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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑 5 A# W4 {' g3 v* D% L
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6 [$ y; t# C6 g6 T2 ]) T, z) o最近在研究JS 做了一个简单的逻辑来播放声音5 o8 S8 A' T7 D: u
- var pit = 1;//初始化音高(速度)
+ M8 M1 J6 w. C% @ - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]/ z3 c: Q& H# {
- function create(ctx, state, train) {
+ f5 V: I: }. C P( @! ]9 v - state.number = new Array();
. I2 E; _; v! {# w% r2 f; Z - state.soundsspeed = 0;//初始化速度
/ H4 j. V2 a7 |: j - state.speedsub = 0;, z0 U% ?: j( D/ o1 ~7 X. t& l
- for(let i = 0; i < 100; i++){
' [6 B5 Y" a, f) V b1 U' t+ x - state.number[i]=0;//初始化数组! H8 e7 `7 s! ?
- }
9 q( N8 E" p" H0 R/ \: g; ] ` - }
+ x% k% x P+ h8 O# w
% k; K% @0 A3 P% [9 I; \" w- function render(ctx, state, train) {
4 ?& ^8 q1 |* y: G - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动( x3 }4 _$ z9 ]. }
- pit = 1 + train.speed() / 40;//更新音高(速度)
! s! Q: O5 d% s @2 C - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称
0 l/ {' e9 Z5 m4 F1 ~7 y - state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
: i V8 ]7 V- {( |% E) d" W - ctx.setDebugInfo("speedsub=",state.speedsub)
* A! s2 \* \1 g; `; i( m - if(train.isOnRoute()&&gamerunning==1){//如果工作
1 J5 H I) U* }0 p* C/ y - for (let i = 0; i < train.trainCars(); i++) {
6 b: o& @3 h1 h/ M - ctx.setDebugInfo("soundsrun",1);//记录声音开启; v2 }- j( {2 j. Q, y
- if(state.speedsub<-1){//如果车辆减速
% \% N9 z& V, m" s" k+ H$ g. c6 g5 S; M - ctx.setDebugInfo("shache",1);//记录刹车
$ C- y4 i# v' @5 w- K - 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15 \( k0 f+ K$ o o% `
- 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) P' L( Y8 Y' n0 l9 e1 { V5 w) J
- }else if(state.speedsub>1){//如果车辆加速$ @) F; c! `# F8 _
- ctx.setDebugInfo("addspeed",1);//记录加速1 c4 J' z; A3 G3 t: G) \
- 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
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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
0 [- S! d3 L! L% C/ b- D - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声2 r, U6 V$ E) q2 o& ]4 k. K
- ctx.setDebugInfo("horn",1);//记录鸣笛声开启& y% w- {) B @- u$ t
- 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0 f! \6 A6 U2 c- H1 K. k1 _( m
- }! G7 G6 q4 d% D3 |1 Y
- if(train.speed()*20*3.6>5){
5 S1 o, z8 _! f2 y+ R* Q7 H - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声
8 [ a! p$ l! S9 c7 Y - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){" D2 H7 @5 [! M* ?" G- S) S
- 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1 y# C" ^& `8 V O; q, ^0 m! P
- 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, _" ~. a- r5 Q8 t" `: B
- }
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- }0 s; N6 \: k7 a; [; X i F
- state.soundsspeed = train.speed();//更新速度7 `3 k f" l% I- X* v- J
- for(let i=0;i<4;i++){
7 H/ d# h3 R+ S u/ t# \ - ctx.setDebugInfo(i+"=",state.number[i]);
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- }
. f, x( M2 \4 P5 W - 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! v: @- T! \. o
- if(Timing.elapsed()>nu){//如果时间超过了播放时间/ g8 A# c k% T) M
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放 X! w. T1 o0 q- d
- nu = Timing.elapsed()+long; //更新播放时间
7 A1 E! p G( U, L1 a" D - }
6 v3 a# j3 A# Q - return nu;//返回新的播放时间+ Y7 L$ M: A2 y, @6 }* `' O& _
- }7 A" V q: V# M- Y3 G- T+ s
- function grnn(min, max) {//随机小数7 e Q# l8 g5 k% p" d8 n z; R" `
- return Math.random()*(max-min)+min;
$ O/ F0 n5 e' \* D k# | - }
8 `4 A+ A Q* s( U" }1 |' r0 D - function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的% x: a/ {7 r; l; n+ ~: a
- // 获取列车从车库开出的距离
( b% U& J5 v$ G7 S- |; X - let railProgress = train.railProgress();
5 f# r% n. p7 P" `% S0 o - // 获取当前轨道的索引
5 H" b, c) Z: l" X" } - let currentRailIndex = train.getRailIndex(railProgress, true);" h$ v6 l2 T9 }: l `+ m1 k
- // 检查当前轨道索引是否有效
% U( H! x$ B$ ]# M5 {7 ?: _ - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {8 P. F! D* ?, Z: m8 T: g
- // 获取当前路径数据对象) [$ @1 C/ x/ G
- let currentPathData = train.path().get(currentRailIndex);+ `; i- P& U8 O
- // 获取当前轨道使用的自定义轨道名称4 |- r& o, @5 N
- let trackModelKey = currentPathData.rail.getModelKey();" h% ~6 a* E0 T$ i3 Z# r4 ]
- return trackModelKey;
4 b) F- m3 r+ {, q - }' f1 S1 N" E& {+ M+ O' {
- return null; // 或者是一个默认值; w! r& Z. e. ~% C8 U \
- }
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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