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本帖最后由 Harlotte 于 2024-5-18 15:24 编辑
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' T9 j# L2 r. h5 H- b最近在研究JS 做了一个简单的逻辑来播放声音$ x. y9 C6 x2 U( }
- var pit = 1;//初始化音高(速度)
# R8 @' a' u' s4 d# \7 C7 @3 } - var wheelsounds = ["mtr:df5g_wheel1","mtr:df5g_wheel2","mtr:df5g_wheel3"]7 w! F t+ a1 K6 k; ~& h7 J
- function create(ctx, state, train) {
: X' e% m/ u5 h5 R' Z - state.number = new Array();) Y+ f$ l8 s) y: V" [
- state.soundsspeed = 0;//初始化速度
' `! e: [, g4 P' Y6 k' f - state.speedsub = 0;
. G# u5 k) P" R8 q" o! g" y. t - for(let i = 0; i < 100; i++){( l4 o: V& S6 O; u) W- b2 y
- state.number[i]=0;//初始化数组$ M1 [, j! `: B: [
- }
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- function render(ctx, state, train) {
1 X7 z+ h B, B - ctx.setDebugInfo("sounds=",1);//记录声音程序已启动
2 F/ G/ {1 b4 v* o! t0 e2 H - pit = 1 + train.speed() / 40;//更新音高(速度)
- f) l! G' j' J- Y% M4 c' V7 J - let gmk = getCurrentTrackModelKey(ctx,state,train);//获取当前轨道的自定义轨道名称 - C/ {7 K* I" [: ]: E, d8 E
- state.speedsub = (train.speed() - state.soundsspeed) * Timing.delta() * 1000000;//计算速度差
& Z9 n, B# t# J+ Y# b$ P x - ctx.setDebugInfo("speedsub=",state.speedsub)
k+ y1 \- p8 h/ h( z6 p! D C - if(train.isOnRoute()&&gamerunning==1){//如果工作
/ \9 R/ ~; t1 Q; h5 j; v) d, U - for (let i = 0; i < train.trainCars(); i++) {" \* r& T5 I: o6 {+ d) V
- ctx.setDebugInfo("soundsrun",1);//记录声音开启# _! k! U- s0 Z
- if(state.speedsub<-1){//如果车辆减速
# o$ a' j* N( p* X- J. L - ctx.setDebugInfo("shache",1);//记录刹车# R _7 E% E: {4 C2 u& ~( D* A
- 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
$ U0 q, `- a4 r - 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! s/ @$ G$ u! u$ X0 l1 x - }else if(state.speedsub>1){//如果车辆加速
3 T$ h, Y+ U4 L, l; u+ ~ - ctx.setDebugInfo("addspeed",1);//记录加速 L- ~7 X; v( ~0 T) t+ C
- 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$ K1 a0 k8 ]" C: L3 V
- }
3 c6 O% R7 _8 y. `8 K - state.number[1]=sound(ctx,"mtr:df5g_engine2",i,soundspos.engine,pit,state.number[1],16,1);//播放怠速声
9 q% \5 [9 v |& O6 j - if(gmk.indexOf("horn")!=-1){//如果在轨道名称里找到了horn,则播放鸣笛声
$ }+ l7 d+ {+ M0 Z# m - ctx.setDebugInfo("horn",1);//记录鸣笛声开启
! ^, i l* A, h$ W% E8 K) ?# ] - 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
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- if(train.speed()*20*3.6>5){
5 F6 N4 |% ?# g o) t - state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking2,pit,state.number[4],16,9);//播放普通轮轨声2 w! U' l" d' j! C% w3 p
- state.number[4]=sound(ctx,"mtr:df5g_wheelrun",i,soundspos.braking1,pit,state.number[4],16,9);//播放普通轮轨声8 l ~; P& l+ ^4 q
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- if(train.speed()>0&&grnn(0,20+train.speed()/30)>19){
+ b, I" ?4 C& 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+ v4 [& J9 \+ d0 z# _ T" x- p( 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
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- state.soundsspeed = train.speed();//更新速度6 F3 w* s0 ]6 |# R
- for(let i=0;i<4;i++){
9 A* q( \0 R9 W8 [' d6 G& b - ctx.setDebugInfo(i+"=",state.number[i]);
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- }
( ?' W, |+ u: |) ]! 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
0 F0 l& {- T: \' b2 L) C - if(Timing.elapsed()>nu){//如果时间超过了播放时间6 }; j& y4 C1 t( p4 `
- ctx.playCarSound(Resources.id(name2) , i , vect.x() , vect.y() , vect.z() , ll , pit);//播放
2 `( D6 Y! J) { n' {* F - nu = Timing.elapsed()+long; //更新播放时间
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- return nu;//返回新的播放时间5 S/ x0 r; Y: t1 Z9 y; k2 Z
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- function grnn(min, max) {//随机小数( _- G. o# Q, H7 D+ g8 w
- return Math.random()*(max-min)+min;5 C' N1 X8 g/ p8 K
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- function getCurrentTrackModelKey(ctx, state, train) {//获取当前轨道的自定义轨道名称,让ai写的
( N1 K5 z1 J7 n$ L! z) S( p0 j - // 获取列车从车库开出的距离
4 J0 |5 ^; f4 u6 w X - let railProgress = train.railProgress();/ r2 h% Y9 j/ n
- // 获取当前轨道的索引1 q* t b* t. z! i1 v
- let currentRailIndex = train.getRailIndex(railProgress, true);# X7 u* q! J3 Q
- // 检查当前轨道索引是否有效
" ?: O+ d+ {/ i/ u - if (currentRailIndex >= 0 && currentRailIndex < train.path().size()) {3 ~* R0 c" X# S: Q* m. g6 p
- // 获取当前路径数据对象
- s' ~, a+ a: S* ` - let currentPathData = train.path().get(currentRailIndex);
7 r1 l% P$ d. O! k5 c0 @. B4 D - // 获取当前轨道使用的自定义轨道名称
% n4 k+ {' a( d( ^ - let trackModelKey = currentPathData.rail.getModelKey();
0 V# G1 v" g8 P1 \8 J/ ]' X - return trackModelKey;
5 a# D7 V& B! t! I+ J; C3 o - }
$ Q6 P0 n/ Q* M8 ^" a - return null; // 或者是一个默认值
: S" Z- w I P5 M4 I# D# m- U* x - }
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) d1 u1 h$ Y4 f x) x
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