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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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5 R6 _6 v! {. s最近在研究JS 做了一个简单的逻辑来播放声音9 {# N3 t8 F4 l, H0 q
- var pit = 1;//初始化音高(速度)
9 Z, n: ~: X. b$ k) L5 B - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]
# p$ ^4 l" |6 j - function create(ctx, state, train) {# f3 T1 V. ]+ N1 A
- state.number = new Array();' i# J- |+ V. }5 A& A1 k& ?& j. y
- state.soundsspeed = 0;//初始化速度
( p# @" M8 f4 n: _5 ?% u+ @ - state.speedsub = 0;0 ?' \9 Q0 c5 K& y
- for(let i = 0; i < 100; i++){( i9 d9 l# e) |$ a5 k) W6 t
- state.number[i]=0;//初始化数组1 d' e+ q) a7 S8 O
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- }
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- function render(ctx, state, train) {0 X3 O1 O* B3 ]
- ctx.setDebugInfo("sounds=",1);//记录声音程序已启动9 \8 F+ O" K8 t5 R0 f
- pit = 1 + train.speed() / 40;//更新音高(速度)
6 Q# \+ H# F3 N# ~; b% Z& W - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 / G1 S1 F; @; ^$ E
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
* o+ z. B" }# d4 p' a e2 v+ l f - ctx.setDebugInfo("speedsub=",state.speedsub)2 j* P9 d! ~' k+ E2 `& Z
- if(train.isOnRoute()&&gamerunning==1){//如果工作" b4 f. b1 v7 {# x
- for (let i = 0; i < train.trainCars(); i++) {
" U! [& L4 S. ]; G+ p - ctx.setDebugInfo("soundsrun",1);//记录声音开启
' K( B/ w7 u" v/ O+ ` - if(state.speedsub<-1){//如果车辆减速) n# P7 u; C4 ^% D; v& a
- ctx.setDebugInfo("shache",1);//记录刹车4 m, h3 F- e1 F7 U/ I( W7 b
- 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% U8 L o1 z7 Z: X- E
- 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# ~( o x* E: R7 B
- }else if(state.speedsub>1){//如果车辆加速
, J' Q& U2 H4 Z ?4 b& n - ctx.setDebugInfo("addspeed",1);//记录加速
+ d% {" u' s6 r" D - 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4 t e- u. V. m1 w- e: Y1 K
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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 |0 Y# m) l5 T2 V q7 h - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
# n3 a3 p( r% \# S2 F# c: u - ctx.setDebugInfo("horn",1);//记录鸣笛声开启( Y ?& q2 \5 X, A' R' l$ l0 d" W
- 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2 \& O; Y1 l, W5 S
- }
9 a! n3 O# k4 f% C/ Z - if(train.speed()*20*3.6>5){8 h0 H: V8 ]. ?' ~# a7 `% p( f
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声/ F1 q4 k3 g. X' 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7 }: ]9 i' I; Y) f
- }
" I2 o5 D9 c& Y1 P9 N - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
" S6 W" O' c L( | \ - 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0 O4 L& ]( y+ r9 m ~) z& F" x% d4 L
- 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! ` e7 c& `* S
- }
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- }
+ A# O: y3 w8 k! B9 Y" ^- f. ~9 c, H - state.soundsspeed = train.speed();//更新速度. z* M5 F5 M1 `
- for(let i=0;i<4;i++){
( A% ~7 ^% n, K, ~; X5 n - ctx.setDebugInfo(i+"=",state.number[i]);
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' ^5 T( E/ f8 C+ [! C- z0 j: l - }
9 {1 p( e7 D: `: x$ x - 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
6 @, h! b+ c# s5 k: f - if(Timing.elapsed()>nu){//如果时间超过了播放时间! _1 h4 j# ?; z- \
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放: z9 w. w" i) n, z5 o
- nu = Timing.elapsed()+long; //更新播放时间4 j5 ~: |% ^7 I& q: ], _% x
- }
0 \0 |- C5 T- ^0 B; n( Z! f - return nu;//返回新的播放时间( {# }8 N- K2 {1 @: e( |
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- function grnn(min, max) {//随机小数- f6 z2 g# Y2 g- W9 Z) E) G9 `
- return Math.random()*(max-min)+min;
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* d% W3 T+ z* ~$ P& }& _1 B1 s I+ Y6 v - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的' g- C$ V Y( g s$ K2 A
- // 获取列车从车库开出的距离/ J, |* P, V2 a: y# N
- let railProgress = train.railProgress();% p8 y" g- z4 ?0 T
- // 获取当前轨道的索引
7 c K, m3 @( x7 @; {3 \; m - let currentRailIndex = train.getRailIndex(railProgress, true);
" f" o% Q1 S ] - // 检查当前轨道索引是否有效
# Y3 T* K+ V7 z3 t, x6 M/ ^" s - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {
& y w: I) _/ h1 B; H - // 获取当前路径数据对象' e v3 A7 P$ d7 o* z! N2 x
- let currentPathData = train.path().get(currentRailIndex);
0 Y' |( Z) J: U# ~. ]9 ~+ m6 b - // 获取当前轨道使用的自定义轨道名称
+ b2 O3 R" ~8 d9 s$ y- G - let trackModelKey = currentPathData.rail.getModelKey();0 z. F) ]2 E& I6 C+ l7 z ^8 u- J
- return trackModelKey;$ P& k V- r+ D- O
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- return null; // 或者是一个默认值
9 v: t* c2 c) H. ?% ^& S1 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
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