|
|
还没有账号?赶快去注册吧!
您需要 登录 才可以下载或查看,没有账号?立即注册
×
本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
1 O0 g' x- F4 S. w1 F7 f
- D$ G8 J9 p/ h& e
- r( d; \9 i# s" H8 H* J& u' C+ w5 T最近在研究JS 做了一个简单的逻辑来播放声音* Q, Q. N" M& z: v4 Z& L5 A
- var pit = 1;//初始化音高(速度)
7 H$ O( e" {8 T! C - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]) ]6 z4 u! r( X& G; ?; X
- function create(ctx, state, train) {( s; ?' K3 `% E
- state.number = new Array();
! Q% Q- J% u$ B& z$ o - state.soundsspeed = 0;//初始化速度
# q; R2 h% I! D7 |, B) G - state.speedsub = 0;2 |4 {; h+ t. Z( ^
- for(let i = 0; i < 100; i++){
# M8 [. @9 K$ Q$ S0 j( Y/ [ - state.number[i]=0;//初始化数组( E8 f% u/ C8 c
- }
6 T8 o% d5 y S8 e3 @ - }
1 x9 t1 N+ l M7 c
( |5 a W; n! l# |9 f' b- function render(ctx, state, train) {
4 a- _) }- l& n' A! x - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
# P/ Z2 Y0 {" S: T$ N/ ` |2 M* L - pit = 1 + train.speed() / 40;//更新音高(速度)
- I' M) x) _8 b' L1 K* w - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
1 I+ S' y# h$ o7 \' r# S2 @ - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
% u2 @) X' c- j& ^' S2 R - ctx.setDebugInfo("speedsub=",state.speedsub)7 [) U: J! n& u: |9 v3 J K
- if(train.isOnRoute()&&gamerunning==1){//如果工作# T8 Y4 `/ l% d
- for (let i = 0; i < train.trainCars(); i++) {
6 d& c. {+ S" q6 \/ f/ ^9 J! D - ctx.setDebugInfo("soundsrun",1);//记录声音开启
2 |3 W( a/ p& Z" R/ Z2 W, H - if(state.speedsub<-1){//如果车辆减速
3 T s) z2 l2 W9 v - ctx.setDebugInfo("shache",1);//记录刹车
2 f- o8 m3 M1 A( m2 ~9 r# o5 P - 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
; ~' e# B W X2 ]. 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
" B. A. ^9 E+ u. }# G - }else if(state.speedsub>1){//如果车辆加速) U0 w7 g1 |9 x; G3 b$ q, J1 x
- ctx.setDebugInfo("addspeed",1);//记录加速
! b: l7 r6 x1 U - 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
+ {$ o6 [4 X3 u( I) f ?$ b - }& [7 H* S0 `# v+ p9 O8 ?
- state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
0 z% w3 d- C2 Z' e3 l: n - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声, E0 n$ ?/ ~# B; Q, F* O9 d3 X
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启
, a8 V6 _0 Z5 ~0 ?$ u - 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: O j+ C& W. i! J" C
- }; p( R) z, a# c! \. s
- if(train.speed()*20*3.6>5){
9 O% I4 y L0 X- G( @! J; w4 D - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声/ ^/ a& q4 l$ X& }$ j1 _7 f
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声# @2 W; t2 q& P( Y9 d
- }
. }) B2 b# n/ d R - if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){" Y0 ^% O; Q9 i! N5 u3 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8 A/ V4 q8 T5 ?: [
- 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* T0 ^$ o2 {$ Z* {4 Y9 f9 c. I1 W
- }
9 i: j! F" w; [8 i - }# {' i2 g2 K; Y1 ^
- }
4 ]; B, f! ]1 X0 l0 c6 Z# V0 t - state.soundsspeed = train.speed();//更新速度9 F$ e, D3 a, e$ }
- for(let i=0;i<4;i++){
% ~; [ t( e/ w a8 I( |+ c - ctx.setDebugInfo(i+"=",state.number[i]);
; D( W o. M5 u: N, M" i - }
3 x9 s# W" ^/ \1 u, s - }5 W/ U) d1 F Q& ]
- 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" H5 A. p& {3 ] ?, ]
- if(Timing.elapsed()>nu){//如果时间超过了播放时间
& l h7 ?( Q8 r: S - ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
' j: b0 h% z* x1 t - nu = Timing.elapsed()+long; //更新播放时间
% ?" m+ \$ G D - }" @9 W$ ^& ~: ^# n
- return nu;//返回新的播放时间1 p j! k6 z$ ?8 ^$ h$ W- o
- }
9 |" y7 ^9 g$ s- H3 e2 m* Z) u - function grnn(min, max) {//随机小数6 o3 c4 @$ D: M( {% `
- return Math.random()*(max-min)+min;
! `) u5 Y( S; m* _& V5 g# M9 C6 \ - }
2 j4 ~! c# c: N3 l) U6 o0 g - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的9 B9 h r2 U5 K4 T. R @! D" n
- // 获取列车从车库开出的距离. M5 k9 [- D! I4 u
- let railProgress = train.railProgress();; R: U- P- u! m% x+ C3 |2 _: I( M
- // 获取当前轨道的索引
( b* A% \5 l9 y% D6 w1 u - let currentRailIndex = train.getRailIndex(railProgress, true);3 s% P; k' a! w. R; J
- // 检查当前轨道索引是否有效( @7 w6 {. t0 X) ~, u `, c7 R% T
- if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {+ ^# o% y3 H: S8 A/ D
- // 获取当前路径数据对象 k9 `- L0 w s* f! P* M
- let currentPathData = train.path().get(currentRailIndex);' T: q0 F$ c3 V' d1 i
- // 获取当前轨道使用的自定义轨道名称
2 K2 @$ R1 w! j/ | |( ~ - let trackModelKey = currentPathData.rail.getModelKey();4 B5 }8 W7 z% b# p- U1 U
- return trackModelKey;+ C, K2 f, t( \& @9 _& v
- }/ }7 d* N, [/ t1 _' S8 B" X4 b4 i3 o
- return null; // 或者是一个默认值
2 Z- \8 M" F3 k8 |* A9 H - }
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
5 E4 Y v$ k( f7 @ |
|