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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 4 R+ F) Z/ d7 o. k
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最近在研究JS 做了一个简单的逻辑来播放声音# }, ?4 Q, t3 `% M6 R
- var pit = 1;//初始化音高(速度)
5 w% o5 z/ m) J* T. b" v3 ?+ Z - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
9 s; i$ L$ }0 D' Y# U; B8 v" j - function create(ctx, state, train) {
2 c$ k3 l2 @& ` B - state.number = new Array();
3 i7 }$ l+ |% S/ h k! c - state.soundsspeed = 0;//初始化速度, R6 z6 Z3 Q7 B+ ~% k$ s8 g/ u
- state.speedsub = 0;5 }$ Y) F! j* d# x Q
- for(let i = 0; i < 100; i++){
& g# X% `' u4 V; W1 I, j" v# E" s - state.number[i]=0;//初始化数组. b( J6 f# j7 a0 F4 c0 L
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- }
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1 O/ F( z1 S/ ~; t8 R- J- function render(ctx, state, train) {
! W' {( `& m1 y$ p0 m - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
8 z3 w7 P: L" L) ~' C - pit = 1 + train.speed() / 40;//更新音高(速度)
R& P# V, H& T$ J: l N - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
% Q. P7 U: }0 Q* n - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
1 ], n8 k O5 {# j6 y3 G - ctx.setDebugInfo("speedsub=",state.speedsub)
, k2 J( X; S% g - if(train.isOnRoute()&&gamerunning==1){//如果工作% W% i$ r9 u* Y$ z
- for (let i = 0; i < train.trainCars(); i++) {
, N8 y- z3 ?* I& Q6 f: h6 |- F - ctx.setDebugInfo("soundsrun",1);//记录声音开启
; I0 K0 `) x) X3 o2 B! ]. v - if(state.speedsub<-1){//如果车辆减速
/ r J1 k- Y7 s - ctx.setDebugInfo("shache",1);//记录刹车) J9 P) S1 Y9 E
- 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, ^$ `* x' O6 {% f- T# s; k
- 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
2 G6 b" r2 x' [% l6 o - }else if(state.speedsub>1){//如果车辆加速- h: {5 O3 U/ J% T: t
- ctx.setDebugInfo("addspeed",1);//记录加速
$ F/ ?* H5 u+ J$ h* y, w- 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
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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8 y/ i( @) ^) j- o) r8 _9 Q
- if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声: e6 K9 n) a& v f, i* x* e
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启0 C4 ^8 {' o# O8 O3 \! H
- 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
# c/ {; y* v ~) S0 ^& o4 C - }
+ J' V7 n6 i3 w - if(train.speed()*20*3.6>5){
. Y6 M4 ^" V" R: N( } - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
% g8 v8 P3 i& w* U9 x6 X8 a/ r, L - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
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0 I9 x; d3 Q* U+ ~) C - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){$ I8 z* m& W5 k# a/ }1 m; q. W& u
- 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' n$ J9 |9 C9 `; H* k
- 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4 W7 G6 u P. I$ B# a" W) L+ N3 x
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- }
s# b/ O# q5 a' N9 u. N0 Y - state.soundsspeed = train.speed();//更新速度5 L! L* \! G9 A5 l
- for(let i=0;i<4;i++){
7 l w; }# C# O% t. K - 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) J' h" @" C9 E9 y \" j
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
: t& c6 m0 Y: p s - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放8 O7 t& P% g2 B6 W
- nu = Timing.elapsed()+long; //更新播放时间( P: |) G0 Z1 i' E9 e& d' T
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- return nu;//返回新的播放时间2 ]( G, h+ ]& D* h" Y7 Q" W1 \
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- function grnn(min, max) {//随机小数+ r, d% D9 m6 @% L
- return Math.random()*(max-min)+min;
q7 {8 N5 i. H8 K$ k- v, w - }
" k7 r O6 Q8 N, H7 ^ - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的! \1 `! v0 e- K( S9 ?
- // 获取列车从车库开出的距离
' G( _9 p- _: A; k - let railProgress = train.railProgress();( m N% x! }1 x" T/ Z9 C9 `8 ?
- // 获取当前轨道的索引0 v) E6 s' K# M" q8 X/ _7 x8 E9 Q
- let currentRailIndex = train.getRailIndex(railProgress, true);$ y0 B+ Q! e: @
- // 检查当前轨道索引是否有效! K, x5 T$ j |. G
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
+ m( ~/ J/ \$ X X+ f' h# Q; L8 I - // 获取当前路径数据对象
1 N5 |- \/ A* r+ |; I! }6 S - let currentPathData = train.path().get(currentRailIndex);
* x0 F2 h4 O. ]9 m1 T4 h$ e, E - // 获取当前轨道使用的自定义轨道名称8 i7 C. V! W: ~4 S* _" D' E+ c N
- let trackModelKey = currentPathData.rail.getModelKey();2 L# M6 X: l5 y3 { c0 e C' |5 U
- return trackModelKey;
( ?5 j4 o5 a8 M: n - }
/ p9 V) m- L; e# \ - return null; // 或者是一个默认值) i0 k% m! p n) L/ \; K& v# e) E
- }
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' r& A. U" W. B1 W3 W2 v
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