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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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最近在研究JS 做了一个简单的逻辑来播放声音( F; h L, d4 Y( F% k
- var pit = 1;//初始化音高(速度)5 X" a% t) q0 P. r2 C3 u! G
- var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]: ]: ]5 m+ V. x5 z
- function create(ctx, state, train) {
$ T! x5 X8 J9 {* Q G; r2 g - state.number = new Array();
- P6 K; R/ i2 g, @$ j - state.soundsspeed = 0;//初始化速度
/ w# R6 f6 W! A! [' H" P3 t - state.speedsub = 0;
1 M$ @, H! F1 L, W - for(let i = 0; i < 100; i++){
2 h% E: n" @7 S Q9 @ s0 G - state.number[i]=0;//初始化数组% j' I8 ~. D4 E; C, m% d$ G
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2 U7 e& t% P+ l- function render(ctx, state, train) {
! P9 P; p; X; Q9 t( | - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
# p0 r- ^; _3 x2 D( g - pit = 1 + train.speed() / 40;//更新音高(速度)$ c- D, V# H" |
- let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
1 ?( \ T' [. u* Y$ h2 n - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差$ ?' t* C) t! J- x I
- ctx.setDebugInfo("speedsub=",state.speedsub)' M* s( G: d7 O- N7 t) C
- if(train.isOnRoute()&&gamerunning==1){//如果工作+ K0 Z6 x& c4 m& h3 w' F
- for (let i = 0; i < train.trainCars(); i++) {" I% L1 q4 v a# e# V
- ctx.setDebugInfo("soundsrun",1);//记录声音开启
# A( E" D! ]" m) M5 ]+ F( E8 [ - if(state.speedsub<-1){//如果车辆减速
5 k# }; E! d9 \ - ctx.setDebugInfo("shache",1);//记录刹车
0 d# k% p+ P; w - 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& Y; i" ^0 }7 b. K* O7 j
- 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
( A$ S5 X3 e4 p" r* E, G" D - }else if(state.speedsub>1){//如果车辆加速5 G( l: G" N3 V4 l- Z+ F1 z
- ctx.setDebugInfo("addspeed",1);//记录加速$ l& P) p' a/ X' Q1 [
- 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# U* b+ Q8 ?) A/ M
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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
& g' t* M) `4 I; ` - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声- j3 W. K5 o0 p& E8 [
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启& C; A2 S7 {" |+ s) A7 n% x3 ]
- 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. D2 b7 T1 z: p+ E
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- if(train.speed()*20*3.6>5){0 ?. x) _$ A5 ^' x( z
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声& B0 P( V9 P/ m) a" a6 d8 V
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声 e' D- f5 R) S7 K
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
" w j1 O" l, z* D7 Q9 M- G; h - 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
; p% E1 p$ u9 E8 s' E5 \# l3 v - 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% ~/ Q; X5 L% r; G
- }
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- state.soundsspeed = train.speed();//更新速度
4 k$ ^0 E. U1 n/ ?. N - for(let i=0;i<4;i++){
0 L r8 r O5 b6 y/ P) T - ctx.setDebugInfo(i+"=",state.number[i]);7 S( X' q, s6 ?! h7 [ |" _9 c$ i6 B
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- }
! r/ s4 M0 o$ ~2 K2 ]( m - 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
# v6 _- \- `5 T - if(Timing.elapsed()>nu){//如果时间超过了播放时间3 V! _0 |0 Q% P$ J
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
7 P: X3 n% I# Z+ r0 E; Z - nu = Timing.elapsed()+long; //更新播放时间
0 `' Z3 J9 M* N2 N - }
* b1 i) T1 C1 ]) f4 o! S( O9 F+ g - return nu;//返回新的播放时间, N* ~+ T* P- l
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- function grnn(min, max) {//随机小数
# }9 ]# s! T* g7 I - return Math.random()*(max-min)+min;' {1 t" s9 n' L
- }
5 M2 @% {! L4 m( @6 t; J - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的" [; I8 w. H' u& p
- // 获取列车从车库开出的距离
; D" [* Y3 v4 l7 z& I2 I7 ^ - let railProgress = train.railProgress();! B1 [* G& ^1 _
- // 获取当前轨道的索引9 ]9 o0 L2 T; @$ A3 Z
- let currentRailIndex = train.getRailIndex(railProgress, true);
; `9 x5 o" J6 D2 R - // 检查当前轨道索引是否有效/ n1 q4 k5 S* l
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {( Z! C+ W3 m0 o
- // 获取当前路径数据对象
. H* J, X4 W) ]7 k( ? - let currentPathData = train.path().get(currentRailIndex);: _3 p; ` p7 t. G8 j
- // 获取当前轨道使用的自定义轨道名称
& z3 c/ S- l) p" w0 T - let trackModelKey = currentPathData.rail.getModelKey();' `3 ]/ }6 L+ X/ E- L. y& V
- return trackModelKey;
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- return null; // 或者是一个默认值, ~; q8 D: @! v: X3 F2 ]9 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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