 u! _7 A! D: R0 K+ u
- function grnn(min, max) {//随机小数
. F) b& B) P, O$ R0 K4 E$ D - return Math.random()*(max-min)+min;
4 Z$ x* N* ~. i/ k' } - }
6 r% a' n7 B7 m- H - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的5 u* o0 ]7 n4 ^% U) }; p8 }
- // 获取列车从车库开出的距离+ \2 X$ F( J( k$ B2 ~. k
- let railProgress = train.railProgress();6 N4 l7 @2 ~, b( y) e# f
- // 获取当前轨道的索引" V, p3 ?# c# n. T/ I
- let currentRailIndex = train.getRailIndex(railProgress, true);
, `1 d3 Z+ e& B& d+ z: ` - // 检查当前轨道索引是否有效' O6 y' l/ _( q! ~3 o* k4 q
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {. @; z. q# d/ f+ H* P
- // 获取当前路径数据对象& C- I0 X4 s% M7 f, S2 q6 |: }
- let currentPathData = train.path().get(currentRailIndex); |( h0 C7 d9 r, M# j, x1 w
- // 获取当前轨道使用的自定义轨道名称1 I2 t0 |: l% ~
- let trackModelKey = currentPathData.rail.getModelKey();
9 M7 N; o# p; I$ r - return trackModelKey;
4 I3 f2 f& |5 ^: @$ B - }
% x' K; l5 k* [: b( F4 s, p - return null; // 或者是一个默认值+ y( `. K& B! {- u
- }
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
# D4 _' Z. P& ^ a! g0 P |
|