Auditory control method and device of virtual character, electronic equipment and storage medium

By determining the auditory control parameters of virtual characters and dynamically adjusting the sound effect set, the problem that changes in the auditory ability of virtual characters cannot realistically reflect changes in sound distance is solved, achieving accurate auditory simulation, reducing system resource consumption, and enhancing the game's immersion and interactive experience.

CN121243776APending Publication Date: 2026-01-02NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202511363123.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-09-22
Publication Date
2026-01-02

AI Technical Summary

Technical Problem

Existing technologies fail to accurately reflect changes in the auditory abilities of virtual characters, leading to misjudgments by players. Furthermore, adjusting the global audio scale is complex and costly to maintain.

Method used

By determining the auditory control parameters of the virtual character, and dynamically switching different sound effect sets according to the auditory control parameters, the system can achieve dynamic switching of sound effect sets based on the virtual character's auditory ability. Using a parameterized approach, the system can dynamically adjust the sound effects according to the virtual character's auditory state, thereby achieving precise simulation of the virtual character's auditory range.

Benefits of technology

It achieves accurate simulation of the auditory range of virtual characters, reduces system resource consumption and implementation complexity, enhances the immersion and interactive experience of the game, and provides more realistic auditory feedback.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN121243776A_ABST
    Figure CN121243776A_ABST
Patent Text Reader

Abstract

The embodiment of the invention provides an auditory control method and device of a virtual character, electronic equipment and a storage medium. The method comprises the following steps: determining auditory control parameters of a virtual character; determining a corresponding sound effect set according to the auditory control parameter; and controlling to play the sound effect set. According to the method disclosed by the invention, the game system can dynamically switch different sound effect sets according to the auditory capability state of the virtual character, so that accurate simulation of the hearing range of the virtual character is technically realized. Compared with a traditional method, according to the scheme, a global audio scale does not need to be modified, system resource consumption and implementation complexity are reduced, meanwhile, through fine configuration of the sound effect set, auditory experience in the game is highly consistent with the ability state of the virtual character, the immersion and interaction experience of the game are improved, and user experience is improved. And more real auditory feedback is provided for players.
Need to check novelty before this filing date? Find Prior Art

Description

TECHNICAL FIELD

[0001] Embodiments of the present disclosure relate to the field of game audio, and more particularly, to a method and apparatus for hearing control of a virtual character, an electronic device, and a storage medium. BACKGROUND

[0002] This section is intended to provide background information to facilitate a better understanding of embodiments of the present disclosure. Information in this section is not admitted to be prior art.

[0003] In modern game design, especially in competitive games, auditory information plays an important role in obtaining game information for players. For example, in a shooting game, a player needs to capture the gunshots and footsteps triggered by other game characters through hearing to determine the position information of the enemy and make tactical decisions. To enhance the game experience and strategy diversity, game designers often give the game characters controlled by players various special abilities, including hearing enhancement.

[0004] There are mainly two ways to realize the change of the hearing ability of a virtual character in the related art: the first way only prompts the hearing change through visual elements without actually changing the audio effect, resulting in inconsistent audio-visual experience; the second way adjusts the sound volume to simulate the hearing change, but cannot truly reflect the sound distance change. The former cannot provide real auditory feedback at all, and the latter changes the volume but cannot accurately represent the sound source distance change, which is easy to cause misjudgment of the player. In addition, the global scale adjustment scheme provided by the Wwise audio engine is complex to implement and has high maintenance cost. Therefore, a technical scheme is needed to accurately control the change of the hearing range of a virtual character to improve the realism and interactivity of the game experience. SUMMARY

[0005] In this context, embodiments of the present disclosure aim to provide a method and apparatus for hearing control of a virtual character, an electronic device, and a storage medium to at least partially solve the above-mentioned problems in the related art.

[0006] In a first aspect of the embodiments of the present disclosure, a method for hearing control of a virtual character is provided, comprising: determining a hearing control parameter of a virtual character; determining a corresponding sound effect set according to the hearing control parameter; and controlling the playing of the sound effect set.

[0007] In a second aspect of the embodiments of the present disclosure, an apparatus for hearing control of a virtual character is provided, comprising: a parameter determination module configured to determine a hearing control parameter of a virtual character; a sound effect set determination module configured to determine a corresponding sound effect set according to the hearing control parameter; and a playing control module configured to control the playing of the sound effect set.

[0008] In a third aspect of the embodiments of the present disclosure, an electronic device is provided, comprising: a memory storing computer executable instructions capable of being executed by a processor; and the processor is configured to execute the computer executable instructions to implement the steps in the above-mentioned hearing control method of a virtual character.

[0009] In a fourth aspect of the embodiments of the present disclosure, a computer readable storage medium is provided, storing a computer program, which, when executed by a processor, implements the steps in the above-mentioned hearing control method of a virtual character.

[0010] Through the technical solutions provided by the present disclosure, the hearing control parameters of a virtual character are first determined, then the corresponding sound effect set is determined based on the parameters, and finally the playing of these sound effects is controlled. This technical means of controlling the playing of sound effects through parameterization enables the game system to dynamically switch different sound effect sets according to the hearing ability state of the virtual character, thereby technically realizing the accurate simulation of the hearing range of the virtual character. Compared with the traditional method, the present solution does not need to modify the global audio scale, thereby reducing the system resource consumption and implementation complexity, and at the same time, through the fine configuration of the sound effect set, the hearing experience in the game is kept highly consistent with the ability state of the virtual character, thereby improving the immersion and interactive experience of the game, and providing more realistic hearing feedback for the players. BRIEF DESCRIPTION OF DRAWINGS

[0011] The above and other objects, features and advantages of the exemplary embodiments of the present disclosure will be more apparent from the following detailed description taken in conjunction with the accompanying drawings, in which: Figure 1 . An implementation environment schematic diagram of a hearing control method of a virtual character provided by an embodiment of the present disclosure; Figure 2 A flowchart of a hearing control method of a virtual character provided by an embodiment of the present disclosure; Figure 3 A structure schematic diagram of a hearing control device of a virtual character provided by an embodiment of the present disclosure; Figure 4 A structure schematic diagram of an electronic device provided by an embodiment of the present disclosure.

[0012] In the drawings, the same or corresponding reference numerals indicate the same or corresponding parts. DETAILED DESCRIPTION

[0013] In order to better understand the present disclosure, the technical solutions in the embodiments of the present disclosure will be clearly and completely described in the following with reference to the accompanying drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only a part of the embodiments of the present disclosure, rather than all the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work should fall within the scope of the present disclosure.

[0014] It should be noted that the terms "first", "second" and the like in the description and claims of the present disclosure and the above drawings are used to distinguish similar objects, and do not necessarily indicate a specific order or sequence. It should be understood that the data thus used can be interchanged under appropriate circumstances, so that the embodiments of the present disclosure described herein can be implemented in other than the order illustrated or described herein. In addition, the terms "comprise" and "have" and any variations thereof are intended to cover non-exclusive inclusion, for example, a process, method, system, product or device that includes a list of steps or units does not necessarily limit to those steps or units clearly listed, but can include other steps or units not clearly listed or inherent to these processes, methods, products or devices.

[0015] The accompanying drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the drawings can be functional entities, which do not necessarily have to correspond to physically or logically independent entities. These functional entities can be implemented in the form of software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be understood as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure can be combined in any suitable manner in one or more embodiments. In the following description, many specific details are provided to give a sufficient understanding of the embodiments of the present disclosure. However, those skilled in the art should realize that one or more specific details can be omitted in the implementation of the technical solutions of the present disclosure, or other methods, components, devices, steps, etc. can be used instead of one or more specific details.

[0016] Figure 1A system architecture diagram showing an operating environment of the present exemplary embodiment is shown. The system architecture can include a terminal device 110, a server 120. The terminal device 110 can be a mobile phone, a tablet computer, a personal computer, a smart wearable device, a game console, etc. The terminal device 110 has a display function and can display a graphical user interface, which can include an interface of an operating system or an interface of an application program, etc. The terminal device 110 has an application program installed thereon, which can be a game program. The server 120 refers to a background system providing an application program service in the present exemplary embodiment, which can be a single server or a cluster of multiple servers. In an example, the server 120 has a game server program deployed thereon for performing game data processing on the server side. The terminal device 110 and the server 120 can be connected through a wired or wireless communication link to perform data transmission. The method in one of the exemplary embodiments of the present disclosure can be performed by any one or more of the terminal device 110 and the server 120.

[0017] In an embodiment, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the above system architecture. Various cloud applications can run under the cloud interaction system, for example, cloud gaming. Taking cloud gaming as an example, cloud gaming can be a game mode based on cloud computing. In the running mode of cloud gaming, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the control and interaction method in the game are completed on the cloud game server (which can be the above server 120), and the role of the cloud game client (which can be the above terminal device 110) is to receive and send data and present the game picture. For example, the cloud game client can be a display device close to the user side with a data transmission function, such as a mobile terminal, a television, a computer, a palmtop computer, etc., and the cloud game server performs information processing. When playing the game, the user operates the cloud game client to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the cloud game client through the network, and finally, the cloud game client decodes and outputs the game picture.

[0018] In an embodiment, the above method can be implemented by the terminal device 110 alone. For example, without deploying the server 120, the terminal device 110 can run the application program in a single machine environment to implement the game function and execute the above method.

[0019] Referring to the drawings, according to one of the embodiments of the present disclosure, a method for implementing auditory control of a virtual character is provided. Figure 2 is a flowchart of a method for auditory control of a virtual character according to an embodiment of the present disclosure, as shown in Figure 2 The flowchart includes the following steps: Step S110, determining the hearing control parameter of the virtual character.

[0020] Step S120, determining the corresponding sound effect set according to the hearing control parameter.

[0021] Step S130, controlling the playing of the sound effect set.

[0022] The method provided by the embodiment enables the game system to dynamically adjust the playing of sound effects according to the hearing control parameter of the virtual character, realizing the accurate simulation of the hearing range of the virtual character. This technical means avoids the high cost problem caused by global audio scale modification, provides more realistic auditory feedback through the fine configuration of the sound effect set, and significantly improves the interactive experience of the player. At the same time, the differentiated sound effect design under different hearing states enriches the game playing strategy, enhances the competitiveness and interest of the game, and improves the overall richness of the game. From a technical point of view, the present scheme reduces the system resource consumption and audio processing computing burden through parameterized management and modularized sound effect processing, enables the audio engine to efficiently process complex hearing scenes, and solves the technical problem of realizing the dynamic change of the hearing range of the game audio system.

[0023] The above steps are described in detail as follows.

[0024] In step S110, the hearing control parameter of the virtual character is determined.

[0025] Optionally, the hearing control parameter can be a variable for direct communication between the game real-time system and the audio engine (usually Wwise engine), and the audio engine will dynamically adjust the playing of sound effects according to the variable value to realize the accurate simulation of the hearing range of the virtual character.

[0026] Optionally, the virtual character refers to a digital character in the game that can be controlled by the player, having various configurable attributes and abilities.

[0027] In step S120, the corresponding sound effect set is determined according to the hearing control parameter.

[0028] Optionally, the sound effect set refers to a group of audio resources and configurations associated with a specific hearing state, used to simulate sound effects under different hearing conditions.

[0029] In step S130, the playing of the sound effect set is controlled.

[0030] Optionally, the control of playing refers to managing the loading, processing and output of audio resources according to the determined sound effect set, realizing the dynamic presentation of sound.

[0031] In a specific application of the embodiment, when a player activates a character's hearing enhancement skill in a competitive shooting game, the system first determines that the hearing control parameter of the virtual character has changed. According to the parameter, a corresponding sound effect set containing sound resources with a larger perception range is selected. Then, the system controls the playback of these sound effects, enabling the player to hear enemy footsteps and weapon operation sounds at a greater distance, thereby gaining a tactical advantage in the game. The entire process is achieved through parameterized control without modifying the global audio settings of the game.

[0032] In an optional implementation, the hearing control parameter is used to represent the hearing state of the virtual character. In this way, by associating the hearing control parameter with the hearing state of the virtual character, the system can accurately reflect the current hearing perception ability of the virtual character, thereby providing a clear basis for subsequent sound effect processing.

[0033] Optionally, the hearing state refers to the perception ability of the virtual character in the game world, which can include various state levels and types. At the basic level, the hearing state can be simply divided into two categories: normal state and enhanced state, corresponding to the basic hearing ability of the character and the enhanced hearing ability after skill activation. The change of the hearing state can be triggered by various factors, including the player's active use of skills, the acquisition of specific props, the entry into special environmental areas, or the influence of game events.

[0034] Optionally, the hearing control parameter is a digital parameter specifically used to manage and adjust the hearing perception ability of the virtual character. It serves as a bridge between the game logic layer and the audio processing layer in the system architecture, enabling precise control of the character's hearing ability through parameterization.

[0035] In a specific application of the embodiment, whether the virtual character's hearing enhancement skill is "on" or "off" is used as an option for the hearing control parameter. This parameter is synchronized to the audio middleware Wwise through the Switch interface, and the sound effect content affected by the parameter is packaged into a Switch type and associated with the hearing control parameter. The sound effect content corresponding to the virtual character's hearing state can be dynamically switched according to the hearing control parameter synchronized by the game engine.

[0036] In an optional implementation, determining the corresponding sound effect set according to the hearing control parameter includes: if the hearing control parameter of the virtual character satisfies a first parameter condition, determining a first sound effect set as the corresponding sound effect set; and if the hearing control parameter of the virtual character satisfies a second parameter condition, determining a second sound effect set as the corresponding sound effect set. In this way, by establishing a mapping relationship between parameter conditions and sound effect sets, the function of automatically matching the best sound effect set according to the character state is realized, ensuring the high consistency of the hearing experience and the character state.

[0037] Optionally, the first and second parameter conditions can be defined based on the numerical range of the auditory control parameters. For example, a parameter value of 0 can be defined as the first parameter condition, and a parameter value of 1 as the second parameter condition. Alternatively, the parameter option "off" can be defined as the first parameter condition, and the parameter option "on" as the second parameter condition. Condition judgments can employ simple numerical comparison operations or combinations of more complex logical expressions.

[0038] Optionally, the first and second sound effect sets can be stored in independent audio resource containers. Each container contains sound effect resources matching the corresponding state, including various sound effects such as footsteps, ambient sounds, and weapon sounds. The organization structure of the sound effect sets can adopt a tree-like hierarchical structure or a flat list, depending on the resource management method of the audio engine. Switching between sets can be achieved through the interface provided by the audio engine, ensuring a smooth transition and avoiding sound effect interruptions or abrupt changes.

[0039] Optionally, switching between the first and second sound effect sets can be achieved through the audio engine's SwitchContainer. The SwitchContainer is a dedicated data structure within the audio engine used to dynamically manage multiple sets of sound effect resources. Its core function is to automatically select and play the corresponding sound effect combination based on real-time game status parameters, achieving precise synchronization between audio performance and game status. Essentially, the SwitchContainer establishes a dynamic mapping relationship between game parameters and audio resources. By associating auditory control parameters with the SwitchContainer within the audio engine, the first and second sound effect sets within the container can be dynamically switched based on parameters synchronized with the game engine.

[0040] Optionally, switching sound effect sets can trigger related game event notifications. When the system detects a change in the sound effect set, it can send a status change notification to other game modules, enabling the UI, AI, and other systems to respond synchronously to changes in the character's hearing status.

[0041] In an optional implementation, the second sound effect set includes the first sound effect set and the third sound effect set. Thus, by designing the second sound effect set as a composite structure containing the first and third sound effect sets, the system can achieve a more refined and natural auditory experience transition, preserving sound perception under basic hearing conditions while expanding the additional range of sound perception, making the auditory enhancement effect of the virtual character more realistic and coherent.

[0042] Optionally, the first and third sound effect sets can adopt different audio resource organization formats. For example, the first sound effect set contains various sound effect samples within the character's basic auditory range; the third sound effect set specifically collects long-distance sound effect samples. The two sets can be combined using the mixing container function provided by the audio engine, with the first and third sound effect sets respectively serving as sub-objects of the mixing container. By associating with auditory control parameters, different sub-objects can be switched and played in real time as the parameters change.

[0043] In an optional implementation, the sound effect sets corresponding to different auditory control parameters represent sound effect sets with different frequency ranges and / or different distance ranges. In this way, the system can accurately simulate the differences in sound perception under different auditory ability states by adjusting the frequency characteristics and spatial attenuation parameters of the sound effect sets. By establishing a precise mapping relationship between parameter values ​​and sound effect characteristics, the system achieves multi-dimensional dynamic adjustment of the character's hearing ability, enabling the auditory experience to accurately reflect changes in the character's state.

[0044] For example, when the hearing control parameter is "off", it corresponds to the standard sound effect set, in which the maximum sound perception distance is 30 meters and the attenuation rate of high-frequency sounds (such as the sound of metal clashing) is relatively fast; when the hearing control parameter is "on", the system switches to the enhanced sound effect set, which not only extends the sound perception distance to 45 meters, but also reduces the attenuation rate of high-frequency sounds, allowing players to more clearly distinguish the sound of distant metal weapon operation and footsteps, thereby obtaining richer tactical information.

[0045] Optionally, frequency range refers to the interval of sound wave frequencies in an audio signal that can be captured and processed by the human ear or a device. In virtual character auditory control systems, it is used as an important dimension for sound effect processing and perception capabilities. Frequency range is usually measured in Hertz (Hz), and the frequency range that the human ear can perceive is approximately between 20Hz and 20,000Hz. In game audio processing, the frequency range is divided into several intervals for fine-grained control, such as low frequency (20Hz-200Hz), low-mid frequency (200Hz-500Hz), mid frequency (500Hz-2000Hz), mid-high frequency (2000Hz-5000Hz), and high frequency (5000Hz-20000Hz). Different auditory control parameters correspond to different frequency range processing strategies. For example, under standard hearing conditions, the system may set a higher attenuation rate for high-frequency sounds (such as metallic clanging or rustling leaves) to simulate the physical characteristic that these frequencies lose sound quickly as they travel through the air. Under enhanced hearing conditions, the system can reduce the high-frequency attenuation rate, allowing players to perceive high-frequency details from a greater distance. Frequency range adjustment can be achieved through various techniques, such as equalizer (EQ) filtering, frequency band splitting, or specific frequency enhancement algorithms. Furthermore, dynamic adjustment of the frequency range can be combined with distance and environmental factors. For instance, under enhanced hearing conditions, nearby sound sources can maintain their full-frequency characteristics, while distant sound sources can have their mid-frequency range (such as the main frequencies of footsteps between 200Hz and 800Hz) enhanced to provide a more physically accurate and information-rich auditory experience.

[0046] Optionally, the distance range refers to the spatial range within which a virtual character can perceive sound in the game world, typically represented by the radius of a three-dimensional perception sphere centered on the character. In the auditory control system, the distance range, as a core parameter, directly determines the range of sound information the character can acquire. Technically, the distance range is primarily controlled through the attenuation curve of the sound effect. This curve defines how sound intensity decreases with increasing distance. Different auditory control parameters can correspond to different distance range settings. For example, under standard hearing conditions, the system might set the maximum perceptible distance for enemy footsteps to 30 meters; footsteps beyond this distance will be completely attenuated to inaudible levels. Under enhanced hearing conditions, this distance might be extended to 45 meters or more. Adjusting the distance range involves not only changes in the maximum perceptible distance but also adjustments to the entire attenuation curve shape, such as linear attenuation, logarithmic attenuation, or a custom attenuation mode. Furthermore, the distance range can be combined with the sound source type to form differentiated perception strategies. For example, a larger perception distance can be set for important tactical information sounds (such as enemy equipment operation sounds), while a relatively smaller perception distance can be set for ambient background sounds to highlight key information. In advanced implementations, the distance range can also take directional factors into account. For example, the sound perception range in front of a character is greater than that behind, or the sound perception range on the right side of a character with an injured right ear will be reduced, thus simulating a more realistic auditory experience.

[0047] In an optional implementation, the method further includes: if the auditory control parameters of the virtual character satisfy the second parameter condition, dynamically determining the perception category of the sound source based on the auditory environment conditions between the sound source and the virtual character in the game scene; and selecting the corresponding sound effect from the first sound effect set and / or the third sound effect set according to the perception category of the sound source. In this way, the system can intelligently adjust the sound effect processing strategies for different sound sources according to real-time auditory environment conditions, making the sound presentation under enhanced hearing conditions more delicate and realistic, taking into account the differences in sound perception at different distances, and dynamically adapting to specific environmental factors.

[0048] For example, in a game, when a player activates their character's enhanced auditory ability, the system first detects that the auditory control parameters meet the second parameter condition. Then, it evaluates each sound source in the game scene (such as the footsteps of enemy characters or weapon operation sounds), dynamically determining its perception category based on auditory environmental conditions such as the distance between the sound source and the character, and the state of obstacles. For instance, when an enemy character moves within 30 meters, the system classifies its footsteps as a basic perceptible category and selects a standard footstep sound effect from the first sound effect set. When another enemy character moves in an open area more than 40 meters away, the system classifies it as an enhanced perceptible category and selects a specially processed long-distance footstep sound effect from the third sound effect set, allowing the player to perceive tactical information over a greater distance.

[0049] Optionally, auditory environment conditions refer to the comprehensive representation of various scene factors that affect the propagation characteristics and perceptibility of sound in the virtual space of a game. As a key parameter set for auditory interaction between a sound source and a virtual character, auditory environment conditions contain multi-dimensional environmental information, directly determining how sound is perceived and processed. In terms of technical implementation, auditory environment conditions can include spatial dimensions (such as the three-dimensional distance and relative orientation angle between the sound source and the character), medium dimensions (such as the type of environment—indoor / outdoor, underwater / in air), obstacle dimensions (such as whether there are obstacles such as walls, doors, and windows between the sound source and the character, and the material and thickness of the obstacles), sound source dimensions (such as the type, intensity, and frequency characteristics of the sound source), and environmental dynamic dimensions (such as weather factors such as wind direction, rain, and snow). In practical applications, the acquisition of auditory environment conditions usually relies on the game engine's physics system and scene management system. Raycast technology is used to check obstacles between the sound source and the character, vector calculations are used to determine distance and direction, and scene tags are used to identify the environment type. After preprocessing and combining, these raw data form a structured set of hearing environment condition parameters for subsequent sound source perception and category determination. In advanced implementations, the processing of hearing environment conditions can also incorporate machine learning techniques to train models to simulate more complex acoustic propagation laws, such as echoes, diffraction, and resonance, thereby providing a more realistic auditory experience.

[0050] Optionally, the sound source perception category refers to the classification and identification results of various sound sources in the game world based on the current hearing environment conditions and the virtual character's hearing ability state. As an intermediate layer connecting environmental conditions and sound effect selection, the perception category determines how to process sounds in different situations. In terms of technical implementation, the determination of the perception category usually adopts a rule engine or decision tree method, comprehensively considering multiple hearing environment conditions. For example, a simple decision rule is: if the sound source is less than 30 meters away from the character and there are no obstacles, it is classified as a "clear close-range tactical sound source"; if the distance is between 30 and 45 meters and there is a wall blocking the view, it is classified as a "fuzzy mid-range environmental sound source". This classification mechanism enables the system to adopt differentiated processing strategies for sounds in different situations, thereby matching the virtual character's hearing state and achieving a differentiated auditory experience.

[0051] Optionally, dynamic determination refers to the technical process by which the system continuously evaluates and updates the perceived category of a sound source based on real-time changes in the auditory environment during game operation. Unlike statically preset classification methods, dynamic determination mechanisms can respond to the instantaneous changes of various factors in the game world, providing a smoother and more natural auditory experience. For example, as the virtual character moves, the perceived category of a sound source changes with environmental factors such as distance from the character and occlusion status, requiring adjustments to the sound effects to simulate the auditory experience of the real world. The dynamic determination process typically consists of three main stages: environmental condition monitoring, classification rule application, and status update. In the environmental condition monitoring stage, the system periodically (usually every frame or at specific time intervals) collects and updates relevant parameters between the sound source and the virtual character, such as relative position and obstacle status. This data may come from the game engine's physics system, scene management system, or a dedicated acoustic simulation module. In the classification rule application stage, the system inputs the latest environmental condition data into predefined classification rules or algorithms to calculate the current perceived category of the sound source. These rules can be simple threshold judgments (e.g., classifying distances greater than 30 meters as long-distance) or complex weighted scoring systems (comprehensively considering multiple factors such as distance, obstacles, and sound source type). During the state update phase, the system compares the old and new perceived categories, and if a change occurs, it triggers a corresponding sound effect switch or transition processing.

[0052] Optionally, selecting the corresponding sound effect from the first and / or third sound effect sets refers to the process by which the system selects the most suitable sound material for the current situation from the available sound effect resource library based on the determined sound source perception category and applies an appropriate playback method. This selection process is a key step in achieving auditory experience differentiation, directly determining the final sound effect heard by the player. From the perspective of selection strategy, the system can adopt three basic modes: single selection mode (choosing one from the first or third sound effect set based on the perception category), mixed selection mode (selecting sound effects from both sets simultaneously and mixing them proportionally), and gradual selection mode (smoothly transitioning between two sound effects based on a certain parameter). Corresponding to different selection strategies, the division of perception categories can also adopt a fuzzy logic system. Unlike traditional binary judgment, the system calculates the membership degree of each sound source to each category, allowing for transitional states. For example, a sound source may simultaneously possess 60% of the characteristics of the first perceptible category and 40% of the characteristics of the second perceptible category. This fuzzy classification is more in line with the characteristics of human auditory perception and is particularly suitable for handling mid-distance sound sources or semi-occluded scenes. The system can mix and play samples from different sound effect sets according to the membership ratio to create a more natural auditory transition effect.

[0053] In optional implementations, the hearing environment conditions include at least one of the following: the distance between the sound source and the virtual character, the type of sound source, and the state of environmental obstacles. This allows the system to consider various real-world factors that affect sound propagation, making the dynamic determination of the sound source perception category more accurate and natural, thereby providing a more realistic and detailed auditory experience.

[0054] For example, the system will simultaneously detect the straight-line distance between the enemy character and the player, whether there is a wall in between, and whether the sound source is footsteps or gunshots. Combining these factors, it will determine whether the sound source belongs to the category that the virtual character can perceive under normal hearing or under enhanced hearing, and then use the corresponding sound effects to play it, so as to accurately reflect the auditory differences under different ability states.

[0055] Optionally, the distance between the sound source and the virtual character refers to the three-dimensional spatial distance between the sound emission point and the virtual character's auditory perception point in the game's virtual space coordinate system. As the most fundamental physical quantity affecting sound perception, this distance directly determines the degree of energy attenuation and the time difference in sound propagation. In terms of technical implementation, the distance between the sound source and the virtual character is usually calculated by the game engine's physics system or spatial management system. The basic calculation method is to use the sound source's position coordinates (x1, y1, z1) and the virtual character's position coordinates (x2, y2, z2) in three-dimensional space for calculation.

[0056] Optionally, sound source type refers to the classification and identification of different types of sound sources in a game audio system. It determines the differentiated strategies for sound processing, prioritization, and perception mechanisms. As an important dimension for sound perception judgment, sound source type is usually classified based on the game's functional significance, physical characteristics, and perceptual features. Depending on the game type and design requirements, sound source types can be divided into various categories. In tactical competitive games, common classifications might include: tactical key sound sources (such as enemy footsteps, weapon operation sounds, and skill activation sounds), which typically have high auditory priority and special processing rules; environmental interaction sound sources (such as door and window operation sounds, object collision sounds, and mechanism triggering sounds), which provide environmental information and a sense of space; and background environmental sound sources (such as wind sounds, water flow sounds, and machine operation sounds), which primarily provide atmosphere and immersion. In auditory control systems, different types of sound sources have different perception rules. For example, even at the same distance, tactical key sound sources may have a larger audible range or clearer sound quality than environmental sound sources. In addition, the type of sound source may also affect the sound's attenuation pattern, directional characteristics, and frequency response characteristics to simulate the real propagation characteristics of different physical sound sources.

[0057] Optionally, environmental obstacle state refers to the collection of information such as the existence, positional relationship, and material properties of physical obstacles that may affect sound propagation between the sound source and the virtual character. As a key parameter for simulating real-world acoustic phenomena, environmental obstacle state determines the diffraction, reflection, and absorption effects of sound waves when they encounter obstacles during propagation. Technically, environmental obstacle state is typically acquired and processed through the game engine's physics system and raycasting technology. The basic implementation method involves emitting one or more rays from the sound source location to the virtual character's location, detecting whether the rays are blocked by objects in the scene, and the material and thickness of the blocking objects. Environmental obstacle state can include various detailed information: the number of obstacles (how many obstacles exist between the sound source and the character), obstacle type (walls, doors, windows, furniture, etc.), obstacle material (metal, wood, glass, fabric, etc.), obstacle size (thickness, area), and the relative position of the obstacle to the sound source / receiver. In this embodiment, when the auditory control parameters of the virtual character meet the second parameter condition, it indicates that the virtual character's hearing state is in an enhanced state. In the normal state, sounds that cannot be heard due to obstruction may be heard. Therefore, different obstruction situations are also related to the character's ability state, and different obstruction situations cause the sound to belong to the perceptible category of different hearing states.

[0058] Optionally, the integration and processing of hearing environment conditions refers to the technical process by which the system combines multiple environmental factors that may affect sound perception to form a unified judgment criterion. When considering multiple hearing environment conditions simultaneously, a reasonable integration mechanism needs to be established to ensure that the final sound processing result conforms to both physical acoustic principles and game logic settings. In terms of technical implementation, condition integration can employ various methods: weighted summation (assigning weight values ​​to each condition and calculating a weighted total score), threshold judgment (setting thresholds for multiple conditions, with only passing if all are met), priority ranking (judging conditions one by one according to their importance), or complex mathematical models (such as using physical acoustic propagation models to calculate the overall effect).

[0059] In an optional implementation, the perceptual category of a sound source is dynamically determined based on the auditory environment conditions between the sound source and the virtual character in the game scene, including: in response to the auditory environment conditions meeting a first preset condition, the sound source is determined as a first perceptible category, wherein the first perceptible category represents the perceptible category of the virtual character when the auditory control parameters meet a first parameter condition; in response to the auditory environment conditions meeting a second preset condition, the sound source is determined as a second perceptible category, wherein the second perceptible category represents the perceptible category of the virtual character when the auditory control parameters meet a second parameter condition.

[0060] For example, when an enemy character is within 20 meters and there are no obstacles obstructing the view, the system classifies it as the first perceptible category and plays regular sound effects; when an enemy character is within 30-45 meters, it is classified as the second perceptible category and plays specially processed long-distance sound effects.

[0061] Optionally, the first preset condition refers to a set of environmental parameter thresholds or rules used to determine whether a sound source falls within the perceptible range of a basic hearing state. As a baseline for classifying sound source perception, the first preset condition typically corresponds to the normal auditory perception ability of a virtual character without hearing enhancement. The first preset condition can include a combination of thresholds for various environmental factors, the most basic of which is the distance threshold, such as setting 30 meters as the basic audible distance. Based on this, sound source type factors can also be considered, setting different distance thresholds for sounds of different importance, such as setting the basic audible distance for tactical key sounds (e.g., enemy weapon operation sounds) to 35 meters, while setting the distance for environmental interaction sounds (e.g., door and window opening and closing sounds) to 25 meters. Furthermore, obstacle factors can also be included in the judgment scope of the first preset condition, such as stipulating that at most one thin wall is allowed to block the sound along a straight propagation path. In complex implementations, the first preset condition can employ a weighted scoring system, comprehensively considering various factors, and determining that the condition is met when the total score exceeds a certain threshold.

[0062] Optionally, the second preset condition refers to a set of environmental parameter thresholds or rules used to determine whether a sound source falls within the perceptible range specific to the enhanced hearing state. As an extension and supplement to the first preset condition, the second preset condition defines the additional sound range that a virtual character can perceive after activating enhanced hearing. In terms of specific parameter settings, the second preset condition can also include a combination of judgments based on multiple environmental factors. In the distance dimension, it typically defines an extended perception range; for example, a range of 30-45 meters is set as the characteristic range of the second preset condition, indicating that sound sources within this distance range can only be perceived under enhanced hearing. In the sound source type dimension, the second preset condition may assign different extended ranges to different types of sounds; for example, extending the enhanced hearing perception distance for weapon operation sounds to 50 meters, and the perception distance for footsteps to 45 meters. In the obstacle dimension, the second preset condition may allow for more complex obstruction situations, such as being able to penetrate up to two walls or one thick wall. The determination method for the second preset condition can be similar to that of the first preset condition.

[0063] Optionally, the first perceptible category refers to the sound source classification within the game sound system that falls under the category of sounds that a virtual character can perceive and process under their basic hearing state. As the foundational level in the sound source classification system, the first perceptible category includes all sounds that a virtual character should be able to hear without using hearing enhancement abilities. Sound sources classified as first perceptible categories are typically processed directly by the system using the first sound effects set, applying standard 3D audio processing rules such as conventional distance attenuation, directionality processing, and environmental effects.

[0064] Optionally, the second perceptible category refers to a sound source classification within the game sound system that is specific to virtual characters and can only be perceived and processed when their hearing is enhanced. As an extended level in the sound source classification system, the second perceptible category includes sounds that are imperceptible under basic hearing conditions but become perceptible after activating hearing enhancement. Sound sources classified as second perceptible are typically processed by the system using a third set of sound effects, applying specially designed long-distance or weak signal audio processing rules, such as extended distance perception, enhanced direction discrimination, or special frequency response processing. From the perspective of sound source characteristics, sounds in the second perceptible category typically have the following features: relatively far distance (e.g., within 30-45 meters), potential obstruction from obstacles, and tactically valuable sound sources that were originally on the edge of perception. In practical applications, the second perceptible category does not simply extend the audible distance of a sound, but rather endows the sound with special auditory characteristics to distinguish it from the sound processing methods of the first perceptible category. For example, the sound of enemy footsteps might be presented with normal acoustic characteristics in the first perceptible category, while in the second perceptible category, special audio processing, such as enhancing low-frequency components, might be applied. This differentiated treatment helps players distinguish the auditory differences under different ability states.

[0065] In an optional implementation, determining the sound source as a first perceptible category in response to the hearing environment conditions meeting a first preset condition includes: determining the sound source as a first perceptible category when the distance between the sound source and the virtual character is within a first distance threshold range; and determining the sound source as a second perceptible category when the distance between the sound source and the virtual character is within a second distance threshold range but exceeds the first distance threshold range; wherein the second distance threshold is greater than the first distance threshold. In this way, by setting a progressive distance threshold range, a smooth expansion of the auditory perception range is achieved, preserving the basic auditory experience while providing enhanced long-distance perception capabilities.

[0066] For example, the system sets a first distance threshold of 30 meters and a second distance threshold of 45 meters. When the enemy character is 25 meters away, a regular sound effect is played, and when the enemy character is 40 meters away, a special sound effect with long-range characteristics is played.

[0067] Optionally, the distance threshold can be dynamically adjusted. The system automatically calculates the optimal threshold parameters based on the acoustic characteristics of the game scene, appropriately expanding the threshold range in open scenes and narrowing the threshold in complex indoor scenes to maintain auditory accuracy. Threshold adjustments take into account the current game pace, using a more conservative threshold setting during intense battles to ensure competitive fairness. The system also records players' actual reaction data and optimizes the threshold parameters for each scene through machine learning, making distance judgments more consistent with player expectations. At night or under special weather conditions, the threshold parameters can be temporarily adjusted to simulate the impact of the environment on hearing.

[0068] Optionally, the transition region between the first and second distance thresholds can be handled using fuzzy logic. The system does not treat the thresholds as absolute boundaries, but instead sets a transition interval near the thresholds, calculating the membership degree of each perceptible category based on the distance value. For example, in the 30-35 meter range, a sound source may simultaneously possess 60% of the characteristics of the first perceptible category and 40% of the characteristics of the second perceptible category. This processing avoids abrupt changes in auditory experience at the threshold boundaries, making the auditory transition caused by distance changes more natural. Membership degree calculation can use smoothing functions such as S-curves to ensure the continuity of the transition.

[0069] In an optional implementation, the sound effect set includes preset sound effects for different sound sources; the sound effects for the same sound source in different sound effect sets adopt different configurations, and the different configurations include at least one of the following: different sound effect attenuation parameter settings; different sound effect samples; and different sound effect processing algorithms. In this way, the system can provide differentiated auditory experiences for the same sound source under different auditory states. Through multi-dimensional sound effect configuration adjustments, the hearing enhancement capability is made more delicate and realistic in technical implementation, providing players with a richer and more accurate sound perception.

[0070] For example, footsteps use a standard attenuation curve and original recording samples in the base sound effects set, while the enhanced sound effects set uses a flatter attenuation curve, samples with high-frequency enhancement, and additional reverberation algorithms to simulate the effect of hearing from a distance.

[0071] Optionally, preset sound effects refer to a set of audio resources and processing configurations pre-designed and produced for various sound source events in a game audio system. As a fundamental element in building the game's auditory experience, preset sound effects typically include two main parts in their design: raw audio resources and sound effect processing parameters. Raw audio resources refer to sound materials recorded, synthesized, or collected by sound effect designers, such as footsteps, weapon firing sounds, and ambient sounds; these materials come from real-world recordings, synthesized audio, or a mixture of both. Sound effect processing parameters define how to play and process these raw materials, including a series of parameters such as volume control, spatial positioning, frequency response adjustment, and reverberation effects. In actual implementation, preset sound effects are usually organized into a structured resource library, categorized and managed according to dimensions such as sound source type (e.g., character actions, weapons, environment, interface), usage scenario (e.g., combat, exploration, social), or functional role (e.g., protagonist, enemy, environment).

[0072] Optionally, sound attenuation parameters refer to a set of technical parameters in a game audio system that control how sound characteristics change with distance. As a core component in 3D audio presentation, sound attenuation parameters directly determine the propagation characteristics and perceived range of sound in virtual space. In technical implementation, sound attenuation parameters typically include control values ​​across multiple dimensions: the most basic is the volume attenuation curve, which defines how sound intensity decreases with increasing distance; this can be linear, logarithmic, or a custom curve. Frequency attenuation parameters control how different frequency components change with distance; generally, high-frequency components attenuate faster than low-frequency components. Spatial diffusion parameters define how the directionality of sound changes with distance; closer distances may maintain strong directionality, while farther distances result in greater diffusion. Reverberation ratio parameters control the balance between direct sound and ambient reflected sound; the greater the distance, the more reverberation is typically present. In audio middleware such as Wwise, these parameters are usually set through an attenuation curve editor, allowing sound designers to precisely control various acoustic characteristics at different distances. In different sound effect sets, the same sound source can be configured with different attenuation parameters. For example, in the standard sound effect set, enemy footsteps might use a steeper attenuation curve with a maximum audible distance of 30 meters; while in the enhanced sound effect set, a gentler attenuation curve might be used, extending the maximum audible distance to 45 meters, and adjusting the frequency attenuation characteristics to retain more mid-to-high frequency details of distant footsteps, improving their recognizability. In addition, advanced sound effect attenuation parameters can also take into account factors such as obstacle obstruction, air absorption, and the Doppler effect, or be dynamically adjusted according to the environment type (such as indoor, outdoor, or underwater) to create a more realistic acoustic experience.

[0073] Optionally, sound effect samples refer to the basic audio material units used to construct sound feedback in games, typically stored and managed as digital audio files. As the raw material for the sound effects system, the quality and diversity of sound effect samples directly affect the final auditory experience. Sound effect samples are usually stored in formats such as WAV, OGG, or MP3, with specific sampling rates (e.g., 44.1kHz or 48kHz), bit depths (e.g., 16-bit or 24-bit), and channel configurations (mono or stereo). In terms of content creation, sound effect samples may originate from on-site recordings (e.g., recording the sounds of real environments or objects using professional equipment), electronic synthesis (generating sounds using synthesizers or software), or post-processing (editing, mixing, and effects processing of the original recordings). In game audio systems, sound effect samples are usually organized according to sound source type and function, forming a structured sample library. For the same type of sound source, the system may prepare multiple variant samples to avoid the mechanical feeling caused by repeated playback. For example, footsteps may contain dozens of different samples, with different variants selected for playback based on factors such as ground texture, character weight, and movement speed. In this system, different sound effect sets may use completely different sound effect samples to represent the same sound source. For example, in the standard sound effect set, the sound of enemy weapon operation may use a relatively common metallic collision sound sample; while in the enhanced sound effect set, more refined, high-quality samples may be used, which can clearly represent the subtle movements of the weapon's mechanical structure and even distinguish different weapon types. In addition, for enhanced hearing, some sound effect samples may undergo special processing, such as enhancing characteristic frequency bands, increasing detail levels, or adding special sound markers, to provide richer tactical information.

[0074] Optionally, sound processing algorithms refer to a set of digital signal processing techniques used in game audio systems to transform and adjust the original audio signal in real time. These algorithms dynamically adjust sound characteristics based on the game context, creating a richer and more immersive acoustic experience. Sound processing algorithms typically include various signal processing techniques: filtering algorithms (such as low-pass, high-pass, and band-pass filters) adjust the frequency response of sound; dynamic processing algorithms (such as compression, limiting, and expanders) control the dynamic range of sound; spatialization algorithms (such as HRTF, stereo panoramic, and Ambisonics) create stereo or surround sound effects; reverberation and delay algorithms simulate the reflection characteristics of sound in different environments; and special effects processing algorithms (such as pitch shifting, distortion, and vibrato) create unique sound styles. Different processing algorithms may be applied to the same sound source in different sound effect sets. For example, in a standard sound effect set, ambient sounds might use a conventional stereo panoramic algorithm; while in an enhanced sound effect set, a more precise HRTF (Head-Related Transfer Function) algorithm is used to provide more accurate directional perception, allowing players to more accurately locate sound sources.

[0075] Optionally, for different sound effect sets configured for the same sound source, the system can choose to apply only one of the three differentiation methods (sound effect attenuation parameters, sound effect samples, and processing algorithms), or apply two or all three simultaneously to achieve different degrees and styles of auditory state changes. In specific implementation, taking the Wwise audio engine as an example, corresponding preset sound effects can be placed through audio containers. A first sound effect set for normal distance hearing is placed through a random container, and a hybrid container is used, which holds two sets of random containers, one for the first sound effect set for normal distance hearing and the other for a third sound effect set for far-distance hearing under enhanced hearing conditions. The specific configuration of the third sound effect set can be as follows: for important content, such as footsteps, new sound effects are customized using different sound effect samples; for less important content, samples corresponding to the first sound effect set can be directly reused, differentiated only by attenuation parameters.

[0076] In an optional implementation, the method further includes: monitoring changes in the auditory environment conditions between the sound source and the virtual character in the game scene; responding to changes in the perceived category of the sound source, selecting the first and third sound effects corresponding to the sound source from the first and third sound effect sets, and simultaneously playing the first and third sound effects based on preset weighting rules. In this way, by dynamically mixing audio samples from different sound effect sets, a smooth transition in the auditory experience is achieved, avoiding abrupt auditory transitions during category switching and enhancing immersion and realism.

[0077] For example, when an enemy character moves from 25 meters to 35 meters, the system will gradually reduce the volume of regular sound effects while increasing the volume of distant sound effects, creating a natural auditory transition effect rather than a sudden switch.

[0078] Optionally, monitoring changes in the auditory environment between sound sources and virtual characters in a game scene refers to the process by which the system continuously tracks and evaluates changes in environmental parameters that may affect sound perception. As a prerequisite and foundation for dynamic sound adjustment, the monitoring process typically collects and updates key environmental data at a certain frequency (e.g., per frame or fixed time intervals). Technically, the monitoring process mainly focuses on changes in three dimensions: spatial position changes (movement of the sound source or virtual character leading to changes in distance or relative orientation), environmental state changes (appearance or disappearance of obstacles, changes in scene materials, etc.), and changes in sound source characteristics (changes in sound source type, changes in sound intensity, etc.). The specific implementation of monitoring usually relies on the physics and scene management systems provided by the game engine, obtaining the latest data by periodically querying the position, state, and attributes of game objects.

[0079] Optionally, the perception category refers to the different perception states in which a sound source is categorized based on the hearing environment. For example, the first perceptible category corresponds to the perceptible category when the auditory control parameters meet the first parameter condition, such as the perceptible category under normal hearing conditions. The second perceptible category corresponds to the perceptible category when the auditory control parameters meet the second parameter condition, such as the perceptible category under enhanced hearing conditions. A change in the perception category indicates that the system needs to adjust the audio processing strategy for the corresponding sound source. For example, selecting to play the first sound effect set or the third sound effect set.

[0080] Optional, optional, simultaneous playback of the first and third sound effects based on preset weighting rules means that the system processes and outputs corresponding sound effects from two different sound effect sets in parallel under specific conditions. This simultaneous playback mechanism enables the system to avoid abrupt auditory jumps when the perceived category of the sound source changes, achieving a smooth sound transition.

[0081] Optionally, preset weighting rules refer to a set of predefined calculation logic and parameter configurations used by the system to determine the contribution or mixing ratio of each sound effect when multiple sound effects are played simultaneously. Weighting rules determine the transition characteristics and overall quality of the auditory experience. In terms of rule type, preset weighting rules can take various forms: simple linear scaling rules (such as distance-based linear interpolation), non-linear mapping rules (such as using logarithmic or exponential functions to map environmental parameters to weight values), threshold-triggered rules (changing weights when parameters reach a specific threshold), or complex multi-parameter weighted rules (comprehensively considering multiple factors such as distance, direction, and obstacles).

[0082] In an optional implementation, simultaneously playing the first and third sound effects of a sound source based on preset weighting rules includes: adjusting the weights of the first and third sound effects based on changes in the distance between the sound source and the virtual character; wherein the weight of the first sound effect is negatively correlated with distance, and the weight of the third sound effect is positively correlated with distance. In this way, the system can adjust the mixing ratio of the two sound effects in real time according to the dynamic changes in the distance between the sound source and the character, creating a smooth and natural auditory transition experience, allowing players to accurately perceive changes in target distance through subtle changes in sound.

[0083] For example, when an enemy character moves from 28 meters to 32 meters, the system linearly reduces the weight of regular sound effects from 100% to 50%, while increasing the weight of distant sound effects from 0% to 50%, creating a smooth auditory transition effect.

[0084] Optionally, distance-negative correlation refers to the mathematical relationship where the weight of the first sound effect (basic auditory sound effect) decreases as the distance between the sound source and the virtual character increases. This negative correlation simulates the natural physical phenomenon of sound attenuation with distance in the real world. Mathematically, if the distance is denoted as 'd' and the weight of the first sound effect as 'W1', then there exists a function W1 = f(d) such that W1 decreases as 'd' increases, meaning the function f has a negative slope (dW1 / dd < 0). This relationship can take several mathematical forms: linear negative correlation (W1 = max(0, ab × d), where a and b are positive constants) is the simplest form, where the weight decreases linearly with increasing distance until it reaches zero; exponential negative correlation (W1 = e^(-c × d), where c is a positive constant) simulates the physical attenuation characteristics of sound energy, decreasing exponentially with increasing distance; piecewise functions (using different calculation formulas for different distance intervals) can more precisely control the rate of weight change within a specific distance range. In practical implementation, negative correlation can be calculated by interpolation based on predefined key points. For example, the weight of the first sound effect can be set to 1.0 at a distance of 30 meters and 0 at a distance of 45 meters, and then linear or curvilinear interpolation can be performed on any distance within the range of 30-45 meters.

[0085] Optionally, positive correlation refers to the mathematical relationship where the weight of the third sound effect (enhanced hearing sound effect) increases as the distance between the sound source and the virtual character increases. As a complementary mechanism opposite to the weight of the first sound effect, positive correlation ensures that as the distance between the sound source and the virtual character increases, the system gradually transitions from basic hearing sound effects to long-distance sound effects under enhanced hearing conditions, creating a coherent auditory experience. The specific implementation method can be similar to that of negative correlation.

[0086] Optionally, the weighting relationships between negative and positive correlations can be implemented using complementary functions. The system ensures that the sum of the weights of the first and third sound effects remains constant at 100% to avoid sudden volume changes. The weighting function can be set with a minimum retention value; for example, regular sound effects always retain at least 10% weight to preserve basic auditory information.

[0087] Optionally, distance change monitoring can employ an adaptive sampling strategy. The system dynamically adjusts the distance detection frequency based on the sound source's movement speed, using a higher detection frequency for fast-moving sound sources to ensure timely weight updates. Distance calculations take environmental factors into account; for example, the effective hearing distance may be shorter than the straight-line distance when obstacles are present.

[0088] In an optional implementation, the sound source includes at least one of the following: enemy character footsteps, weapon operation sounds, and environmental interaction sounds. This ensures the comprehensiveness and practicality of the auditory control system by covering multiple key game sound source types, allowing players to obtain richer information about the game environment through changes in their character's auditory abilities and experience sound differences under different auditory states.

[0089] Optionally, a sound source refers to an object or entity in the game scene that can produce sound, including but not limited to game characters, weapons, environmental objects, etc. The sounds produced by these sound sources in the virtual game world will be processed and played according to the auditory control parameters of the virtual character.

[0090] Optionally, footsteps refer to the sound of an enemy character's feet contacting the ground as they move in the game scene. Different ground materials (such as grass, wood, and metal) produce different footstep sound characteristics, which can help players determine the enemy character's position, movement speed, and direction.

[0091] Optionally, weapon operation sounds refer to the sounds produced when enemy characters use or prepare to use weapons in the game, such as the sounds of loading, reloading, and aiming. These sounds can provide players with important information about the enemy's combat readiness.

[0092] Optionally, environmental interaction sounds refer to the sounds produced when enemy characters interact with objects in the game environment, such as the sounds made by opening doors, closing windows, and moving objects. These sounds can help players infer the specific actions and positional changes of enemy characters.

[0093] The method provided in this implementation makes the auditory experience of virtual characters in games more realistic and tactically significant. By determining auditory control parameters and selecting corresponding sound effect sets, the system successfully solves the technical problem of fixed and unchanging auditory abilities in traditional games, significantly improving the player's interactive experience. Players can obtain richer information about the game environment through changes in the character's auditory abilities, perceive the differences in sound under different auditory states, and enhance the game's immersion and engagement. Simultaneously, this dynamic auditory control mechanism brings new tactical significance to game design. Players can gain strategic advantages by controlling the character's auditory state, such as enhancing their hearing to perceive distant enemy footsteps or weapon sounds, thereby making more precise decisions in game combat and enriching the game's strategy and gameplay diversity.

[0094] This disclosure solves the technical problem that traditional audio systems struggle to flexibly represent changes in a character's auditory abilities by establishing a mapping relationship between auditory control parameters and sound effect sets. It avoids the complex and costly operation of modifying the global audio scale and provides a modular, loosely coupled, and easily expandable audio processing solution. This provides game developers with a technical implementation path that can meet game design requirements and achieve high efficiency, while optimizing the utilization efficiency of system resources.

[0095] Corresponding to the above method embodiments, this disclosure provides an auditory control device for virtual characters, see below. Figure 3 The device includes: a parameter determination module for determining the auditory control parameters of the virtual character; a sound effect set determination module for determining the corresponding sound effect set based on the auditory control parameters; and a playback control module for controlling the playback of the sound effect set.

[0096] In an optional implementation, auditory control parameters are used to characterize the hearing status of the virtual character.

[0097] In an optional implementation, the sound effect set determination module is specifically used to: if the auditory control parameters of the virtual character meet the first parameter condition, determine the first sound effect set as the corresponding sound effect set; if the auditory control parameters of the virtual character meet the second parameter condition, determine the second sound effect set as the corresponding sound effect set.

[0098] In an optional implementation, the second sound effects set includes the first sound effects set and the third sound effects set.

[0099] In an optional implementation, the sound effect set corresponding to different auditory control parameters represents a sound effect set with different frequency ranges and / or different distance ranges.

[0100] In an optional implementation, the device further includes: a perception category determination module, used to dynamically determine the perception category of a sound source based on the auditory environment conditions between the sound source and the virtual character in the game scene when the auditory control parameters of the virtual character meet the second parameter condition; and a sound effect selection module, used to select a corresponding sound effect from a first sound effect set and / or a third sound effect set according to the perception category of the sound source.

[0101] In an optional implementation, the hearing environment conditions include at least one of the following: the distance between the sound source and the virtual character, the type of sound source, and the state of environmental obstacles.

[0102] In an optional implementation, the perception category determination module is specifically used to: determine the sound source as a first perceptible category in response to the hearing environment conditions meeting a first preset condition, wherein the first perceptible category represents the perceptible category of the virtual character when the hearing control parameters meet the first parameter condition; and determine the sound source as a second perceptible category in response to the hearing environment conditions meeting a second preset condition, wherein the second perceptible category represents the perceptible category of the virtual character when the hearing control parameters meet the second parameter condition.

[0103] In an optional implementation, the perception category determination module is further specifically used to: determine the sound source as a first perceptible category when the distance between the sound source and the virtual character is within a first distance threshold range; and determine the sound source as a second perceptible category when the distance between the sound source and the virtual character is within a second distance threshold range and exceeds the first distance threshold range; wherein the second distance threshold is greater than the first distance threshold.

[0104] In an optional implementation, the sound effect set includes preset sound effects for different sound sources; the sound effects of the same sound source in different sound effect sets adopt different configurations, and the different configurations include at least one of the following: different sound effect attenuation parameter settings; different sound effect samples; different sound effect processing algorithms.

[0105] In an optional implementation, the device further includes: a monitoring module for monitoring changes in the hearing environment conditions between the sound source and the virtual character in the game scene; and a hybrid playback module for responding to changes in the perceived category of the sound source, selecting the first sound effect and the third sound effect corresponding to the sound source from the first sound effect set and the third sound effect set, and simultaneously playing the first sound effect and the third sound effect based on a preset weighting rule.

[0106] In an optional implementation, the mixed playback module is specifically used to: adjust the weights of the first and third sound effects of the sound source based on the change in distance between the sound source and the virtual character; wherein the weight of the first sound effect is negatively correlated with distance, and the weight of the third sound effect is positively correlated with distance.

[0107] In an optional implementation, the sound source includes at least one of the following: the footsteps of an enemy character, the sound of weapon operation, and the sound of environmental interaction. The auditory control device for virtual characters provided in this disclosure has the same implementation principle and technical effects as the aforementioned method embodiments. For the sake of brevity, any parts not mentioned in the device embodiments can be referred to the corresponding content in the aforementioned method embodiments.

[0108] It should be noted that although several units / modules or sub-units / modules of the apparatus have been mentioned in the detailed description above, this division is merely exemplary and not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more units / modules described above can be embodied in one unit / module. Conversely, the features and functions of one unit / module described above can be further divided and embodied by multiple units / modules.

[0109] This disclosure also provides an electronic device, such as... Figure 4 The electronic device includes a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the auditory control method for any virtual character according to the embodiments of this disclosure. For specific implementation methods and the resulting technical effects, please refer to the method embodiments, which will not be repeated here.

[0110] Figure 4 This is a schematic diagram of the structure of an electronic device. The electronic device 1100 includes a processor 1101 with one or more processing cores, a memory 1102 with one or more computer-readable storage media, and a computer program stored in the memory 1102 and executable on the processor. The processor 1101 and the memory 1102 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0111] The processor 1101 is the control center of the electronic device 1100. It connects various parts of the electronic device 1100 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 1102, and calling data stored in the memory 1102, it executes various functions of the electronic device 1100 and processes data, thereby performing overall monitoring of the electronic device 1100.

[0112] Optionally, the electronic device 1100 further includes: a touch display screen 1103, a radio frequency circuit 1104, an audio circuit 1105, an input unit 1106, and a power supply 1107. The processor 1101 is electrically connected to the touch display screen 1103, the radio frequency circuit 1104, the audio circuit 1105, the input unit 1106, and the power supply 1107. Those skilled in the art will understand that... Figure 4 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0113] This disclosure also provides a computer-readable storage medium storing a computer program, wherein the computer program is configured to execute, when run by a processor, the auditory control method for any virtual character of this disclosure. For specific implementation methods and the resulting technical effects, please refer to the method embodiments, which will not be repeated here.

[0114] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0115] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0116] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A method for auditory control of a virtual character, characterized in that, include: Determine the auditory control parameters of the virtual character; The corresponding sound effect set is determined based on the auditory control parameters; Control the playback of the aforementioned sound effects set.

2. The method according to claim 1, characterized in that, The auditory control parameters are used to characterize the hearing state of the virtual character.

3. The method according to claim 1, characterized in that, The step of determining the corresponding sound effect set based on the auditory control parameters includes: If the auditory control parameters of the virtual character satisfy the first parameter condition, the first sound effect set is determined as the corresponding sound effect set; If the auditory control parameters of the virtual character satisfy the second parameter condition, the second sound effect set is determined as the corresponding sound effect set.

4. The method according to claim 3, characterized in that, The second sound effect set includes the first sound effect set and the third sound effect set.

5. The method according to claim 1, characterized in that, Different auditory control parameters correspond to different sound effect sets, representing different frequency ranges and / or different distance ranges of sound effect sets.

6. The method according to claim 4, characterized in that, The method further includes: If the auditory control parameters of the virtual character meet the second parameter condition, the perception category of the sound source is dynamically determined based on the auditory environment conditions between the sound source and the virtual character in the game scene. Based on the perceived category of the sound source, the corresponding sound effect is selected from the first sound effect set and / or the third sound effect set.

7. The method according to claim 6, characterized in that, The hearing environment conditions include at least one of the following: the distance between the sound source and the virtual character, the type of sound source, and the state of environmental obstacles.

8. The method according to claim 7, characterized in that, The dynamic determination of the perception category of the sound source based on the auditory environment conditions between the sound source and the virtual character in the game scene includes: In response to the hearing environment conditions meeting a first preset condition, the sound source is determined as a first perceptible category, wherein the first perceptible category represents the perceptible category of the virtual character when the hearing control parameters meet the first parameter condition; In response to the hearing environment conditions meeting the second preset condition, the sound source is determined as the second perceptible category. The second perceptible category represents the perceptible category of the virtual character when the hearing control parameters meet the second parameter condition.

9. The method according to claim 8, characterized in that, The step of determining the sound source as a first perceptible category in response to the hearing environment conditions meeting a first preset condition includes: When the distance between the sound source and the virtual character is within a first distance threshold, the sound source is identified as the first perceptible category; When the distance between the sound source and the virtual character is within the second distance threshold range and exceeds the first distance threshold range, the sound source is identified as the second perceptible category; Wherein, the second distance threshold is greater than the first distance threshold.

10. The method according to claim 1, characterized in that, The sound effects set includes preset sound effects for different sound sources; The sound effects from the same sound source in different sound effect sets are configured differently, and the different configurations include at least one of the following: Different sound attenuation parameters are set; Use different sound effect samples; Different sound effect processing algorithms are used.

11. The method according to claim 6, characterized in that, The method further includes: Monitor changes in the auditory environment conditions between the sound source and the virtual character in the game scene; In response to a change in the perceived category of the sound source, the first sound effect and the third sound effect corresponding to the sound source are selected from the first sound effect set and the third sound effect set, and the first sound effect and the third sound effect are played simultaneously based on a preset weighting rule.

12. The method according to claim 11, characterized in that, The simultaneous playback of the first and third sound effects of the sound source based on preset weighting rules includes: The weights of the first and third sound effects of the sound source are adjusted based on the distance between the sound source and the virtual character. The weight of the first sound effect is negatively correlated with the distance, while the weight of the third sound effect is positively correlated with the distance.

13. The method according to any one of claims 6-12, characterized in that, The sound source includes at least one of the following: enemy character footsteps, weapon operation sounds, and environmental interaction sounds.

14. An auditory control device for a virtual character, characterized in that, include: The parameter determination module is used to determine the auditory control parameters of the virtual character; The sound effect set determination module is used to determine the corresponding sound effect set based on the auditory control parameters; The playback control module is used to control the playback of the sound effects set.

15. An electronic device, characterized in that, include: Memory stores computer-executable instructions that can be executed by a processor; A processor for executing the computer-executable instructions to implement the method as claimed in any one of claims 1-13.

16. A computer-readable storage medium, characterized in that, The device contains a computer program that, when executed by a processor, implements the method as described in any one of claims 1-13.