Music-based interaction method and device, electronic equipment and readable medium

By providing interactive UI controls and visual representations on the graphical interaction interface, users can display the social status of virtual characters through music and visual elements, solving the problem of single interaction methods in the prior art, and achieving richer social experience and emotional connections.

CN120196237APending Publication Date: 2025-06-24CHENGDU XIAOZHI YOUCHUANG TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202311781547.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-12-21
Publication Date
2025-06-24

AI Technical Summary

Technical Problem

In the prior art, game APPs and non-game APPs have a singleness in interaction or expression, and cannot effectively display the user's social attributes, especially lacking innovation in showing emotions, worldview or interests.

Method used

By providing interactive UI controls associated with virtual characters on the graphical interactive interface, users can operate and play target music and visually express social state elements to display the social state of virtual characters, including emotions, worldview and interests.

Benefits of technology

It enables users to display social status more intuitively through music and visual elements, enhances users' social experience and emotional connection, and provides a more three-dimensional and richer social interaction method.

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Abstract

The invention discloses an interaction method and device based on music, electronic equipment and a readable medium. The method comprises the steps that in response to operation on a first interactive UI control or a second interactive UI control, target music used for showing the social contact state of a target virtual character is played, social contact state elements corresponding to the target music are visually shown in a graphic interaction interface, and the social contact state elements are used for showing the social contact state of the target virtual character. The social state comprises at least one or more of emotion, world view and interest, and the visual performance is performed through at least one or more of a virtual scene, an interactive UI control and a non-interactive UI. The user can show the social state of the current user through the played target music, the social state elements displayed on the image interaction interface and the like. Other users can visually know the social state of the user through visual sense and auditory sense, and the social experience of the user is enhanced in a music mode while the game requirement of the user is met.
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Description

Technical Field

[0001] Embodiments of the present invention relate to the field of Internet technologies, and in particular, to an interaction method, device, electronic device, and readable medium based on music. Background Art

[0002] Nowadays, more and more young users are exposed to rich information media, and can quickly form their own personality elements such as worldviews and preferences. They hope to establish a personal image by showing their worldviews or preferences on social media, and obtain emotional value through social activities of showing themselves or understanding the personal images of others. In virtual interaction scenarios (such as game scenarios), BGM (Background music) is usually played when a hero character releases a skill or shows its attribute information; or a BGM is customized for each character as part of the character's personal image to enrich its worldview or personal image experience. Most of the BGMs in existing solutions are used to show a rich personal image of the character, or as the BGM for different maps / regions to distinguish different regions, and there is no design in which BGM exists as a social attribute of users. In non-game Internet APPs, there are already relatively mature technologies for displaying background music in personal spaces. For example, QQ Space can add background music, and the songs currently being listened to by a friend can be displayed in the friend list of QQ. However, compared with game APPs, non-game APPs have a single interaction or expression method, and cannot allow users to better show their social attributes. Therefore, a novel and delicate audio-visual display and interaction method is needed, which can enable young users to fully display their social attributes such as worldviews or preferences, and strengthen the correlation between user social experience and emotions. Summary of the Invention

[0003] Embodiments of the present invention provide an interaction method, device, electronic device, and readable medium based on music, so as to improve the music interaction experience solution for users in games.

[0004] In a first aspect, an embodiment of the present invention provides an interaction method based on music, the method including:

[0005] Display a graphical interaction interface on a display interface of a display device, the graphical interaction interface displaying at least one or more of a virtual scene, a virtual character, an interactive UI control, and a non-interactive UI, the method including:

[0006] Provide a first interactive UI control and / or a second interactive UI control associated with a target virtual character on the graphical interaction interface, the first interactive UI control displaying the identity information of the target virtual character, and the second interactive UI control displaying the information of the virtual character music playback device;

[0007] In response to an operation on the first interactive UI control or the second interactive UI control, play target music for presenting the social state of the target virtual character, and visually present social state elements corresponding to the target music in the graphical interaction interface, where the social state elements are used to present the social state of the target virtual character, and the social state includes at least one or more of emotion, world view, and interest, and the visual presentation is performed through at least one or more of the virtual scene, the interactive UI control, and the non-interactive UI.

[0008] In a second aspect, an embodiment of the present invention provides a music-based interaction device that displays a graphical interaction interface on a display interface of a display device, where the graphical interaction interface displays at least one or more of a virtual scene, a virtual character, an interactive UI control, and a non-interactive UI. The device includes:

[0009] A display module, configured to provide a first interactive UI control and / or a second interactive UI control associated with a target virtual character in the graphical interaction interface, where the first interactive UI control displays the identity information of the target virtual character, and the second interactive UI control displays the information of the virtual character music playback device;

[0010] A playback module, configured to, in response to an operation on the first interactive UI control or the second interactive UI control, play target music for presenting the social state of the target virtual character, and visually present social state elements corresponding to the target music in the graphical interaction interface, where the social state elements are used to present the social state of the target virtual character, and the social state includes at least one or more of emotion, world view, and interest, and the visual presentation is performed through at least one or more of the virtual scene, the interactive UI control, and the non-interactive UI.

[0011] In a third aspect, an embodiment of the present invention further provides an electronic device, including a processor and a memory, where at least one instruction, at least one program, a code set, or an instruction set is stored in the memory, and the at least one instruction, at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the music-based interaction method according to the first aspect.

[0012] In a fourth aspect, an embodiment of the present invention further provides a computer-readable medium, on which at least one instruction, at least one program, a code set, or an instruction set is stored, and the at least one instruction, at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the music-based interaction method according to the first aspect.

[0013] In an embodiment of the present invention, a first interactive UI control and / or a second interactive UI control associated with a target virtual character are provided in a graphical interaction interface. The first interactive UI control displays the identity information of the target virtual character, and the second interactive UI control displays the information of the virtual character music playback device. In response to an operation on the first interactive UI control or the second interactive UI control, target music for presenting the social state of the target virtual character is played, and social state elements corresponding to the target music are visually presented in the graphical interaction interface. The social state elements are used to present the social state of the target virtual character, and the social state includes at least one or more of emotions, worldviews, and interests. The visual presentation is performed through at least one or more of the virtual scene, the interactive UI control, and the non-interactive UI.

[0014] Through the above solution, users can show their current social state (such as emotions, interests, worldviews, etc.) through the played target music and the social state elements displayed in the image interaction interface, thereby shaping a more comprehensive and three-dimensional social state. Other users can also intuitively understand the social state of this user visually and aurally, enhancing the user's social experience through music while meeting the user's gaming needs. By making the social state information such as worldviews available for interactive visual or auditory expression, it helps users release their personal emotions, enables users to intuitively understand the emotions of others, strengthens the association between the user's social state and personal emotions, provides emotional value for users, and at the same time brings a more novel social experience to users. BRIEF DESCRIPTION OF THE DRAWINGS

[0015] In order to more clearly illustrate the technical solutions in the embodiments of the present invention or the prior art, the following will briefly introduce the drawings required for use in the description of the embodiments or the prior art. Obviously, the following drawings are some embodiments of the present invention. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0016] Figure 1 It is a schematic flowchart of an interaction method based on music provided by an embodiment of the present application;

[0017] Figure 2a 、 2b Figures 2c and 2d are schematic diagrams of ways to play target music illustrated in an embodiment of the present application;

[0018] Figure 3 It is a schematic diagram of adding target music illustrated in an embodiment of the present application;

[0019] Figure 4aA schematic diagram of a target music creation provided by an embodiment of the present application;

[0020] Figure 4b Another schematic diagram of a target music creation provided by an embodiment of the present application;

[0021] Figure 5 A schematic diagram of the display of social status elements provided by an embodiment of the present application;

[0022] Figure 6 A schematic diagram of a second virtual character display method provided by an embodiment of the present application;

[0023] Figure 7 A schematic diagram of the structure of a music-based interaction device provided by an embodiment of the present application;

[0024] Figure 8 For Figure 7 A schematic diagram of the structure of an electronic device corresponding to the music-based interaction device provided by the described embodiment. Detailed implementation manners

[0025] To make the objectives, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention. Apparently, the described embodiments are some, but not all, of the embodiments of the present invention. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present invention without making creative efforts shall fall within the protection scope of the present invention.

[0026] The terms used in the embodiments of the present invention are only for the purpose of describing specific embodiments and are not intended to limit the present invention. The singular forms "a", "the" and "said" used in the embodiments of the present invention and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. "Plural" generally includes at least two.

[0027] Depending on the context, the words "if", "when" as used herein may be interpreted as "when" or "while" or "in response to determining" or "in response to detecting". Similarly, depending on the context, the phrase "if determined" or "if detecting (stated condition or event)" may be interpreted as "when determined" or "in response to determining" or "when detecting (stated condition or event)" or "in response to detecting (stated condition or event)".

[0028] In addition, the step timings in the following method embodiments are only for example and not strictly limited.

[0029] In a virtual interaction scenario, various background music is played to increase the fun. In most cases, the background music is added by the user's selection, but the user's choices are limited. Moreover, the content displayed in the graphical user interface is generally set according to a relatively fixed template. When a user wants to express a certain mood state or emotional state, it is usually expressed through text. For example, a text content that can express the current emotional state, such as the user's mood or feelings, is written at a relatively fixed position in the graphical user interface. These text contents need to be further carefully understood and read by other users after they notice them in order to be understood, which is not very intuitive for other users and the expression is not direct enough. Therefore, a solution that can directly reflect the user's social state is needed.

[0030] For ease of understanding, specific embodiments will be exemplified below.

[0031] Such as Figure 1 is a schematic flowchart of an interaction method based on music provided by an embodiment of the present application. As can be seen from Figure 1 it, the specific steps are as follows:

[0032] A graphical user interface is displayed on the display interface of the display device, and the graphical user interface displays at least one or more of a virtual scene, a virtual character, an interactive UI control, and a non-interactive UI. The method includes:

[0033] Step 101: A first interactive UI control and / or a second interactive UI control associated with a target virtual character are provided in the graphical user interface. The first interactive UI control displays the identity information of the target virtual character, and the second interactive UI control displays the information of the virtual character music playback device.

[0034] Step 102: In response to an operation on the first interactive UI control or the second interactive UI control, play target music for presenting the social state of the target virtual character. And,

[0035] Step 103: Visually present social state elements corresponding to the target music in the graphical user interface. The social state elements are used to present the social state of the target virtual character, and the social state includes at least one or more of emotions, worldviews, and interests. The visual presentation is performed through at least one or more of the virtual scene, the interactive UI control, and the non-interactive UI.

[0036] The graphical user interface mentioned here can be an interactive interface displayed after the user opens the game application. In this interactive interface, the virtual scene displayed can be a certain scene in the game. For example, it can be the home or base of the user's own target virtual character, a virtual space, etc. The virtual characters here include the virtual characters controlled by the current user and the virtual characters controlled by other users, and these virtual characters can also be applied during the game process. These virtual characters have the same virtual character attributes during the game process and in the interactive scene. For example, they have the same clothing, decorations, nicknames, game equipment, game props, etc.

[0037] It should be noted that the controls displayed in the virtual scene include interactive UI (User Interface) controls, including a first interactive UI control for displaying the identity information of the target virtual character (including game-related identity information (such as game characters, game levels, owned game props, game coins, etc.), social-related identity information (such as friend relationships, social levels, social roles, etc.)). Some identity information is editable. For example, the nickname of the target virtual character. It also includes a second interactive UI control for displaying information about the virtual character's music playback device; the virtual character's music playback device can be, for example: a virtual tape player, a virtual music box player, a virtual CD player, etc. Here, it is only for illustrative purposes. In actual applications, the music playback device can also be changed and set according to needs. At least one interactive UI control among the music control, playback status control, and playback progress control is displayed on the virtual player, so as to meet the control requirements for music playback. In addition, the interactive UI control can also include controls for adding target music, deleting target music, and editing target music. The style of the UI control can be set according to needs, can also be set according to the parsing result of the social status, and can also be set according to the game data parsing. For example, if the target music is a happy piece of music, indicating that the current social status is happy, then the various buttons on the virtual tape player can be in the shape of a heart; for example, if the target music is a scary piece of music, indicating that the current social status is scary, then the various buttons on the virtual tape player can be in the shape of Cthulhu style. The music mentioned here can be understood as audio in a broad sense, including not only audio such as songs, recordings, stories, etc., but also complete or fragmented audio, and also including human voices or AI-synthesized audio. No specific limitation is made here.

[0038] In the solution of this application, the target music has its social tags so that the social state corresponding to the current target virtual character can be identified through the music. Of course, it is possible that one target music corresponds to multiple social states. For example, the social states and social state elements shown in the interaction interfaces of different users for the same piece of music are different. The social states mentioned here include at least one or more of emotions, worldviews, and interests. Most intuitively, the social state of the current target virtual character (actually the user controlling the character) can be expressed through the target music.

[0039] Of course, in order to intuitively reflect the social state, social state elements are also visually presented in the graphical interaction interface. Visual presentation can be understood as all visible elements in the graphical interaction interface. For example, interactive UI controls, non-interactive UI controls, background patterns, background content in the virtual scene, etc. And these visual presentations can be displayed simultaneously on the same page or separately on different pages. Elements that can change with the change of the social state in the virtual scene can be understood as social state elements. For example, the styles, colors, shapes (such as heart shapes, sun shapes, cloud shapes, etc.) of interactive UI controls and non-interactive UI controls. Background patterns, such as grassland backgrounds, palace backgrounds, sea backgrounds, cave backgrounds, etc. Different background patterns can express different emotional states.

[0040] There are many ways to play the target music for presenting the social state of the target virtual character. Examples are given below. As Figure 2a , 2b Figures 2c, 2d are schematic diagrams of the ways to play the target music illustrated in the embodiments of this application.

[0041] Among them, Figure 2a shows the target virtual character that can be controlled by the user, as well as the virtual characters of other users who have a friendship relationship with the user or meet the game association degree requirements. By clicking on the avatar of the target virtual character or other virtual characters (the click methods supported by different display devices are different), the music will be automatically played, and the social state elements in the current virtual scene will also change accordingly, becoming the social state elements consistent with the currently played music, so as to comprehensively display the social state of the current virtual character through the audio-visual effects.

[0042] Figure 2bDisclosed is a target virtual character that can be controlled by a user, as well as virtual characters of other users who have a friendship relationship with the user or meet the game association degree requirement. The user clicks on the avatar of the target virtual character or other virtual characters (the click methods supported vary depending on the display device), enters the user information page of the target virtual character or other virtual characters, can view the user's detailed information, and the virtual character music playback device. Then, the user can control the playback of the target music through the second interactive UI control. And after the music starts playing (it can also be before the music starts playing), the social status elements in the current virtual scene also change accordingly, becoming social status elements consistent with the currently playing music, so as to comprehensively display the social status of the current virtual character through the audiovisual effect.

[0043] Figure 2c Disclosed is a target virtual character that can be controlled by a user, as well as virtual characters of other users who have a friendship relationship with the user or have a game association. The user clicks on the avatar of the target virtual character or other virtual characters (the click methods supported vary depending on the display device), enters the user information page of the target virtual character or other virtual characters, can view the user's detailed information, and the virtual character music playback device. Then, the target music starts playing automatically. And the social status elements in the current virtual scene also change accordingly, becoming social status elements consistent with the currently playing music, so as to comprehensively display the social status of the current virtual character through the audiovisual effect.

[0044] Figure 2d Disclosed is a target virtual character that can be controlled by a user, as well as virtual characters of other users who have a friendship relationship with the user or have a game association. The user clicks on the avatar of the target virtual character or other virtual characters (the click methods supported vary depending on the display device), enters the user information page of the target virtual character or other virtual characters, can view the user's detailed information, and the virtual character music playback device. Then, the user can enter the device interface of the virtual character music playback device through the second interactive UI control. In this device interface, click the play control to start playing. And after the music starts playing (it can also be before the music starts playing), the social status elements in the current virtual scene also change accordingly, becoming social status elements consistent with the currently playing music, so as to comprehensively display the social status of the current virtual character through the audiovisual effect.

[0045] In the solution of this application, the social state of the target virtual character and the target music and social state elements influence and restrict each other. The corresponding social state can be understood based on the music selected or created by the user (the creation method will be described in detail in the following embodiments), and the corresponding social state elements can be set; conversely, the target music can also be switched, adjusted, or modified according to the displayed social state and social state elements. Thus, the user can obtain a consistent audiovisual effect, that is, the user can understand the social state (such as mood, world view, interests, etc.) through visual performance and the target music.

[0046] In one or more embodiments of this application, before playing the target music for presenting the social state of the target virtual character, it further includes: in response to an addition operation on the second interactive control, reprinting the target music, or creating the target music based on the creation information provided by the user.

[0047] The reprinting of music mentioned here refers to adding other existing music to the graphical user interface for playing under the state of obtaining permission or authorization. The addition methods include various methods such as reprinting and uploading music.

[0048] The creation mentioned here means that the user can create original music according to their own needs. The specific creation method is not limited. It can be the conventional music creation process of composing music and writing lyrics individually or in cooperation, or it can also be creating music with the help of artificial intelligence technology. The specific creation method will be described in detail in the following embodiments and will not be repeated here.

[0049] Such as Figure 3 is a schematic diagram of adding the target music for illustration in the embodiments of this application. Adding the target music can be done in the graphical user interface, or in the device interface of the virtual character music player, and of course, it can also be added through other dedicated interfaces. For the sake of easy understanding, this application will take adding in the device interface as an example for illustration.

[0050] From Figure 3 it can be seen that in the device interface of the music player, a virtual tape player is displayed. Among them, the main control device for controlling the current music playback is in the center of the interface, and the virtual tape players in the left list are the music saved by the user. At the bottom of the list, there is a transparent virtual tape player with a "+". When the user clicks the "+" control in the interface, new music can be added. For example, reprinting music from the network, uploading music from the local, or creating music online.

[0051] In the above manner, it is possible to meet the diverse and personalized music playback needs of users. In particular, it supports the creation of original music, which can better reflect the social status of different virtual characters. Other users can understand the social status of the user when they hear the music.

[0052] The following will illustrate the solution for creating target music through specific embodiments.

[0053] An optional way to generate target music includes: displaying a target music creation interface; obtaining creation information provided by the user; the creation information includes at least one of occasion information, mood information, music style information, reference sample information, and duration information; generating the target music based on the creation information.

[0054] The occasion information mentioned here can be, for example, a certain festival, a certain weather, winning a game, or adding a new game friend, etc. The mood information mentioned here can be, for example, the user's current happy mood, depressed mood, etc. The music style information can be the music style that expresses the user's music interest, such as Japanese style, jazz style, new Chinese style, etc., and can also be to limit the instrument type, etc. The reference sample information can be the name of a certain song provided by the user, or a piece of music with a certain music beat, or a piece of music played by a certain instrument type, etc.

[0055] Such as Figure 4a is a schematic diagram of target music creation provided by an embodiment of the present application. As Figure 4a can be seen, the user clicks on the "+" control in the interface to jump to the music creation interface. The user can call up the virtual keyboard in this interface to input natural languages such as keywords and sentences representing the creation information as prompts (Prompts) for artificial intelligence technologies (such as generative large language models and other generative AIs). After the input is completed, click the create control, and the target music will be created using artificial intelligence technology. After the creation is completed, the target music will be played. The user can adjust according to the playback effect. When adjusting, the keywords input previously can be added, deleted, or other parameters of the target music can be adjusted, such as pitch, beat, etc. Thus, it is possible to generate the exclusive target music unique to the user.

[0056] Another way to generate target music includes: displaying a target music creation interface; obtaining creation information provided by the user; the creation information includes at least one of the character personality, character attributes, clothing style, mood information, and duration information of the target virtual character in the game; generating the target music based on the creation information.

[0057] In the game scene, different users' game characters (that is, virtual characters) have different characteristics. For example, even the same character can be configured with different styles of clothing and hair accessories according to different user needs. In some games, users can also create character attributes (such as the character's worldview) and character personality for the virtual character. There can also be information about the current user's emotions, the length of time to create music, and so on.

[0058] like Figure 4b A schematic diagram of another target music creation provided in an embodiment of the present application. Figure 4b As you can see, the user clicks the "+" control in the interface to jump to the music creation interface, where the user can import the previously set virtual character's character, character attributes, clothing style, emotional information, etc. After the import is complete, click the Create control to create the target music using artificial intelligence technology. After the creation is complete, the target music will be played. Users can make adjustments based on the playback effect. When adjusting, you can add or delete the keywords entered previously, and you can also adjust other parameters of the target music, such as pitch, beat, etc. This allows the user to generate unique target music that is exclusive to the user.

[0059] Of course, in practical applications, Figure 4a and Figure 4b When creating, if some users are not very good at creating, prompt words can be displayed in the creation interface, and users can create target music by directly selecting the prompt words.

[0060] After completing the creation of the target music, the original target music can also be used to interact with game friends. Two implementation methods are listed: in response to a transaction request for the target music created by the first virtual character, the ownership of the target music is transferred to the second virtual character with a game association; or in response to a transaction request for the target music created by the first virtual character, the ownership of the target music is transferred to the second virtual character with a game association, and the game props provided by the second virtual character are received.

[0061] Specifically, a transaction control can be displayed in the virtual interaction interface. When the user clicks on the transaction control, he can choose to give the target music to a game friend or an unfamiliar virtual character. The target music can also be shared at the request of an unfamiliar virtual character or a game friend. It can be shared collectively (for example, shared with multiple virtual characters without restriction) or targeted (shared only with one or several virtual characters).

[0062] In another alternative, the user's original target music can also participate in transactions in the game. For example, the original target music can be used to exchange game props (including tradable props such as game weapons and equipment, game skins, etc.) with game friends. This enables the target music not only to be played but also to enhance the interaction effect. In addition, when trading the target music, the corresponding visual elements can also be traded together.

[0063] Through the above solutions, users can create exclusive music according to their actual needs, and this exclusive music can express the current user's social status (such as mood state, interests and hobbies, etc.). Thus, users can directly understand the user's social status through music, achieving a better social effect.

[0064] In one or more embodiments of the present application, the social status of the target virtual character includes: determining the social status based on the status keywords provided by the operating user of the target virtual character; or determining the social status based on the game data of the target virtual character during the game process; or determining the social status based on the target music set by the user; or determining the social status based on the interaction content between the target virtual character and the first virtual character or the second virtual character.

[0065] In practical applications, there are various ways to determine the social status of the target virtual character. The user can provide status keywords. For example, the user can input "happy", "frustrated", "helpless" through the status setting interface, or input an emoticon image expressing the corresponding mood. The status keywords input by the user can be displayed in the interface or not.

[0066] Some users are not good at expressing themselves. The social status of the current user can also be determined by analyzing the target music, that is, obtaining the creation information used when creating the target music, and then determining the social status based on the analyzed creation information. If the user uses reproduced music created by others, the current social status can be determined based on the information extracted from publicly available content on the Internet, song classification, lyrics, etc.

[0067] In an alternative solution, the social status can also be analyzed and determined based on the interaction content between the user and other users. For example, user A controls the first virtual character to chat with user B's second virtual character, and the chat content expresses the joy of winning in this game competition. Then, it can be analyzed that the social status of the current first virtual character is happy and joyful, and the corresponding target music can also be switched to happy and joyful tracks. If there is already a matching music in the music collection folder of the first virtual character, it can be directly played. If not, it can be reproduced, or user A can be prompted whether they need to create music.

[0068] Of course, in practical applications, the above content can be combined to determine the current social state. By the above method, the user's current social state can be determined more timely and proactively, so as to play the corresponding target music in a timely manner based on the determined social state and display the corresponding social state elements.

[0069] In one or more embodiments of the present application, the social state elements include: visual elements.

[0070] Playing the target music for presenting the social state of the target virtual character, and visually presenting the social state elements corresponding to the target music in the graphical interaction interface, where the social state elements are used to present the social state of the target virtual character, including:

[0071] Determine the corresponding visual elements according to the social state;

[0072] Display in the graphical interaction interface the visual elements representing the social state; the visual elements include: those for representing world view identifiers, interest identifiers, background elements, background weather, identifiers of game characters that match the target virtual character, virtual player types, and virtual player colors;

[0073] Determine the target music for presenting the social state of the target virtual character;

[0074] Display the visual elements representing the social state when playing the target music.

[0075] In practical applications, the social state is reflected by social state elements. Social state elements include visual elements and auditory elements. Visual elements can be understood as various visible elements that can express social states (including emotional states, world views, interests, etc.).

[0076] These visual elements can be determined according to the social state or according to the target music. A corresponding relationship between the social state and visual elements can be established in advance, or a corresponding relationship between the target music and visual elements can be established in advance. Of course, the corresponding visual elements can also be determined after analyzing the social state or the current target music.

[0077] For example, visual elements include: those for representing worldview identifiers (such as the headshot of a certain celebrity, a famous quote), interest identifiers (such as the headshot of an athlete, a musician, a game streamer, etc.), background elements (such as a pastoral background, a forest background, a sea background), background weather (such as sunny, rainy weather), identifiers of game characters that match the target virtual character (the virtual character raising a pet, riding a mount, holding weapon props, etc., displayed in the form of a cheerful expression or a dull expression), virtual player types (such as a music box turning into a heart shape, a metal box image, etc.), and virtual player colors (such as a pink pattern, a green pattern, etc.).

[0078] Determine the target music for presenting the social state of the target virtual character; of course, this target music can also be pre-selected or set. When playing the target music, display the visual elements for representing the social state. In an alternative solution, when playing music and displaying visual elements, the visual elements can change dynamically following the music beat, rhythm, pitch, etc. For example, the size of the rain in the perspective element can change dynamically following the music. The specific implementation method can be, for example, using artificial intelligence technology to perform real-time analysis on the target music and real-time control the presentation form of the visual elements.

[0079] In one or more embodiments of the present application, determining the corresponding visual elements according to the social state includes: determining at least one visual element corresponding to the social state according to the preset correspondence between the social state and the visual elements; or, using an artificial intelligence model to analyze the social state to generate a social element control instruction, so as to control the expression of the social elements using the social element control instruction.

[0080] Taking actual applications as an example, using preset rules, specifically, the correspondence between the corresponding visual elements can be preset according to various social states. When it is detected that the social state changes, the corresponding visual elements will be replaced in a timely manner. Specifically, it can be that the user inputs keywords expressing the social state, or, for example, the user switches the target music.

[0081] Taking an actual game application as an example, an artificial intelligence model is used to analyze the user's social state. For example, elements such as exhaustion and depression are analyzed, and then an artificial intelligence model (such as ChatGPT) is used to convert the elements of exhaustion and depression into game engine control instructions to control modules such as the weather system, sound source system, and UI system in the game engine to make adjustments matching the social elements to complete the association with the user's current emotion through audio-visual expression. The specific control process can be to change the weather in the game scene (such as changing it to a rainy and gloomy day), change the BGM in the game scene (such as: replacing the sad / melancholy BGM from the music library, performing AI sound effect processing or AI voice conversion on the original music and similar music in the music library, directly using AI to create new music), adjust the sound source position, volume, and propagation range to make it more lingering, so that the audio-visual expression in the game scene conforms to the current emotion and makes the game resonate with the user's current emotion. Of course, it is also possible to make the audio-visual expression in the game scene not conform to the current emotion, and encourage or comfort the user to get out of the current sad emotion through a more positive and sunny audio-visual expression form. The specific decision-making method can determine the best intervention timing by analyzing the user's real-time behavior data through artificial intelligence. The above change method can also be applied separately to the game UI interface. For example, in the personal information display interface or BGM display interface of the game client for game users, it is associated with the user's current emotion through the interface background dynamic effect and music playback. The artificial intelligence model introduced here can be a single model to execute all tasks or multiple models to execute independent tasks and cooperate with each other, without specific limitation.

[0082] As an alternative solution, an artificial intelligence model can also be used to analyze the social state, or analyze the target music determined based on the social state, obtain social elements and directly display them, and complete the selection and display of visual elements without the user's excessive participation. Or obtain social element control instructions, and visual elements can be added, changed, or deleted as needed. After finally determining the perspective elements corresponding to the social state, the content and matching relationship of the overall visual elements can be saved, and when it needs to be called next time, it can be directly called without using the artificial intelligence model for analysis again, which can effectively improve the efficiency.

[0083] In an alternative solution, when playing the target music, a corresponding musical score is displayed on one side of the second interactive UI control; wherein, the notes in the musical score are virtual identifiers matching the social state or social state elements.

[0084] Such as Figure 5 Schematic diagram of the display of social state elements provided by the embodiment of the present application. From Figure 5As can be seen, sheet music can be displayed beside the virtual character music player or beside the second interactive UI control. The notes in the sheet music can also be used as a visual element. For example, the notes can be displayed in the form of flowers or in the form of hearts. Or, the virtual identifier set by the user (such as the user avatar or the avatar of the user's virtual character, etc.) can be used as a note and dynamically displayed in the sheet music.

[0085] In one or more embodiments of the present application, the social status element includes: an auditory element. Determining the target music for presenting the social status of the target virtual character includes: determining the auditory element corresponding to the social status for adjusting the target music; the auditory element includes at least one or more of a beat, an instrument type, a tune, the voice-over of the game character that conforms to the target virtual character, and a music style; and playing the target music after adjusting it using the auditory element.

[0086] In the solution of the present application, after the user actively selects the target music or switches the target music according to the social status (of course, it can also not be switched), further, the auditory element can be adjusted so that the played target music can better reflect the current social status of the user (for example, reflecting the joy of the user winning the game competition at present). Specifically, the beat, instrument type, tune, and music style of the target music can be changed; and it can also be changed according to the exclusive voice-over of the role played by the virtual character in the game (for example, changing the original singer to the accent of the virtual character).

[0087] Of course, the implementation of the above-mentioned change of the auditory element can be achieved by parameter change, or can be automatically identified and changed using artificial intelligence technology.

[0088] In one or more embodiments of the present application, before playing the target music for presenting the social status of the target virtual character, it further includes: if the target virtual character includes a first virtual character and a second virtual character, determining the first relative position relationship between the second virtual character and the first virtual character in the virtual scene; and based on the relative position relationship, determining the first sound source position of the target music in the virtual scene.

[0089] In some interactive scenarios, such as in an open-world game scenario, the virtual scene is a three-dimensional scene, and the distance relationship between characters is a three-dimensional relationship. Since different virtual characters are configured with exclusive music, in order to enable the user to obtain a better interactive experience, the sound source position can be determined according to the relative distance relationship and relative position relationship between different virtual characters. For example, the user controls the first virtual character to move in space. At this time, the user plays the target music of the second virtual character located on the left side of the first virtual character. Then, when the user plays the target music, the sound source is set to the left side, so that the sound source is unified with the character position.

[0090] If the first virtual object moves in the virtual space, the second sound source position of the target sound source in the virtual space is determined according to the moved second relative position relationship. In a game scenario, the user controls the movement of the virtual character to complete game tasks, and the sound source is adjusted accordingly according to the relative position change. When the distance between the second virtual character and the first virtual character is greater than a certain threshold, the sound source of the second virtual character will be turned off, indicating that the first virtual character cannot hear due to the excessive distance.

[0091] In one or more embodiments of the present application, it further includes: if there are multiple second virtual characters, an object set including at least one second virtual character is established according to the game association degree between the first virtual character and the second virtual character in the game; at least one of the second virtual characters in the object set and the first virtual character are displayed at a position that does not block the first virtual character in the virtual scene.

[0092] In this embodiment, it is assumed that the user can actually control the first virtual character, and the second virtual character is a character having a game association degree with the first virtual character. The game association degree mentioned here refers to the existence of game relevance between two characters. The methods for determining whether there is a game association degree include:

[0093] Determining the game association degree according to the number of game interactions between the first virtual character and the second virtual character; or, determining the game association degree according to the friend status between the first virtual character and the second virtual character.

[0094] For example, when the first virtual character and the second virtual character participate in 5 games together, it is considered that the game association degree between the two is greater than the association degree threshold (here it can be assumed that the threshold is 3). Then, this second virtual character will appear as a member of the object set in the interaction interface of the first virtual character. Or, it will only be displayed in the object set after the first virtual character and the second virtual character add each other as friends.

[0095] Of course, the upper limit of the object set can also be set. For example, at most 10 second virtual characters are displayed in the interaction interface, and the top 10 second virtual characters are selected according to the size of the game association degree and displayed in the interaction page in the form of an object set. It can also be the top 10 second virtual characters that have had game cooperation recently and are displayed in the interaction page in the form of an object set. It can also be the top 10 characters among the second virtual characters added as friends.

[0096] Such as Figure 6 is a schematic diagram of the display method of the second virtual character provided by the embodiment of the present application. From Figure 6As can be seen, there are various ways to display the object set of the second virtual character. For example, it can be displayed in a list form, or in a form similar to a radar map, that is, the avatars of multiple second virtual characters surround the "my avatar" in a form similar to a radar map. Here, only the second virtual objects that have interacted with the first virtual character in the most recent week (with a limit of 10 people) are taken. Those without interaction within a week are not displayed here. "My avatar" is in the middle position, and the level, nickname, and online status need to be displayed; the avatars of the second virtual characters with good interaction need to display the avatar, level, nickname, and online status. It can also be displayed together with the virtual object in the interaction interface. All the above display methods need to consider that the second virtual character cannot block the first virtual character. When the object set system is opened, the exclusive target music (BGM) of the second virtual character with the highest interaction frequency with the first virtual character is played by default. At this time, the avatar of the second virtual character whose music is being played has an animation effect of playing music, such as the avatar rotating (imitating CD playing or music box playing), or displaying a sound wave animation effect.

[0097] Based on the above embodiments, displaying at least one of the second virtual characters and the first virtual character in the object set at a position that does not block the first virtual character in the virtual scene includes: if the object set is a set in list form, then at least one of the second virtual characters is displayed in list form on one side of the first virtual character. After playing the target music for presenting the social status of the target virtual character, it further includes: if a play request for the target music corresponding to multiple second virtual characters in the list is received, then the target music for characterizing their social status is played in sequence according to the arrangement order of the multiple second virtual characters in the object set.

[0098] As described above, when the object set of the second virtual character is a set in list form, when the user of the first virtual character starts to click to play the music of the second virtual character in the playlist, after playing the target music of the first second virtual character, it will automatically jump to the target music of the next second virtual character and play it normally. At this time, the object set list can be used as a music list to play the music of each second virtual character. When playing, visual elements corresponding to the currently playing music will be displayed in the interaction interface where the first virtual character is located.

[0099] Based on the same idea, an embodiment of the present application also provides a music-based interaction device. As Figure 7 is a schematic structural diagram of a music-based interaction device provided by an embodiment of the present application. As can be seen from Figure 7 it, a graphical interaction interface is displayed on the display interface of the display device, and the graphical interaction interface displays at least one or more of a virtual scene, virtual characters, interactive UI controls, and non-interactive UI. The device includes:

[0100] A display module 71, configured to provide a first interactive UI control and / or a second interactive UI control associated with a target virtual character in the graphical interaction interface, where the first interactive UI control displays the identity information of the target virtual character, and the second interactive UI control displays the information of the virtual character music playing device;

[0101] A playing module 72, configured to, in response to an operation on the first interactive UI control or the second interactive UI control, play a target music for presenting the social state of the target virtual character, and visually present social state elements corresponding to the target music in the graphical interaction interface, where the social state elements are used to present the social state of the target virtual character, and the social state includes at least one or more of emotions, worldviews, and interests, and the visual presentation is performed through at least one or more of the virtual scene, the interactive UI control, and the non-interactive UI.

[0102] The playing module 72 is configured to, in response to an addition operation on the second interactive control, reprint the target music, or create the target music based on the creation information provided by the user.

[0103] Optionally, it further includes a generation module 73, and the generation method of the target music includes:

[0104] Display a target music creation interface;

[0105] Obtain the creation information provided by the user; the creation information includes at least one of occasion information, emotion information, music style information, reference sample information, and duration information;

[0106] Generate the target music based on the creation information.

[0107] Optionally, it further includes a generation module 73, and the generation method of the target music includes:

[0108] Display a target music creation interface;

[0109] Obtain the creation information provided by the user; the creation information includes at least one of the character personality, character attributes, clothing style, emotion information, and duration information of the target virtual character in the game;

[0110] Generate the target music based on the creation information.

[0111] Optionally, it further includes a determination module 74, configured to determine the social state based on the status keywords provided by the operating user of the target virtual character; or,

[0112] Determine the social state based on the game data of the target virtual character during the game process; or,

[0113] Determine the social state based on the target music set by the user; or,

[0114] Determine the social state based on the interaction content between the target virtual character and the first virtual character or the second virtual character.

[0115] Optionally, the social state elements include: visual elements;

[0116] The playing module 72 is configured to determine corresponding visual elements according to the social state;

[0117] Display visual elements representing the social state in the graphical interaction interface; the visual elements include: those for representing worldview identifiers, interest identifiers, background elements, background weather, identifiers of game characters conforming to the target virtual character, virtual player types, and virtual player colors;

[0118] Determine the target music for presenting the social state of the target virtual character;

[0119] Display the visual elements for representing the social state when playing the target music.

[0120] The determining module 74 is configured to determine at least one visual element corresponding to the social state according to the preset correspondence between the social state and the visual elements; or,

[0121] Parse the social state using an artificial intelligence model to generate a social element control instruction, so as to control the expression of social elements using the social element control instruction.

[0122] Optionally, the social state elements include: auditory elements;

[0123] The determining module 74 is configured to determine the auditory elements for adjusting the target music corresponding to the social state; the auditory elements include at least one or more of those for beats, instrument types, melodies, dubbing of game characters conforming to the target virtual character, and music styles;

[0124] Play the target music after adjusting it using the auditory elements.

[0125] The determining module 74 is configured to, if the target virtual character includes a first virtual character and a second virtual character, determine the first relative position relationship between the second virtual character and the first virtual character in the virtual scene;

[0126] Based on the relative position relationship, determine the first sound source position of the target music in the virtual scene.

[0127] The generation module 73 is used to, if there are multiple second virtual characters, establish an object set including at least one second virtual character according to the game association degree between the first virtual character and the second virtual characters in the game;

[0128] In the virtual scene, at least one of the second virtual characters in the character set and the first virtual character are displayed at a position that does not block the first virtual character.

[0129] The determination module 74 is used to determine the game association degree according to the number of game interactions between the first virtual character and the second virtual characters; or,

[0130] Determine the game association degree according to the friend status between the first virtual character and the second virtual characters.

[0131] The playback module 72 is used to, if the object set is a set in list form, display at least one of the second virtual characters in list form on one side of the first virtual character;

[0132] If a playback request for the target music corresponding to multiple second virtual characters in the list is received, the target music used to characterize their social status is played sequentially according to the arrangement order of the multiple second virtual characters in the object set.

[0133] Optionally, the virtual character music playback device controlled by the second interactive UI control includes: a virtual tape player, a virtual music box player, and a virtual CD player;

[0134] At least one of a music control, a playback status control, and a playback progress control is displayed on the virtual player.

[0135] The playback module 72 is used to display the corresponding musical score on one side of the second interactive UI control when playing the target music; wherein, the notes in the musical score are virtual identifiers or social status elements matching the social status.

[0136] Optionally, it further includes a trading module 75, which is used to, in response to a trading request for the target music created by the first virtual character, transfer the ownership of the target music to the second virtual character having a game association relationship; or,

[0137] In response to a trading request for the target music created by the first virtual character, transfer the ownership of the target music to the second virtual character having a game association relationship, and receive game props provided by the second virtual character.

[0138] Based on the above embodiments, in some game scenarios, in order to enable users to have corresponding background music in addition to playing games. Specifically, a graphical user interface is displayed on the display interface of the display device (for example, it can be a certain interface after entering the game). The graphical user interface displays at least one or more of a virtual scene, a virtual character, an interactive UI control (a control that can be operated by the user), and a non-interactive UI (a control that can only be viewed but does not support user operations). A first interactive UI control and / or a second interactive UI control associated with the target virtual character are provided in the graphical user interface. The first interactive UI control displays the identity information of the target virtual character, and the second interactive UI control displays the information of the virtual character music playback device. In response to an operation on the first interactive UI control or the second interactive UI control, the target music for presenting the social state of the target virtual character is played, and the social state elements corresponding to the target music are visually presented in the graphical user interface. The social state elements are used to present the social state of the target virtual character, and the social state includes at least one or more of emotions, worldviews, and interests. The visual presentation is performed through at least one or more of the virtual scene, the interactive UI control, and the non-interactive UI. Through the above solution, users can show the current user's social state (such as emotions, interests, worldviews, etc.) through the played target music and the social state elements displayed in the image interaction interface, thereby shaping a more comprehensive and three-dimensional social state. Other users can also intuitively understand the user's social state visually and aurally, enhancing the user's social experience through music while meeting the user's game needs. By making the social state information such as worldviews available for interactive visual or auditory expression, it helps users release personal emotions, allows users to intuitively understand the emotions of others, strengthens the association between the user's social state and personal emotions, provides emotional value for users, and at the same time brings a more novel social experience to users.

[0139] In a possible design, the structure of the above Figure 7 shown music-based interaction device can be implemented as an electronic device. As Figure 8 shown, the electronic device may include: a processor 81 and a memory 82. Among them, executable code is stored on the memory 82. When the executable code is executed by the processor 81, at least the processor 81 can implement the music-based interaction method provided in the foregoing embodiments. Among them, a communication interface 83 may also be included in the structure of the electronic device for communicating with other devices or communication networks.

[0140] In addition, an embodiment of the present invention provides a non-transitory machine-readable storage medium, on which executable code is stored. When the executable code is executed by a processor in a server or a computer, the processor is caused to execute the Figure 1 corresponding music-based interaction method provided in each of the foregoing embodiments.

[0141] The device embodiments described above are merely illustrative. The various modules described as separate components may or may not be physically separated. Some or all of the modules may be selected according to actual needs to achieve the purpose of the solution of this embodiment. A person of ordinary skill in the art can understand and implement it without creative effort.

[0142] Through the description of the above embodiments, those skilled in the art can clearly understand that each embodiment can be implemented by means of adding a necessary general hardware platform. Of course, it can also be implemented by a combination of hardware and software. Based on such an understanding, the essence of the above technical solution, or the part that makes a contribution, can be embodied in the form of a computer product. The present invention can be implemented in the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk memories, CD-ROMs, optical memories, etc.) containing computer-usable program code.

[0143] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention, and are not intended to limit them; although the present invention has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that they can still modify the technical solutions described in the foregoing embodiments, or perform equivalent replacements on some of the technical features; and these modifications or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention.

Claims

1. An interaction method based on music, characterized in that, Display a graphical user interface on the display interface of a display device, where the graphical user interface displays at least one or more of a virtual scene, a virtual character, an interactive UI control, and a non-interactive UI. The method includes: Provide a first interactive UI control and / or a second interactive UI control associated with a target virtual character on the graphical user interface. The first interactive UI control displays the identity information of the target virtual character, and the second interactive UI control displays the music playback device information of the virtual character. In response to an operation on the first interactive UI control or the second interactive UI control, play a target music for presenting the social state of the target virtual character, and visually present social state elements corresponding to the target music in the graphical user interface. The social state elements are used to present the social state of the target virtual character, and the social state includes at least one or more of emotions, worldviews, and interests. The visual presentation is performed through at least one or more of the virtual scene, the interactive UI control, and the non-interactive UI.

2. The method according to claim 1, characterized in that, Before playing the target music for presenting the social state of the target virtual character, it further includes: In response to an addition operation on the second interactive control, reprint the target music, or create the target music based on the creation information provided by the user.

3. The method according to claim 1, characterized in that, The generation method of the target music includes: Display a target music creation interface; Obtain creation information provided by the user; the creation information includes at least one of occasion information, emotion information, music style information, reference sample information, and duration information; Generate the target music based on the creation information.

4. The method according to claim 1, wherein The generation method of the target music includes: Display a target music creation interface; Obtain creation information provided by the user; the creation information includes at least one of the character personality, character attributes, clothing style, emotion information, and duration information of the target virtual character in the game; Generate the target music based on the creation information.

5. The method according to any one of claims 1 to 4, characterized in that, The determination method of the social state of the target virtual character includes: Determine the social state based on the state keywords provided by the operating user of the target virtual character; or, Determine the social state based on the game data of the target virtual character during the game process; or, Determine the social state based on the target music set by the user; or, Determine the social state based on the interaction content between the target virtual character and the first virtual character or the second virtual character.

6. The method according to claim 4, characterized in that, The social state elements include: visual elements; The playing of the target music for presenting the social state of the target virtual character and the visual presentation of the social state elements corresponding to the target music in the graphical user interface, where the social state elements are used to present the social state of the target virtual character, includes: Determine the corresponding visual elements according to the social state; Display visual elements representing the social status in the graphical user interface; the visual elements include: those for representing the worldview identifier, interest identifier, background elements, background weather, identifier of the game character conforming to the target virtual character, virtual player type, and virtual player color; Determine the target music for presenting the social status of the target virtual character; Display the visual elements for representing the social status when playing the target music.

7. The method according to claim 6, characterized in that, The determining of the corresponding visual elements according to the social status includes: Determine at least one visual element corresponding to the social status according to the preset correspondence between the social status and the visual elements; or, Use an artificial intelligence model to analyze the social status to generate a social element control instruction, so as to control the expression of social elements by using the social element control instruction.

8. The method according to claim 6, wherein The social status elements include: auditory elements; The determining of the target music for presenting the social status of the target virtual character includes: Determine the auditory elements for adjusting the target music corresponding to the social status; the auditory elements include at least one or more of those for beat, instrument type, tune, voice-over of the game character conforming to the target virtual character, and music style; Play the target music after adjusting it by using the auditory elements.

9. The method according to claim 1, wherein Before playing the target music for presenting the social status of the target virtual character, it further includes: If the target virtual character includes a first virtual character and a second virtual character, determine the first relative position relationship between the second virtual character and the first virtual character in the virtual scene; Based on the relative position relationship, determine the first sound source position of the target music in the virtual scene.

10. The method according to claim 9, wherein It further includes: If there are multiple second virtual characters, establish an object set including at least one second virtual character according to the game association degree between the first virtual character and the second virtual characters in the game; Display at least one of the second virtual characters in the object set and the first virtual character at a position in the virtual scene that does not block the first virtual character.

11. The method according to claim 10, wherein The determining method of the game association degree between the first virtual character and the second virtual character includes: Determine the game association degree according to the number of game interactions between the first virtual character and the second virtual character; or, Determine the game association degree according to the friend status between the first virtual character and the second virtual character.

12. The method according to claim 10, wherein The displaying of at least one of the second virtual characters in the object set and the first virtual character at a position in the virtual scene that does not block the first virtual character includes: If the object set is a set in list form, display at least one of the second virtual characters in list form on one side of the first virtual character; After playing the target music for presenting the social status of the target virtual character, it further includes: If a play request for the target music corresponding to multiple second virtual characters in the list is received, play the target music for representing their social status in sequence according to the arrangement order of the multiple second virtual characters in the object set.

13. The method according to claim 1, wherein The virtual character music playing device controlled by the second interactive UI control includes: a virtual tape player, a virtual music box player, and a virtual CD player; At least one of a music control, a playing status control, and a playing progress control is displayed on the virtual player.

14. The method according to claim 13, wherein The visual representation of the social status element corresponding to the target music in the graphical interaction interface includes: When playing the target music, a corresponding music score is displayed on one side of the second interactive UI control; wherein, the notes in the music score are virtual identifiers or social status elements matching the social status.

15. The method according to claim 3 or 4, characterized in that, After generating the target music based on the creation information, it further includes: In response to a transaction request for the target music created by the first virtual character, transferring the ownership of the target music to the second virtual character having a game association relationship with it; or, In response to a transaction request for the target music created by the first virtual character, transferring the ownership of the target music to the second virtual character having a game association relationship with it, and receiving game props provided by the second virtual character.

16. An interactive device based on music, characterized in that, A graphical interaction interface is displayed on the display interface of the display device, and the graphical interaction interface displays at least one or more of a virtual scene, a virtual character, an interactive UI control, and a non-interactive UI. The device includes: A display module for providing a first interactive UI control and / or a second interactive UI control associated with the target virtual character in the graphical interaction interface. The first interactive UI control displays the identity information of the target virtual character, and the second interactive UI control displays the information of the virtual character music playing device. A playing module for, in response to an operation on the first interactive UI control or the second interactive UI control, playing the target music for presenting the social status of the target virtual character, and visually representing the social status element corresponding to the target music in the graphical interaction interface. The social status element is used to present the social status of the target virtual character, and the social status includes at least one or more of emotion, world view, and interest. The visual representation is performed through at least one or more of the virtual scene, the interactive UI control, and the non-interactive UI.

17. An electronic device includes a processor and a memory. At least one instruction, at least one program, a code set, or an instruction set is stored in the memory, and the at least one instruction, at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the method according to any one of claims 1 to 15.

18. A computer-readable medium has at least one instruction, at least one program, a code set, or an instruction set stored thereon, and the at least one instruction, at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the method according to any one of claims 1 to 15.