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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 " ?: R5 R4 c) V' U p1 K0 r
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3 x+ z# P" }* y& q& {5 }% f最近在研究JS 做了一个简单的逻辑来播放声音7 @8 M" E5 m6 H
- var pit = 1;//初始化音高(速度)
' }" h9 G, i' \0 _0 m - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
& }( N* E; _" A; X! y0 Y' I, u - function create(ctx, state, train) {7 a: R6 |+ D/ Y5 `' m
- state.number = new Array();
' X) a& S# H, }1 ~' b - state.soundsspeed = 0;//初始化速度
: K+ H' y1 v- M7 S' r/ l - state.speedsub = 0;- }& |5 z+ w% x. V! S
- for(let i = 0; i < 100; i++){
0 x1 x, X @% M4 i6 L$ l5 b: n - state.number[i]=0;//初始化数组: k( _! U2 T* k# e% {
- }
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+ d3 {9 E4 D$ F6 ~7 x& Q3 d- function render(ctx, state, train) {
4 o2 k4 A2 G: V, F B - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
$ X' B6 q) [0 ]* v - pit = 1 + train.speed() / 40;//更新音高(速度)* J0 h7 S" n. A( B6 C3 @ F
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 ; M0 k! s# ]; Q% [+ z
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
: Y2 N; x; u: \; X' s7 S0 p1 K - ctx.setDebugInfo("speedsub=",state.speedsub)6 |3 _, Y4 v }( L3 k+ a! b
- if(train.isOnRoute()&&gamerunning==1){//如果工作
1 n) C& l% p: C; m4 C# R - for (let i = 0; i < train.trainCars(); i++) {
3 S( Y; n6 N E* O, N3 H7 E - ctx.setDebugInfo("soundsrun",1);//记录声音开启
/ `6 z/ \ E( l+ | - if(state.speedsub<-1){//如果车辆减速* U/ f8 ~. c. D' A/ O) d
- ctx.setDebugInfo("shache",1);//记录刹车
% D' ?( D( w6 J7 h6 r - 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
4 n* [& p: o( |$ ]$ w* U" I% U - 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
: K% o7 E/ e+ S2 c" a - }else if(state.speedsub>1){//如果车辆加速; s3 }3 p- W3 Q% w1 d& K, c
- ctx.setDebugInfo("addspeed",1);//记录加速
6 w* m9 A0 D, P8 w - 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6 D/ D3 L5 z3 G( u( y* r
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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
7 z7 e! Z+ M: f( n6 @ - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
- h% O, G' m1 r S - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
2 G7 n; D3 Q9 e( H" P" t7 ^ - 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: [1 z9 S2 l1 X. u' |' D
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- if(train.speed()*20*3.6>5){
/ P; }. ], l; { - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声2 t% k# Y) F& g* b, S# P& _
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声$ P! R s* |$ M2 U6 ?
- }
/ @. Z' r7 l& x6 f- \+ d1 s - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){8 D# H: r0 _$ {( j# p' `. @) m+ C/ k
- 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
+ t9 S `! c4 h/ 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) Y$ W+ Z8 M, h( o1 P
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- }
* B5 u2 N5 Z1 Q; w" U3 f - }
1 a2 F3 [% N1 s - state.soundsspeed = train.speed();//更新速度
7 K6 Z. R8 @2 A - for(let i=0;i<4;i++){5 j7 T% v6 Q0 {% X4 D
- ctx.setDebugInfo(i+"=",state.number[i]);
+ r1 s0 G& A1 U, e4 O# ~1 T; @ - }
. O; l8 [6 t7 E( c! i - }
, z& P# x2 C) A: G. C - 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& Z( T8 ~8 W, x6 x- o- P' X
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
7 l( b- A! ^' `. A5 p% f - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
, Z4 @4 K8 u U% W# B+ ~$ i+ s$ s9 {: ^ - nu = Timing.elapsed()+long; //更新播放时间
& H5 y4 J* G% o: d, O - }
/ f Y! C6 ]2 G - return nu;//返回新的播放时间
7 z" T. i; Z4 y" ~' @4 K - }
8 Q! \! c/ m0 d* P" F4 o* l9 e8 r - function grnn(min, max) {//随机小数
# S# L( l5 t, m* H! E! u - return Math.random()*(max-min)+min;
8 c& \8 D! Y2 ~' Q. c( ` - }
7 {. Z0 Q s. A0 j - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的* Q% z6 ~3 x( N$ e C3 @
- // 获取列车从车库开出的距离( g& {3 P$ V5 j" ~1 y" Q% ]
- let railProgress = train.railProgress();
! G/ k8 b" t& R$ @! E - // 获取当前轨道的索引
4 o2 T3 r) `) X/ F - let currentRailIndex = train.getRailIndex(railProgress, true);
$ L; T6 c/ V% I; f. M- G# s - // 检查当前轨道索引是否有效 s+ Q9 F6 u+ S# W; c0 M6 Y
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
; S. E, n' G& z; ?% ^: n( F5 E - // 获取当前路径数据对象# S* ^6 U q% b. t" G
- let currentPathData = train.path().get(currentRailIndex);
8 b) ?- I# L! i2 Z9 q - // 获取当前轨道使用的自定义轨道名称% L3 I; P5 d' B5 Q8 S) v
- let trackModelKey = currentPathData.rail.getModelKey();3 U0 y1 Z3 x3 U
- return trackModelKey;
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- return null; // 或者是一个默认值 D8 q; ~0 l& Z; O$ t* I
- }
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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