Sound effect processing method, device and electronic equipment

By superimposing ASMR sound effects in 3D game sound effects for dynamic attenuation, the problem of extreme left and extreme right is solved, maintaining sound effects details and enhancing immersion, and achieving clear 3D sound effects simulation and audio performance.

CN115954010BActive Publication Date: 2025-09-02NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202211613377.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-12-15
Publication Date
2025-09-02
Estimated Expiration
2042-12-15

AI Technical Summary

Technical Problem

When implementing precise spatial simulation, existing 3D game sound effects processing methods are prone to extreme left and extreme right problems, resulting in abrupt experience, loss of details, and a compromise between 2D and 3D effects leads to poor audio experience.

Method used

By superimposing ASMR sound effects on the 3D sound effects, dynamic azimuth and distance attenuation are performed separately, optimized 3D sound effects are generated to make up for the missing sound in the left or right channel, maintain details and enhance immersion.

Benefits of technology

It realizes clear and accurate real-time simulation of 3D sound effect, enhances audio performance, takes into account the advantages of 2D and 3D, avoids the problems of extreme left and extreme right, and enhances the audio immersion.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides a sound effect processing method, device and electronic device, which is applied to an audio engine; the method includes: obtaining a sound effect to be processed and an ASMR sound effect fused with the sound effect to be processed; wherein the sound effect to be processed is any sound effect in the game audio that does not have an ASMR auditory effect; storing the sound effect to be processed and the ASMR sound effect in a mixed container of the audio engine; performing 3D spatial processing on the sound effect to be processed to obtain a dynamic azimuth attenuation layer; performing distance attenuation processing on the ASMR sound effect to obtain an ASMR ear-friendly layer; and generating an optimized 3D sound effect corresponding to the sound effect to be processed based on the dynamic azimuth attenuation layer and the ASMR ear-friendly layer. By superimposing a 2D ASMR sound effect on the 3D sound effect corresponding to the sound effect to be processed, the situation where there is no sound in the left or right channel is compensated; avoiding the loss of details, strengthening the detail expression of the audio effect, enhancing the sense of presence and audio immersion, and achieving an enhanced design performance.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a sound effect processing method, device, and electronic device. Background Art

[0002] To enhance immersion and realism in 3D games, stereo image parameters are used to create 3D sound effects that shift forward, backward, up, down, and left and right. This simulates the position of the source of sound in real time, allowing players to determine its exact position and distance relative to their viewing angle. For 3D games with a certain level of operational difficulty, 3D sound effects are an essential component of gameplay. For example, accurately capturing the spatial information of enemy gunfire and footsteps in a shooter game is crucial to victory. Because sound sources move quickly and often across different spaces—upstairs and downstairs, indoors and outdoors, within the same room, or in adjacent rooms—real-time, accurate 3D sound simulation requires extremely high fidelity.

[0003] Normal sound propagation in the real world is extremely complex, and the spatial effect reproduced by two stereo channels is simplified. A characteristic of stereo sound is the phenomenon of extreme left and right distortion, where only the left or right channel is present. In reality, this phenomenon only occurs when one ear is deaf. To allow players to more clearly determine the direction of the sound source, this extreme left and right distortion is often triggered. Audio processing in 3D games requires a balance in restoring spatial perception, ensuring a sense of direction without creating a distorted experience caused by extreme left and right stereo distortion.

[0004] The current method for processing sound effects is to activate the built-in Positioning settings interface in Wwise and set the sound to 3D. This method has the following problems: some sound details are lost; the experience is abrupt and very different from the real auditory experience; to avoid extreme left and right issues, a compromise is usually made between 2D and 3D effects, resulting in a compromise in the overall sound effect. Summary of the Invention

[0005] The purpose of this application is to provide a sound effect processing method, device and electronic device, which compensates for the situation where there is no sound in the left channel or the right channel by superimposing an ASMR sound effect with distance attenuation processing on the 3D sound effect corresponding to the processed sound effect; avoids the loss of details, enhances the detail expression of the audio effect, and enhances the sense of presence and audio immersion; not only achieves clear and accurate real-time simulation of 3D sound space effects, but also enhances the audio performance effect, combines the advantages of 2D and 3D, and realizes a design performance with enhanced effects.

[0006] In the first aspect, an embodiment of the present application provides a sound effect processing method, which is applied to an audio engine; the method includes: obtaining a sound effect to be processed and an ASMR sound effect fused with the sound effect to be processed; wherein the sound effect to be processed is any sound effect in the game audio that does not have an ASMR auditory effect; storing the sound effect to be processed and the ASMR sound effect in a mixing container of the audio engine; performing 3D spatial processing on the sound effect to be processed to obtain a dynamic azimuth attenuation layer; performing distance attenuation processing on the ASMR sound effect to obtain an ASMR ear-close layer; and generating an optimized 3D sound effect corresponding to the sound effect to be processed based on the dynamic azimuth attenuation layer and the ASMR ear-close layer.

[0007] In the second aspect, an embodiment of the present application also provides a sound effect processing device, which is applied to an audio engine; the device includes: a sound effect acquisition module, used to obtain the sound effect to be processed and the ASMR sound effect fused with the sound effect to be processed; wherein the sound effect to be processed is any sound effect in the game audio that does not have the ASMR auditory effect; a sound effect storage module, used to store the sound effect to be processed and the ASMR sound effect in a mixing container of the audio engine; a first sound effect configuration module, used to perform 3D spatial processing on the sound effect to be processed to obtain a dynamic azimuth attenuation layer; a second sound effect configuration module, used to perform distance attenuation processing on the ASMR sound effect to obtain an ASMR ear-close layer; a sound effect generation module, used to generate an optimized 3D sound effect corresponding to the sound effect to be processed based on the dynamic azimuth attenuation layer and the ASMR ear-close layer.

[0008] In a third aspect, an embodiment of the present application further provides an electronic device, comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method described in the first aspect above.

[0009] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method described in the first aspect above.

[0010] In a sound effect processing method, device and electronic device provided in an embodiment of the present application, first, a sound effect to be processed and an ASMR sound effect fused with the sound effect to be processed are obtained; wherein the sound effect to be processed is any sound effect in the game audio that does not have the ASMR auditory effect; then the sound effect to be processed and the ASMR sound effect are stored in a mixing container of the audio engine; the sound effect to be processed is subjected to 3D spatialization processing to obtain a dynamic azimuth attenuation layer; the ASMR sound effect is subjected to distance attenuation processing to obtain an ASMR ear-close layer; based on the dynamic azimuth attenuation layer and the ASMR ear-close layer, an optimized 3D sound effect corresponding to the sound effect to be processed is generated. In the embodiment of the present application, by superimposing a 2D ASMR sound effect on the 3D sound effect corresponding to the sound effect to be processed, the situation where there is no sound in the left or right channel is compensated; the loss of details is avoided, the detail expression of the audio effect is enhanced, and the sense of presence and audio immersion are enhanced; not only a clear and accurate real-time simulation of the 3D sound effect space effect is achieved, but also the audio performance effect is enhanced, the advantages of 2D and 3D are obtained, and the design performance with enhanced effects is achieved. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] In order to more clearly illustrate the specific implementation methods of the present application or the technical solutions in the prior art, the following is a brief introduction to the drawings required for use in the specific implementation methods or the description of the prior art. Obviously, the drawings described below are some implementation methods of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0012] Figure 1 A schematic diagram of a sound effect configuration interface provided in the related art;

[0013] Figure 2 A schematic diagram of a virtual sound field effect provided in the related art;

[0014] Figure 3 A flowchart of a sound effect processing method provided in an embodiment of the present application;

[0015] Figure 4 A schematic diagram of a sound effect processing method provided in an embodiment of the present application;

[0016] Figure 5 A schematic diagram of a sound effect configuration interface provided in an embodiment of the present application;

[0017] Figure 6 A diagram showing the details of attenuation curve parameters of a dynamic azimuth attenuation layer provided in an embodiment of the present application;

[0018] Figure 7 A schematic diagram of another sound effect configuration interface provided in an embodiment of the present application;

[0019] Figure 8A detailed diagram of attenuation curve parameters of another dynamic azimuth attenuation layer provided in an embodiment of the present application;

[0020] Figure 9 A structural block diagram of a sound effect processing device provided in an embodiment of the present application;

[0021] Figure 10 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0022] The following will clearly and completely describe the technical solutions of this application in conjunction with the embodiments. Obviously, the embodiments described are only part of the embodiments of this application, not all of them. Based on the embodiments in this application, all other embodiments obtained by ordinary technicians in this field without making creative efforts are within the scope of protection of this application.

[0023] 3D audio, also known as spatial sound, is a type of sound effect. Real-world sounds all carry spatial information. This refers specifically to the reproduction of spatial information on digital devices using audio technology, including information about whether the sound is indoors or outdoors, in front of or behind, left of or right of, and at distance. Wwise is a leading audio engine for interfacing with game engines, helping game sound designers and programmers implement rich interactive audio solutions. 3D spatialization: In 3D games, the listener is typically associated with the player-controlled character. Wwise appropriately sets various sound properties (such as volume and panning) based on the spatial relationship between the sound emitter and the listener. This process occurs instantaneously. Furthermore, objects in the game move around, causing spatial relationships to constantly change, and volume and panning properties are constantly updated accordingly. Because these decisions are based on the objects' positions in 3D space, this system is also called 3D spatialization.

[0024] In related technologies, the process of using Wwise to process 3D sound effects is completed by activating the Positioning setting interface provided by the software. Figure 1As shown, set the 3D Spatialization to Position or Position+Orientation. Position represents the orientation of the sound emitter relative to the listener, including up, down, front, back, left, and right. Orientation represents the relative orientation between the emitter and the listener. For example, if someone is speaking facing you and with their back to you, the auditory experience will be noticeably different. If they are facing away from you, the difference is even more pronounced. Orientation simulates this effect. After making these settings, Wwise calculates the spatial x, y, and z coordinates of the sound emitter relative to the listener, as well as other information indicating the orientation of the game object. This allows the Audio object to produce basic left-right panning and orientation changes relative to the listener as the emitter moves in the game.

[0025] Its working principle can be simply understood as follows: Wwise treats the Audio object as a "point" that can be moved in the virtual sound field around the listener's head, see Figure 2 As shown in the figure, when it moves to the left, the sound effect will sound biased to the left. Wwise also allows you to control the size of this "dot." The smaller the "dot," the more concentrated the audio object's spread, resulting in extreme left and right shifts. The typical solution is to strike a compromise, finding a balance between 2D and 3D.

[0026] Therefore, the above solution has the following three problems:

[0027] 1. The experience is abrupt and significantly different from the real-world auditory experience. To achieve more accurate simulation of sound space information, Wwise's universal 3D Spatialization requires reducing the propagation range of the "point" of the sound source in the virtual sound field. The smaller the range, the more concentrated the sound source, and the more obvious the extreme left and right deviations. This creates an abrupt experience for the player.

[0028] 2. Loss of details. Another major flaw stems from the fact that 3Dization requires downmixing stereo to mono. Compared to mono, stereo has two channels, left and right, which can simulate and restore the spatial information of sound to a certain extent; downmixing refers to the process of converting multi-channel audio into audio with fewer channels. For example, converting two-channel stereo into mono; the advantages of stereo over mono are: a sense of direction and distribution of each sound source, improved clarity and intelligibility of information, and improved audio presence, layering, and transparency. Therefore, downmixing stereo to mono loses most of the advantages of stereo;

[0029] 3. Compromise: To avoid extremes, a compromise is usually made between 2D and 3D effects. Although this achieves a more realistic effect, it still compromises the audio experience.

[0030] Based on this, the embodiments of the present application provide a sound effect processing method, device and electronic device, which compensates for the situation where there is no sound in the left channel or the right channel by superimposing a 2D ASMR sound effect on the 3D sound effect corresponding to the processed sound effect; avoids the loss of details, enhances the detail expression of the audio effect, and enhances the sense of presence and audio immersion; not only achieves clear and accurate real-time simulation of 3D sound effect space effects, but also enhances the audio performance effect, combines the advantages of 2D and 3D, and realizes a design performance with enhanced effects.

[0031] To facilitate understanding of this embodiment, a sound effect processing method disclosed in an embodiment of the present application is first introduced in detail.

[0032] Figure 3 This is a flow chart of a sound effect processing method provided in an embodiment of the present application. The method is applied to an audio engine; the engine is configured with a mixing container; the sound effect processing method includes the following steps:

[0033] Step S302: Obtain the sound effect to be processed and the ASMR sound effect fused with the sound effect to be processed.

[0034] The sound effect being processed can be any sound effect in the game audio that doesn't have the ASMR auditory effect; it's also not a 3D sound effect. The ASMR sound effect that blends with the sound effect being processed is one that matches the overall auditory effect of the sound being processed. This overall auditory effect is defined as the two sound effects playing simultaneously creating a harmonious, pleasant, and comfortable experience, creating a pleasant experience.

[0035] ASMR (Autonomous sensory meridian response) is a perceptual phenomenon that produces a pleasurable response to stimulation of the brain, scalp, back, limbs, and other peripheral senses, including vision, hearing, touch, and smell. This article specifically refers to ASMR audio content.

[0036] A DAW, or Digital Audio Workstation, refers to multi-track, multi-functional audio and music editing software like Cubase and ProTools. It's one of the tools audio professionals use to create audio content. Both the processed and ASMR sound effects mentioned above can be created within a DAW.

[0037] Step S304: storing the sound effect to be processed and the ASMR sound effect in a mixing container of the audio engine;

[0038] A blender container is a type of audio object in Wwise (a general term for playable objects in the Wwise audio engine, such as random containers, blenders, and switch containers). When a blender container is played, all sub-objects within it are played simultaneously. In this example, there are two layers of sound: the to-be-processed sound effect layer and the ASMR sound effect layer, which can be placed in the blender container accordingly.

[0039] Step S306, performing 3D spatial processing on the sound effect to be processed to obtain a dynamic azimuth attenuation layer;

[0040] This 3D spatialization process is a conventional 3D sound effect setting method. It is configured through the options in the sound effect settings interface within the Wwise audio engine, namely the aforementioned "3D Spatialization Parameter Settings," resulting in a dynamic azimuth attenuation layer. This 3D spatialization setting allows the listener to dynamically perceive changes in the spatial information of the sound source relative to themselves, including direction, orientation, and distance. If the stacking of sound effects is analogous to the stacking of image layers, the sound effect generated by this 3D spatialization process can be called a dynamic azimuth attenuation layer. The purpose of this sound effect layer is to enable the listener to perceive changes in the spatial information of the sound source relative to themselves in multiple dimensions (including direction, orientation, and distance).

[0041] In 3D games, the game engine detects the spatial coordinates of sound sources relative to the listener in real time and sends these parameters to the Wwise audio engine middleware. The audio engine then uses 3D spatialization rendering to simulate real-world variations in front, back, up, down, left, right, and distance. This helps the listener, or player, determine the source of the sound, such as the location and distance of a monster in the game.

[0042] Step S308: Perform distance attenuation processing on the ASMR sound effect to obtain an ASMR ear-close layer.

[0043] ASMR sounds are not spatialized in 3D, retaining their original 2D effect. Only an attenuation curve is added to match the propagation range of the dynamic azimuth attenuation layer, creating the ASMR near-ear layer. The attenuation curve is a function used in Wwise to define the numerical variation in the attenuation pattern of a point sound source in 3D space. The near-ear layer of ASMR, unlike the dynamic azimuth attenuation layer, only sets distance attenuation. If only this layer is played, players can only determine the distance of the sound source relative to the listener in the game, but cannot determine its position in terms of front, back, up, down, left, or right.

[0044] Step S310: Generate an optimized 3D sound effect corresponding to the sound effect to be processed based on the dynamic azimuth attenuation layer and the ASMR ear-close layer.

[0045] In a sound effect processing method provided in an embodiment of the present application, the sound effect to be processed and the ASMR sound effect fused with the sound effect to be processed are first obtained; then the sound effect to be processed and the ASMR sound effect are stored in a mixing container of an audio engine; the sound effect to be processed is subjected to 3D spatialization processing to obtain a dynamic azimuth attenuation layer; the ASMR sound effect is subjected to distance attenuation processing to obtain an ASMR ear-close layer; based on the dynamic azimuth attenuation layer and the ASMR ear-close layer, an optimized 3D sound effect corresponding to the sound effect to be processed is generated. In the embodiment of the present application, by superimposing a 2D ASMR sound effect on the 3D sound effect corresponding to the sound effect to be processed, the situation where there is no sound in the left channel or the right channel is compensated; the loss of details is avoided, the expressiveness of the details of the audio effect is enhanced, and the sense of presence and audio immersion are enhanced; not only a clear and accurate real-time simulation of the 3D sound space effect is achieved, but also the audio performance effect is enhanced, the advantages of 2D and 3D are obtained, and the design performance with enhanced effects is achieved.

[0046] An embodiment of the present application also provides a sound effect processing method, which is implemented on the basis of the previous embodiment. This embodiment focuses on describing the sound effect processing process.

[0047] See also Figure 4 As shown in the figure, the sound effect processing process includes:

[0048] Step 1: Create ASMR audio content in your DAW.

[0049] Create two layers of sound effects that blend together in your DAW. Regular sound effects (i.e., virtual object sounds) only need to be exported as a single sound effect, which plays when triggered in-game.

[0050] Here, you need to create an additional layer of ASMR sound effects and export it separately from the regular sound effects, that is, export two sound effects in total: one regular sound effect and one ASMR sound effect. Triggering it once in the game will play both sound effects simultaneously.

[0051] Step 2: Place it in the Wwise mixing container.

[0052] When Wwise's mixing container is triggered, all sounds within the container can be played simultaneously. In this embodiment, there are two layers of sounds, which can be placed in the mixing container accordingly.

[0053] The first layer of conventional sound effects can be defined as a dynamic azimuth attenuation layer, with common 3D Spatialization parameter settings, so that the listener can dynamically receive changes in the spatial information of the sound source relative to themselves, including direction, orientation, distance, etc.

[0054] The 3D Spatialization parameter setting process is as follows:

[0055] The audio engine provides a first sound effect setting interface corresponding to the sound effect to be processed; the first sound effect setting interface displays a first spatialization option and a first attenuation option; and the steps of performing 3D spatialization processing on the sound effect to be processed include:

[0056] In response to a configuration operation for a first spatialization option and a configuration operation for a first attenuation option in a sound effect setting interface to be processed, 3D sound effect settings for the sound effect to be processed are completed; the configuration operation for the first spatialization option includes: setting the spatialization parameters of the sound effect to be processed to position plus direction; the configuration operation for the first attenuation option includes: adding a first preset attenuation curve for the sound effect to be processed; the first preset attenuation curve includes a correspondence between specified parameters and distances in the game; the distance here represents the distance between a listener and a sound source; the specified parameters include at least two of the following: a volume parameter, a low-pass filtering parameter, a propagation parameter, and a focusing parameter.

[0057] See also Figure 5 As shown, set the 3D Spatialization option to Position+Orientation; check Attenuation; add a falloff curve. Here is the pre-edited falloff curve Boss_Share_vo_Big. Other parameters can be selected as default.

[0058] By clicking Figure 5 Click the Edit button next to the Falloff Curve box to open the panel. Figure 6 As shown, this panel displays the specific parameters of the dynamic azimuth layer attenuation curve. The horizontal axis represents in-game distance, and the vertical axis represents parameters of varying magnitudes. The concept of distance in 3D games is essentially the same as distance in real life. The straight-line distance from the listener to any position in the circle (front, back, up, down, left, or right) is the distance between the listener and the sound source in the game. The units vary depending on the game's definition, but are generally in meters (m), just like in the real world. Figure 6 4 curves are shown from top to bottom, based on the parameter size of the initial position of the curve, including: volume curve, propagation curve, focus curve, low-pass curve from top to bottom.

[0059] 1. Volume curve: the vertical axis represents the volume parameter. As the distance value on the horizontal axis increases, the volume value on the vertical axis decreases, indicating that the volume will decrease as the distance increases.

[0060] 2. Spread curve, also known as the spread curve, is used to adjust the ratio of 3D and 2D. The smaller the spread value, the higher the degree of 3D rendering, and the more obvious the effect will be when rotating the view to the extreme left or right;

[0061] 3. Focus curve. In stereo, even if the Spread value is completely 0, some sound will still leak into other channels. For example, when the sound is completely left, there is still some sound in the right channel. If the Focus value is increased, the sound of the right channel will become smaller and smaller until it is completely inaudible.

[0062] 4. Low-pass curve, that is, the low-pass filter parameter curve. The larger the parameter value, the more "muffled" the sound will sound, simulating the effect of farther distance.

[0063] The second ASMR sound effect layer does not perform 3D spatial processing, but still maintains the original 2D effect. It only adds an attenuation curve that is consistent with the propagation range of the dynamic azimuth attenuation layer. When the distance between the listener and the sound source exceeds this range, the listener will not be able to hear the sound of the sound source. Emitter refers to any object that makes a sound in reality and in the game. In the embodiment of this application, it specifically refers to the sound source in the game audio; Listener: The sound emitted by the sound source must have a receiver so that the spatial information can be transmitted. There must be an entity in the game that can receive (hear) those sounds. This entity is generally called a Listener. This layer will retain the audio details pre-made by the designer. The specific setting process is as follows:

[0064] The audio engine provides a second sound effect setting interface corresponding to the ASMR sound effect; the second sound effect setting interface displays a second spatialization option and a second attenuation option; the step of attenuating the ASMR sound effect to obtain the ASMR ear layer includes: responding to configuration operations for the second spatialization option and the second attenuation option in the second sound effect setting interface to complete the attenuation of the ASMR sound effect. The configuration operation for the second spatialization option includes setting the spatialization parameters of the ASMR sound effect to null; the configuration operation for the second attenuation option includes adding a second preset attenuation curve for the ASMR sound effect; the second preset attenuation curve includes a volume curve in which the volume is inversely proportional to the distance in the game, and a low-pass curve in which the low-pass filter parameter is directly proportional to the distance in the game.

[0065] See also Figure 7 As shown, set the 3D Spatialization option to None; then check Attenuation; add a falloff curve, using the pre-edited falloff curve Boss_Share_vo_ASMR. Leave the other parameters as default.

[0066] By clicking Figure 7 Click the Edit button next to the Falloff Curve box to open the panel. Figure 8As shown, this panel presents the specific parameters of the ASMR ear-level attenuation curve. The horizontal axis represents the distance in the game, and the vertical axis represents parameters of different sizes. Figure 8 Two curves are shown from top to bottom, taking the parameter size of the initial position of the curve as a reference, and including from top to bottom: a volume curve and a low-pass curve.

[0067] 1. Volume curve: the vertical axis represents the volume parameter. As the distance value on the horizontal axis increases, the volume value on the vertical axis decreases, indicating that the volume will decrease as the distance increases.

[0068] 2. Low-pass curve, that is, the low-pass filter parameter curve. The larger the parameter value, the more "muffled" the sound will sound, simulating the effect of farther distance.

[0069] Step 3: Integrate into the game and call it

[0070] An event is created for the mixing container for the game engine to call. The game engine returns the spatial x, y, and z coordinate parameters of the sound emitter relative to the listener, as well as other information used to indicate the orientation of the game object, to the Wwise engine in real time. The first layer of conventional sound effects will be responsible for producing obvious spatial orientation changes, while the second layer of ASMR sound effects will be responsible for the detailed expression of the overall sound, thereby achieving a design that combines 2D and 3D effects as desired in the embodiments of this application.

[0071] This embodiment of the application introduces ASMR audio content based on the existing 3D Spatialization design technology. In a mixing container, two layers of sound effects created in the DAW are placed, which can be integrated with each other. The first layer is defined as a dynamic azimuth attenuation layer, and the other layer is defined as an ASMR ear-friendly layer. This achieves the advantages of both 2D and 3D, and enhances the audio performance effect. By introducing the second step of the ASMR ear-friendly layer design, this embodiment of the application achieves the following good effects:

[0072] 1. To address the issue of an abrupt experience, the embodiments of the present application turn the disadvantage of extreme left and right stereo sound into an advantage by combining ASMR audio technology to compensate for the situation where there is no sound in the left or right channel at all;

[0073] 2. Regarding the issue of detail loss, the ASMR content introduced in the embodiments of the present application not only does not lose details, but also enhances the detail expression of the audio effect, enhancing the sense of presence and audio immersion;

[0074] 3. To address the issue of compromise, the present embodiment not only achieves clear and accurate real-time simulation of 3D sound space, but also enhances the audio performance. It combines the advantages of 2D and 3D, achieving an enhanced design performance.

[0075] Based on the above method embodiment, the present application embodiment also provides a sound effect processing device, which is applied to an audio engine; see Figure 9 As shown, the device includes: a sound effect acquisition module 902, which is used to obtain the sound effect to be processed and the ASMR sound effect fused with the sound effect to be processed; a sound effect storage module 904, which is used to store the sound effect to be processed and the ASMR sound effect in a mixing container of the audio engine; a first sound effect configuration module 906, which is used to perform 3D spatial processing on the sound effect to be processed to obtain a dynamic azimuth attenuation layer; a second sound effect configuration module 908, which is used to perform distance attenuation processing on the ASMR sound effect to obtain an ASMR ear-close layer; a sound effect generation module 910, which is used to generate an optimized 3D sound effect corresponding to the sound effect to be processed based on the dynamic azimuth attenuation layer and the ASMR ear-close layer.

[0076] In a preferred embodiment of the present application, the above-mentioned sound effect acquisition module 902 is used to obtain an ASMR sound effect that is adapted to the overall auditory effect of the sound effect to be processed.

[0077] In a preferred embodiment of the present application, the above-mentioned audio engine provides a first sound effect setting interface corresponding to the sound effect to be processed; the first sound effect setting interface displays a first spatialization option and a first attenuation option; the first sound effect configuration module 906 is used to respond to the configuration operation of the first spatialization option in the sound effect setting interface to be processed and the configuration operation of the first attenuation option to complete the 3D sound effect setting for the sound effect to be processed.

[0078] In a preferred embodiment of the present application, the configuration operation for the first spatialization option includes: setting the spatialization parameters of the sound effect to be processed to position plus direction; the configuration operation for the first attenuation option includes: adding a first preset attenuation curve for the sound effect to be processed; the first preset attenuation curve includes a correspondence between specified parameters and distance in the game; the specified parameters include at least one of the following: volume parameter, low-pass filtering parameter, propagation parameter, and focus parameter.

[0079] In a preferred embodiment of the present application, the above-mentioned audio engine provides a second sound effect setting interface corresponding to the ASMR sound effect; the second sound effect setting interface displays a second spatialization option and a second attenuation option; the second sound effect configuration module 908 is used to respond to the configuration operation of the second spatialization option and the configuration operation of the second attenuation option in the second sound effect setting interface to complete the distance attenuation processing of the ASMR sound effect.

[0080] In a preferred embodiment of the present application, the configuration operation for the second spatialization option includes: setting the spatialization parameters of the ASMR sound effect to empty; the configuration operation for the second attenuation option includes: adding a second preset attenuation curve for the ASMR sound effect; the second preset attenuation curve includes a volume curve in which the volume is inversely proportional to the distance in the game, and a low-pass curve in which the low-pass filtering parameter is directly proportional to the distance in the game.

[0081] In a preferred embodiment of the present application, the above-mentioned device further includes an interface generation module for generating an event interface corresponding to the mixing container for the game engine to call.

[0082] The device provided in the embodiment of the present application has the same implementation principle and technical effects as those in the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the embodiment of the device, reference can be made to the corresponding content in the aforementioned method embodiment.

[0083] The present application also provides an electronic device, such as Figure 10 , which is a structural diagram of the electronic device, wherein the electronic device includes a processor 101 and a memory 100, the memory 100 stores computer-executable instructions that can be executed by the processor 101, and the processor 101 executes the computer-executable instructions to implement the following method steps:

[0084] Obtain a sound effect to be processed and an ASMR sound effect fused with the sound effect to be processed; wherein the sound effect to be processed is any sound effect in the game audio that does not have an ASMR auditory effect; store the sound effect to be processed and the ASMR sound effect in a mixed container of the audio engine; perform 3D spatial processing on the sound effect to be processed to obtain a dynamic azimuth attenuation layer; perform distance attenuation processing on the ASMR sound effect to obtain an ASMR ear-close layer; and generate an optimized 3D sound effect corresponding to the sound effect to be processed based on the dynamic azimuth attenuation layer and the ASMR ear-close layer.

[0085] In a preferred embodiment of the present application, the step of obtaining an ASMR sound effect that is integrated with the sound effect to be processed includes: obtaining an ASMR sound effect that is adapted to the sound effect to be processed in terms of overall auditory effect.

[0086] In a preferred embodiment of the present application, the audio engine provides a first sound effect setting interface corresponding to the sound effect to be processed; the first sound effect setting interface displays a first spatialization option and a first attenuation option; and the step of performing 3D spatialization processing on the sound effect to be processed includes: responding to a configuration operation for the first spatialization option and a configuration operation for the first attenuation option in the sound effect setting interface to be processed, thereby completing the 3D sound effect setting for the sound effect to be processed.

[0087] In a preferred embodiment of the present application, the configuration operation for the first spatialization option includes: setting the spatialization parameters of the sound effect to be processed to position plus direction; the configuration operation for the first attenuation option includes: adding a first preset attenuation curve for the sound effect to be processed; the first preset attenuation curve includes a correspondence between specified parameters and distance in the game; the specified parameters include at least one of the following: volume parameter, low-pass filtering parameter, propagation parameter, and focus parameter.

[0088] In a preferred embodiment of the present application, the above-mentioned audio engine also provides a second sound effect setting interface corresponding to the ASMR sound effect; the second sound effect setting interface displays a second spatialization option and a second attenuation option; the ASMR sound effect is subjected to distance attenuation processing to obtain the ASMR ear-close layer, including: responding to the configuration operation of the second spatialization option and the configuration operation of the second attenuation option in the second sound effect setting interface to complete the attenuation processing of the ASMR sound effect.

[0089] In a preferred embodiment of the present application, the configuration operation for the second spatialization option includes: setting the spatialization parameters of the ASMR sound effect to empty; the configuration operation for the second attenuation option includes: adding a second preset attenuation curve for the ASMR sound effect; the second preset attenuation curve includes a volume curve in which the volume is inversely proportional to the distance in the game, and a low-pass curve in which the low-pass filtering parameter is directly proportional to the distance in the game.

[0090] In a preferred embodiment of the present application, the above method further includes: generating an event interface corresponding to the mixing container for the game engine to call.

[0091] In the embodiment of the present application, by superimposing 2D ASMR sound effects on the 3D sound effects corresponding to the processed sound effects, the situation where there is no sound in the left channel or the right channel is compensated; the loss of details is avoided, the detail expression of the audio effect is enhanced, and the sense of presence and audio immersion are enhanced; not only clear and accurate real-time simulation of 3D sound space effects is achieved, but also the audio performance effect is enhanced, the advantages of 2D and 3D are combined, and an enhanced design performance is achieved.

[0092] exist Figure 10 In the illustrated embodiment, the electronic device further includes a bus 102 and a communication interface 103 , wherein the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .

[0093] Among them, the memory 100 may include high-speed random access memory (RAM), and may also include non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 102 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 10 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.

[0094] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 101 or by instructions in the form of software. The above-mentioned processor 101 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present application can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory, and the processor 101 reads the information in the memory and completes the steps of the method of the above embodiment in combination with its hardware.

[0095] The present application also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the following method steps:

[0096] Obtain a sound effect to be processed and an ASMR sound effect fused with the sound effect to be processed; wherein the sound effect to be processed is any sound effect in the game audio that does not have an ASMR auditory effect; store the sound effect to be processed and the ASMR sound effect in a mixed container of the audio engine; perform 3D spatial processing on the sound effect to be processed to obtain a dynamic azimuth attenuation layer; perform distance attenuation processing on the ASMR sound effect to obtain an ASMR ear-close layer; and generate an optimized 3D sound effect corresponding to the sound effect to be processed based on the dynamic azimuth attenuation layer and the ASMR ear-close layer.

[0097] In a preferred embodiment of the present application, the step of obtaining an ASMR sound effect that is integrated with the sound effect to be processed includes: obtaining an ASMR sound effect that is adapted to the sound effect to be processed in terms of overall auditory effect.

[0098] In a preferred embodiment of the present application, the audio engine provides a first sound effect setting interface corresponding to the sound effect to be processed; the first sound effect setting interface displays a first spatialization option and a first attenuation option; and the step of performing 3D spatialization processing on the sound effect to be processed includes: responding to a configuration operation for the first spatialization option and a configuration operation for the first attenuation option in the sound effect setting interface to be processed, thereby completing the 3D sound effect setting for the sound effect to be processed.

[0099] In a preferred embodiment of the present application, the configuration operation for the first spatialization option includes: setting the spatialization parameters of the sound effect to be processed to position plus direction; the configuration operation for the first attenuation option includes: adding a first preset attenuation curve for the sound effect to be processed; the first preset attenuation curve includes a correspondence between specified parameters and distance in the game; the specified parameters include at least one of the following: volume parameter, low-pass filtering parameter, propagation parameter, and focus parameter.

[0100] In a preferred embodiment of the present application, the above-mentioned audio engine also provides a second sound effect setting interface corresponding to the ASMR sound effect; the second sound effect setting interface displays a second spatialization option and a second attenuation option; the ASMR sound effect is subjected to distance attenuation processing to obtain the ASMR ear-close layer, including: responding to the configuration operation of the second spatialization option and the configuration operation of the second attenuation option in the second sound effect setting interface to complete the attenuation processing of the ASMR sound effect.

[0101] In a preferred embodiment of the present application, the configuration operation for the second spatialization option includes: setting the spatialization parameters of the ASMR sound effect to empty; the configuration operation for the second attenuation option includes: adding a second preset attenuation curve for the ASMR sound effect; the second preset attenuation curve includes a volume curve in which the volume is inversely proportional to the distance in the game, and a low-pass curve in which the low-pass filtering parameter is directly proportional to the distance in the game.

[0102] In a preferred embodiment of the present application, the above method further includes: generating an event interface corresponding to the mixing container for the game engine to call.

[0103] The computer program products of the methods, devices, and electronic devices provided in the embodiments of the present application include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. For specific implementation, please refer to the method embodiments and will not be repeated here.

[0104] Unless otherwise specifically stated, the relative steps, numerical expressions and values ​​of the components and steps set forth in these embodiments do not limit the scope of the present application.

[0105] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes various media that can store program code, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0106] In the description of this application, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this application and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this application. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0107] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The scope of protection of the present application is not limited thereto. Although the present application has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present application, or perform equivalent replacements for some of the technical features thereof. These modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be included in the scope of protection of the present application. Therefore, the scope of protection of the present application shall be subject to the scope of protection of the claims.

Claims

1. A sound effect processing method, characterized in that: The method is applied to an audio engine; the method comprises: Obtaining a sound effect to be processed and an ASMR sound effect fused with the sound effect to be processed; wherein the sound effect to be processed is any sound effect in the game audio that does not have an ASMR auditory effect; Storing the to-be-processed sound effect and the ASMR sound effect in a mixing container of the audio engine; Performing 3D spatial processing on the sound effect to be processed to obtain a dynamic azimuth attenuation layer; Performing distance attenuation processing on the ASMR sound effect to obtain an ASMR ear-close layer; Based on the dynamic azimuth attenuation layer and the ASMR ear-closed layer, an optimized 3D sound effect corresponding to the sound effect to be processed is generated.

2. The method according to claim 1, characterized in that The step of obtaining an ASMR sound effect fused with the sound effect to be processed comprises: Acquire an ASMR sound effect that is adapted to the sound effect to be processed in terms of overall auditory effect.

3. The method according to claim 1, characterized in that The audio engine provides a first sound effect setting interface corresponding to the sound effect to be processed; the first sound effect setting interface displays a first spatialization option and a first attenuation option; The step of performing 3D spatial processing on the sound effect to be processed includes: In response to the configuration operation of the first spatialization option in the first sound effect setting interface and the configuration operation of the first attenuation option, the 3D sound effect setting of the sound effect to be processed is completed.

4. The method according to claim 3, characterized in that Configuring the first spatialization option includes setting the spatialization parameters of the sound effect to be processed to position plus direction. Configuring the first attenuation option includes adding a first preset attenuation curve for the sound effect to be processed. The first preset attenuation curve includes a correspondence between specified parameters and in-game distances. The specified parameters include at least one of the following: a volume parameter, a low-pass filtering parameter, a propagation parameter, and a focus parameter.

5. The method according to claim 1, characterized in that The audio engine also provides a second sound effect setting interface corresponding to the ASMR sound effect; the second sound effect setting interface displays a second spatialization option and a second attenuation option; The step of performing distance attenuation processing on the ASMR sound effect to obtain the ASMR ear-close layer includes: In response to the configuration operation of the second spatialization option and the configuration operation of the second attenuation option in the second sound effect setting interface, the distance attenuation processing of the ASMR sound effect is completed.

6. The method according to claim 5, characterized in that The configuration operation for the second spatialization option includes: setting the spatialization parameters of the ASMR sound effect to empty; the configuration operation for the second attenuation option includes: adding a second preset attenuation curve for the ASMR sound effect; the second preset attenuation curve includes a volume curve in which the volume is inversely proportional to the distance in the game, and a low-pass curve in which the low-pass filtering parameter is directly proportional to the distance in the game.

7. The method according to claim 1, characterized in that The method further comprises: Generate an event interface corresponding to the mixing container for the game engine to call.

8. A sound effect processing device, characterized in that: The device is applied to an audio engine; the device comprises: A sound effect acquisition module, configured to acquire a sound effect to be processed and an ASMR sound effect fused with the sound effect to be processed; wherein the sound effect to be processed is any sound effect in the game audio that does not have an ASMR auditory effect; A sound effect storage module, configured to store the to-be-processed sound effect and the ASMR sound effect in a mixing container of the audio engine; A first sound effect configuration module is used to perform 3D spatial processing on the sound effect to be processed to obtain a dynamic azimuth attenuation layer; The second sound effect configuration module is used to perform distance attenuation processing on the ASMR sound effect to obtain an ASMR ear-close layer; The sound effect generation module is used to generate an optimized 3D sound effect corresponding to the sound effect to be processed based on the dynamic azimuth attenuation layer and the ASMR ear-close layer.

9. An electronic device, characterized in that: The method comprises a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method according to any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 7.

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