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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 3 d" n$ J" C# u! j 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+ {3 d* B2 a& f# T
- var pit = 1;//初始化音高(速度); f) A; v( D9 U6 ^
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]! b# W/ H8 O9 ~/ }1 ?
- function create(ctx, state, train) {8 E+ ~& U/ S% c/ H5 m1 Q2 V
- state.number = new Array();. l7 y% u& t0 s6 i* E. s
- state.soundsspeed = 0;//初始化速度
% Q! I+ p, ^/ r+ i' D - state.speedsub = 0;
0 Z& j& }4 M6 h8 J$ F - for(let i = 0; i < 100; i++){, E4 f5 Q$ R) w
- state.number[i]=0;//初始化数组
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- }! Z; j7 Q- E8 u% \" d, h! E, M2 t& Z
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- function render(ctx, state, train) {
& o. m8 ~1 ?8 ^1 [ - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
7 h2 N( b& Z9 Z( B& x - pit = 1 + train.speed() / 40;//更新音高(速度)
' Z# w1 @6 p' S- z C& ~* O - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 . ~( j2 q. a1 j( T( |
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
4 Q' I, G) `* d2 o6 b0 Q) f$ J - ctx.setDebugInfo("speedsub=",state.speedsub)
0 h$ s3 c9 p7 e. _# E3 M - if(train.isOnRoute()&&gamerunning==1){//如果工作
9 E7 o" z& J. n/ n - for (let i = 0; i < train.trainCars(); i++) {# u' I h V' a9 m" e' }% g) `" K2 Z5 n
- ctx.setDebugInfo("soundsrun",1);//记录声音开启5 V- I- U2 H% p1 k' T
- if(state.speedsub<-1){//如果车辆减速, v1 u1 J& y4 B, _) O
- ctx.setDebugInfo("shache",1);//记录刹车! `- W& L P5 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& w U0 A0 ]7 b+ @
- 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
( _: x4 j( c5 B - }else if(state.speedsub>1){//如果车辆加速
0 o7 V5 N5 I3 u - ctx.setDebugInfo("addspeed",1);//记录加速* n G* l" x3 m3 i) y
- 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
/ h% @: @( s8 a# T9 H - }
]' p7 t* A' _ - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
1 z2 S- h/ e, u - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声1 h; @" `5 P$ z/ ?
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启1 i) a5 O5 e! o0 f A. ~
- 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% x3 Q2 K2 l2 `+ D
- }
D- I/ h8 ?5 U& k" Y; z7 [ - if(train.speed()*20*3.6>5){
" Q( z( A0 B$ e- k - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声9 m; p+ M2 x9 {! E o# s
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声5 x; {8 C* v r) v
- }" q7 {$ }' i: n" o6 d' B4 F, \
- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
$ h: }3 L- S+ ^% E8 j - 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
5 E. Y0 G0 L. L8 x - 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" f E$ l U8 A! {" J7 q
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- }
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- state.soundsspeed = train.speed();//更新速度/ q% b/ B+ u: Q+ ?" Y
- for(let i=0;i<4;i++){# b' c c) m8 _: L6 p$ i. Y3 d
- ctx.setDebugInfo(i+"=",state.number[i]);0 W- h j: R- ^3 W! z+ f+ @: F
- }
$ `: |' O! K7 |6 q - }
( t" y) H/ ]0 i! G9 V - 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2 \" ^% E+ [( }0 E4 q6 D
- if(Timing.elapsed()>nu){//如果时间超过了播放时间1 _( q, l- Z- o
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
; ?9 r" L% V4 J" G - nu = Timing.elapsed()+long; //更新播放时间/ W0 N [% X( I! U
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- return nu;//返回新的播放时间
! u( B- c7 ~9 H+ b - }
6 u( U% L( [& M6 S- | - function grnn(min, max) {//随机小数) H6 r8 V ~9 C, I
- return Math.random()*(max-min)+min;
c- K7 [& B7 w4 e. I4 z; m+ d - }
$ n2 T+ H+ c+ s - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
) B0 S3 Z% g) Z5 D - // 获取列车从车库开出的距离
1 j. e2 d2 S7 w - let railProgress = train.railProgress();. C d8 W& J; O$ J2 ?2 h
- // 获取当前轨道的索引
6 L( a, r) W Y - let currentRailIndex = train.getRailIndex(railProgress, true);
1 M7 \1 _9 k' z* z% \) ^- I( K - // 检查当前轨道索引是否有效
: n, v/ [8 Z5 j4 h- C0 k) a - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {0 s. q& K5 T: y) t, x- A8 I% c
- // 获取当前路径数据对象5 |: u4 G) ~9 z! w- h& l
- let currentPathData = train.path().get(currentRailIndex);
( V& ~8 i& n3 G8 H. P/ }% w - // 获取当前轨道使用的自定义轨道名称3 r( u W* L: x( T
- let trackModelKey = currentPathData.rail.getModelKey();% ?$ t! {0 f# `
- return trackModelKey;
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- return null; // 或者是一个默认值
9 m; f# D& @: ^% D3 v! z - }
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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