Game sound effect control method and device, storage medium and computer device

By preloading basic sound effect materials from the sound effect mixing container in the game and adaptively adjusting parameters according to the target scene, the problem of redundant sound effect resources in the game scene is solved, achieving efficient reuse of sound effect resources and sound effect matching, thus improving the game experience.

CN114272606BActive Publication Date: 2025-11-07SHANGHAI PERFECT WORLD SOFTWARE CO LTD
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Patent Information

Application Number
CN202111669485.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-30
Publication Date
2025-11-07
Estimated Expiration
2041-12-30

AI Technical Summary

Technical Problem

In existing technologies, the audio effect resources for game scenes are large in volume and have low reusability. This requires setting up a large number of separate audio effect resources for each scene, resulting in complex resource management and data redundancy.

Method used

By preloading basic sound effect materials from the sound effect mixing container and adaptively adjusting them according to the adjustment parameters of the target game scene, sound effects that match the scene are output, reducing the amount of data of sound effect resources and improving the reusability.

Benefits of technology

It reduces the amount of data in sound effect resources, increases the reusability of sound effect materials, simplifies resource management, and enhances the immersion and efficiency of game sound effects.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application discloses a game sound effect control method and device, a storage medium and a computer device. The method comprises the following steps: in response to a signal that a player character enters a target game scene, obtaining a target sound effect adjustment parameter corresponding to the target game scene; adjusting preset parameters of at least one basic sound effect material in a preloaded sound effect mixing container according to the target sound effect adjustment parameter; and performing sound output according to the adjusted basic sound effect material in the sound effect mixing container. The application does not need to set separate sound effect resources for different scenes, but only needs to configure adjustment parameters of different scenes, so that adaptive parameter adjustment can be performed on the same basic sound effect material for different game scenes, sound effects matched with different game scenes are output, the data amount of sound effect resources is greatly reduced, and the same basic sound effect material can be reused in different game scenes, so that the reuse rate of sound effect materials is improved.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of electronic games, in particular to a game sound effect control method and device, a storage medium and a computer device. BACKGROUND

[0002] In order to enable players to continuously experience game fun in a game world and bring players an immersive game experience, the game world needs to be matched with rich plots, stories and exploratory interactions. Taking an open-world game as an example, one of the emphases of the open-world game is rich narrative content, and the content in the game needs to be completed through rich exploration maps. The exploration scene is indispensable in the open-world game, and a comfortable environment sound in the exploration scene can make the player feel more immersive.

[0003] At present, the matching relationship between the scene and the sound resource is generally set in the game world, and the sound in the game world is controlled to change along with the change of the scene. This way needs to set a large number of sound resources for a large number of game scenes, and the data volume of the sound resource is large and the reuse rate is low. SUMMARY

[0004] Therefore, the present application provides a game sound effect control method and device, a storage medium and a computer device. Without setting separate sound effect resources for different scenes, only the adjustment parameters of different scenes need to be configured, the same basic sound effect material can be used for adaptive parameter adjustment for different game scenes based on the same basic sound effect material, and the sound effect matching each game scene can be output, thereby greatly reducing the data volume of the sound effect resource and improving the reuse rate of the sound effect material.

[0005] According to one aspect of the present application, a game sound effect control method is provided, comprising:

[0006] In response to a signal that a player character enters a target game scene, target sound effect adjustment parameters corresponding to the target game scene are obtained;

[0007] According to the target sound effect adjustment parameters, preset parameters of at least one basic sound effect material in a preloaded sound effect mixing container are adjusted, wherein the sound effect mixing container is configured with scene identifiers of multiple game scenes and sound effect adjustment parameters of each game scene;

[0008] Sound is output according to the adjusted basic sound effect material in the sound effect mixing container.

[0009] Optionally, the preset parameters include an initial volume of the basic sound effect material, and the target sound effect adjustment parameters include a volume adjustment amount of each basic sound effect material.

[0010] Optionally, the sound effect mixing container is configured with scene identifiers of multiple game scenes and sound effect adjustment parameters of each of the game scenes.

[0011] The target sound effect adjustment parameters corresponding to the target game scene are obtained in response to a signal that the player character enters the target game scene, and specifically include:

[0012] In response to a signal that the player character enters the target game scene, the target game scene identifier of the target game scene is sent to the sound effect mixing container through a real-time parameter control interface.

[0013] The target sound effect adjustment parameters corresponding to the target game scene identifier are obtained through the sound effect mixing container.

[0014] Optionally, part or all of the additional sound effect materials of the game scenes are pre-stored in the sound effect mixing container. After the target game scene identifier of the target game scene is sent to the sound effect mixing container, the method further includes:

[0015] The additional sound effect resources corresponding to the target game scene identifier are loaded according to the target game scene identifier, wherein the additional sound effect resources are configured with additional sound effect materials corresponding to the target game scene.

[0016] Correspondingly, the sound output is performed according to the adjusted basic sound effect materials in the sound effect mixing container, specifically including:

[0017] The sound output is performed according to the adjusted basic sound effect materials in the sound effect mixing container and the additional sound effect materials in the additional sound effect resources.

[0018] Optionally, after the sound output is performed according to the adjusted basic sound effect materials in the sound effect mixing container, the method further includes:

[0019] In response to a signal that the player character leaves the target game scene, the additional sound effect resources are unloaded.

[0020] Optionally, the method further includes:

[0021] In response to a signal that the player character leaves the target game scene, the basic sound effect materials in the sound effect mixing container are restored to the preset parameters respectively.

[0022] Optionally, the sound effect mixing container is generated by: establishing a sound effect mixing container in an audio engine; importing the basic sound effect material into the sound effect mixing container; and configuring scene event parameters for the sound effect mixing container, so that the sound effect mixing container obtains sound effect adjustment parameters of a corresponding game scene according to the received scene event parameters.

[0023] Optionally, the sound output according to the adjusted basic sound effect material in the sound effect mixing container specifically includes:

[0024] Obtaining a current weather identifier and / or a current material identifier corresponding to the target game scene;

[0025] According to the current weather identifier and / or the current material identifier, determining weather adjustment parameters and / or material adjustment parameters for the basic sound effect material, and adjusting the current parameters of the basic sound effect material in the sound effect mixing container;

[0026] According to the adjusted basic sound effect material in the sound effect mixing container, sound output is performed.

[0027] According to another aspect of the present application, a game sound effect control device is provided, which includes:

[0028] An adjustment parameter obtaining module is configured to obtain target sound effect adjustment parameters corresponding to a target game scene in response to a signal that a player character enters the target game scene;

[0029] A parameter adjustment module is configured to adjust preset parameters of at least one basic sound effect material in a preloaded sound effect mixing container according to the target sound effect adjustment parameters, wherein the sound effect mixing container is configured with scene identifiers of multiple game scenes and sound effect adjustment parameters of each of the game scenes;

[0030] A sound output module is configured to perform sound output according to the adjusted basic sound effect material in the sound effect mixing container.

[0031] Optionally, the preset parameters include initial volumes of the basic sound effect materials, and the target sound effect adjustment parameters include volume adjustment amounts of each of the basic sound effect materials.

[0032] Optionally, the sound effect mixing container is configured with scene identifiers of multiple game scenes and sound effect adjustment parameters of each of the game scenes;

[0033] The adjustment parameter obtaining module is specifically configured to: in response to a signal that a player character enters a target game scene, send a target game scene identifier of the target game scene to the sound effect mixing container through a real-time parameter control interface; and obtain the target sound effect adjustment parameters corresponding to the target game scene identifier through the sound effect mixing container.

[0034] Optionally, the sound effect mixing container pre-stores part or all of the additional sound effect materials of each of the game scenes; the device further comprises:

[0035] a material loading module, configured to, after the sending of the target game scene identifier of the target game scene to the sound effect mixing container, load the additional sound effect resource corresponding to the target game scene identifier according to the target game scene identifier, wherein the additional sound effect resource is configured with the additional sound effect material corresponding to the target game scene;

[0036] Correspondingly, the sound output module is specifically configured to: perform sound output according to the adjusted basic sound effect material in the sound effect mixing container and the additional sound effect material in the additional sound effect resource.

[0037] Optionally, the device further comprises:

[0038] a material unloading module, configured to, after the sound output according to the adjusted basic sound effect material in the sound effect mixing container, unload the additional sound effect resource in response to a signal that the player character leaves the target game scene.

[0039] Optionally, the parameter adjusting module is further configured to: in response to the signal that the player character leaves the target game scene, restore the basic sound effect material in the sound effect mixing container to the preset parameters respectively.

[0040] Optionally, a mixer generating module is configured to: establish a sound effect mixing container in an audio engine; import the basic sound effect material into the sound effect mixing container, and configure scene event parameters for the sound effect mixing container, so that the sound effect mixing container acquires sound effect adjusting parameters of a corresponding game scene according to the received scene event parameters.

[0041] Optionally, the parameter adjusting module is further configured to: acquire a current weather identifier and / or a current material identifier corresponding to the target game scene; determine weather adjusting parameters and / or material adjusting parameters of the basic sound effect material according to the current weather identifier and / or the current material identifier, and adjust the current parameters of the basic sound effect material in the sound effect mixing container.

[0042] The sound output module is configured to perform sound output according to the adjusted basic sound effect material in the sound effect mixing container.

[0043] According to still another aspect of the present application, a storage medium is provided, which stores a computer program, and the program is executed by a processor to implement the game sound effect control method.

[0044] According to another aspect of the present application, a computer device is provided, comprising a storage medium, a processor, and a computer program stored in the storage medium and executable on the processor, wherein the processor implements the game sound effect control method when executing the program.

[0045] By means of the technical solution, the game sound effect control method and device, the storage medium, and the computer device are provided, the sound effect mixing container preloads the basic sound effect materials, when the player character enters a target game scene, the target sound effect adjustment parameter corresponding to the scene is acquired, so that the preset parameter of the basic sound effect material in the sound effect mixing container is adjusted based on the target sound effect adjustment parameter, and the basic sound effect material is output based on the adjusted parameter. Compared with the prior art in which sound effect resources are configured for each scene, the different basic sound effect materials are preloaded into the sound effect mixing container, so that the preset parameter of the basic sound effect material is adjusted according to the sound effect adjustment parameter corresponding to the game scene entered by the player, and separate sound effect resources do not need to be set for different scenes, only the adjustment parameters of different scenes need to be configured, the same basic sound effect material can be used for adaptive parameter adjustment for different game scenes, so that the sound effect matching each game scene is output, the data amount of the sound effect resources is greatly reduced, and the reuse rate of the sound effect materials is improved.

[0046] The above description is only a summary of the technical solutions of the present application, in order to more clearly understand the technical means of the present application, the specific embodiments of the present application can be implemented according to the content of the description, and in order to make the above and other purposes, features and advantages of the present application more obvious and easy to understand, the following specific embodiments of the present application are described. BRIEF DESCRIPTION OF DRAWINGS

[0047] The drawings described herein are used to provide further understanding of the present application, and form a part of the present application, the schematic embodiments of the present application and the description thereof are used to explain the present application, and do not constitute an improper limitation on the present application. In the drawings:

[0048] Figure 1 A flowchart of a game sound effect control method provided by an embodiment of the present application is shown;

[0049] Figure 2 A flowchart of another game sound effect control method provided by an embodiment of the present application is shown;

[0050] Figure 3 A schematic diagram of a sound effect parameter curve provided by an embodiment of the present application is shown;

[0051] Figure 4 A structural schematic diagram of a game sound effect control device provided by an embodiment of the present application is shown. Detailed Implementation

[0052] The present application will be described in detail below with reference to the accompanying drawings and embodiments. It should be noted that, unless otherwise specified, the embodiments and features described in the embodiments of the present application can be combined with each other.

[0053] This embodiment provides a method for controlling game sound effects, such as... Figure 1 As shown, the method includes:

[0054] Step 101: In response to the signal that the player character has entered the target game scene, obtain the target sound effect adjustment parameters corresponding to the target game scene;

[0055] Step 102: Based on the target sound effect adjustment parameters, adjust the preset parameters of at least one basic sound effect material in the preloaded sound effect mixing container, wherein the sound effect mixing container is configured with scene identifiers for multiple game scenes and sound effect adjustment parameters for each game scene;

[0056] Step 103: Output sound based on the adjusted base sound effect material in the sound effect mixing container.

[0057] In this embodiment, a sound effect mixing container can be built into the game. When a player logs into the game, pre-configured basic sound effect materials are loaded through the sound effect mixing container. These basic sound effect materials can specifically include various environmental sound effects in the game, such as thunder and rain sounds, cat and dog barks, etc., to enhance the game's atmosphere. Furthermore, these basic sound effect materials can be universally applicable across multiple game scenes, and each type of basic sound effect material has corresponding preset parameters. Additionally, sound effect adjustment parameters for different game scenes can be pre-configured. Specifically, the sound effect adjustment parameters for any game scene are the adjustment parameters for the basic sound effect materials within that game scene. This allows the preset parameters of each basic sound effect material to be adjusted within the game to match the adjusted basic sound effect materials with the game scene.

[0058] In practical applications, after a player character enters the target game scene, the target sound effect adjustment parameters corresponding to the target game scene can be obtained from the pre-configured information. The preset parameters of various basic sound effect materials in the sound effect mixing container are adjusted, and finally, the basic sound effect materials are output according to the adjusted parameters in the sound effect mixing container so that the output sound can match the target game scene.

[0059] Optionally, the preset parameter includes an initial volume of the base sound material, and the target sound effect adjustment parameter includes a volume adjustment amount of each base sound material. For example, the initial volume of cat and dog sound material is 30db, and the volume adjustment amount of cat and dog sound material in a supermarket game scene is -200db. After the player character enters the supermarket game scene, the volume of the cat and dog sound material is attenuated by 200db from 30db to silence, that is, the player character cannot hear the cat and dog sound after entering the supermarket.

[0060] In the above manner, the original method of independently producing a sound effect resource (a sound effect resource includes one or more sound materials) for each game scene is changed to sharing one sound effect resource for each game scene, and only the parameters of the sound materials in the same sound effect resource need to be adaptively modified to meet the needs of different scenes for sound effect resources. Taking thunder and siren as an example, scene A and scene B both need thunder and siren as background sound. In the prior art, a sound effect resource A containing thunder A1 and siren A2 is produced for scene A, and a sound effect resource B containing thunder B1 and siren B2 is produced for scene B. However, the thunder A1 and thunder B1, and the siren B1 and siren B2 in the two resources generally only differ in volume. In the embodiment of the present application, only a general sound effect resource template containing thunder and siren needs to be produced, and the preset parameters of thunder and siren in the template are set. At the same time, according to the specific needs of scene A and scene B for the volume and other parameters of thunder and siren, the corresponding sound effect adjustment parameters are set. In actual use, the parameters in the general sound effect resource template are adjusted, so that one resource template can adapt to different game scenes. For some base sound that is not needed in some scenes, the volume is attenuated to 0 or below, which can achieve the silence of the sound. Not only the data amount of sound materials is reduced, but also the reuse rate of each sound material is improved, and the management of audio resources by developers is facilitated.

[0061] In addition, in addition to adjusting the volume of the base sound material, low-pass effect, high-pass effect, etc. can also be improved in more detail. That is, the sound effect adjustment parameter of the game scene can include low-pass adjustment amount, high-pass adjustment amount, etc.

[0062] By applying the technical solution of the embodiment, the preloaded sound effect mixing container is used, when the player character enters the target game scene, the target sound effect adjustment parameter corresponding to the scene is obtained, so that the preset parameter of the basic sound effect material in the sound effect mixing container is adjusted based on the target sound effect adjustment parameter, and the basic sound effect material is output based on the adjusted parameter. Compared with the prior art of separately configuring sound effect resources for each scene, the sound effect mixing container is used as an event, and the sound effect mixing container is loaded when the game starts, so that the corresponding sound effect adjustment parameter is obtained according to the game scene entered by the player, the preset parameter of the basic sound effect material is adjusted, and separate sound effect resources do not need to be set for different scenes. Only the adjustment parameters of different scenes need to be configured, and the same basic sound effect material can be reused in different game scenes, thereby improving the reuse rate of sound effect materials.

[0063] In the embodiment of the application, in the production stage of the game, all sound effect materials can be imported into a pre-created sound effect mixing container, and each sound effect material is provided with default preset parameters, for example, the preset parameters can be initial volume, initial high-pass value, initial low-pass value, etc. In addition, the RTPC with scene identification as a variable is also configured in the sound effect mixing container, the sound effect mixing container is connected with the real-time parameter control RTPC interface, and the sound effect adjustment parameters of each game scene are configured in the sound effect mixing container. Thus, in the game running stage, when the sound effect mixing container senses the scene RTPC, the sound effect adjustment parameters of the corresponding scene can be read in advance, that is, after a preset scene identification is transmitted to the sound effect mixing container through the RTPC interface, the sound effect mixing container can read the sound effect adjustment parameters corresponding to the preset scene identification based on the pre-configured sound effect adjustment parameters of each game scene.

[0064] Optionally, the sound effect mixing container is generated by: establishing a sound effect mixing container in an audio engine; importing the basic sound effect material into the sound effect mixing container, and configuring scene event parameters for the sound effect mixing container, so that the sound effect mixing container obtains the sound effect adjustment parameter of the corresponding game scene according to the received scene event parameter.

[0065] In this embodiment, the real-time parameter control interface (RTPC) pre-written by the programmer is connected with the audio engine wise, an audio mixing container is established on the audio engine, all audio materials are imported into the audio mixing container, preset parameters of each audio material are set, a scene RTPC is established, and a matching relationship between the audio adjustment parameters of the audio materials and the scene identifiers is set, so that when the audio mixing container receives a certain scene identifier, the preset parameters of the built-in audio materials can be modified according to the corresponding audio adjustment parameters, and each audio material is played through the sound component according to the adjusted parameters in the audio mixing container.

[0066] Further, as a refinement and expansion of the above embodiment, in order to fully describe the specific implementation process of the embodiment, another game audio control method is provided, as shown in Figure 2 The method comprises the following steps:

[0067] Step 201, in response to a signal that the player character enters a target game scene, a target game scene identifier of the target game scene is sent to the audio mixing container through a real-time parameter control interface.

[0068] Step 202, according to the target game scene identifier, load the additional audio resource corresponding to the target game scene identifier, wherein the additional audio resource is configured with additional audio materials corresponding to the target game scene.

[0069] Step 203, obtain the target audio adjustment parameter corresponding to the target game scene identifier through the audio mixing container.

[0070] Step 204, according to the target audio adjustment parameter, adjust the preset parameter of at least one kind of basic audio material in the preloaded audio mixing container, wherein the audio mixing container is configured with scene identifiers of multiple game scenes and audio adjustment parameters of each game scene.

[0071] Step 205, according to the adjusted basic audio material in the audio mixing container and the additional audio material in the additional audio resource, perform sound output.

[0072] In the embodiments of the present application, the sound effect material can include a basic sound effect material and an additional sound effect material. The basic sound effect material is a relatively common sound effect material in more game scenes, and the additional sound effect material is a sound effect material specific to some special game scenes. Since the basic sound effect material is relatively common, the sound effect mixing container storing the basic sound effect material can be loaded when the player logs in the game and the client starts running the game. The additional sound effect resource can be loaded after the player character enters the target game scene. In addition, for the basic sound effect material, the parameter adjustment is performed in the sound effect mixing container according to the target sound effect adjustment parameter corresponding to the target game scene, and for the additional sound effect material, the parameter of the additional sound effect material can be directly set to match the scene, and the parameter of the additional sound effect material can not be adjusted in the game running stage. Finally, the basic sound effect material and the target additional sound effect material of the scene are mixed and output to adapt the sound output to the actual game scene and bring an immersive game experience to the player.

[0073] In step 206, in response to the signal that the player character leaves the target game scene, the additional sound effect resource is unloaded.

[0074] In the embodiments of the present application, if the target game scene has an additional sound effect material, the additional sound effect resource is loaded when entering the scene, and when the player character switches to other game scenes and leaves the current target game scene, the additional sound effect resource of the target scene can also be unloaded to occupy the memory space and reduce the game overhead. In addition, the loading and unloading of the additional sound effect resource is related to the resource playing mode and the packing mode of the audio engine wwise, and is determined according to the above mode.

[0075] Optionally, in response to the signal that the player character leaves the target game scene, the basic sound effect material in the sound effect mixing container is restored to the preset parameter respectively. After the player leaves the target game scene, the basic sound effect material is restored to the initial preset parameter, so that when entering the next game scene, the adjustment can be performed on the basis of the template parameter to avoid adjustment confusion.

[0076] In the embodiments of the present application, the parameter adjustment curve of each basic sound effect material can also be set in the sound effect mixing container according to the identifier of each preset game scene and the sound effect adjustment parameter of the preset game scene, such as Figure 3As shown, from top to bottom, are the city communication sound effects, cat and dog barking, bird chirping, environmental sound, thunder and rain sound, the adjustment curves of the five basic sound effect materials, the horizontal axis of the curve represents the scene identifier, and the vertical axis represents the volume adjustment amount, so that in the game running stage, the sound effect adjustment parameters can be directly read on the curve, and the sound effect materials are adjusted and mixed and output, so that the player can hear the sound effects adapted to the scene when he is in the game scene.

[0077] In addition, the scene identifier can be designed according to the position relationship of the actual scene in the game map. For scenes with similar sound effect materials and adjacent geographical positions, adjacent ID identifiers are designed, for example, the city center ID of city A is 0, the park ID of city A is 10, the supermarket ID of city A is 20, the wilderness ID of city A is 30, and the river bank ID of city A is 40. Based on the real-time position of the player character in the game scene, the position relationship of the two scenes adjacent to the identifier can be determined, the adjustment parameter corresponding to the real-time position of the player can be obtained by interpolation, and the sound output can be performed according to the sound effect parameter corresponding to the interpolation. For example, the cat and dog barking volume corresponding to the park 10 has no attenuation, and the cat and dog barking volume corresponding to the supermarket is attenuated by 200. During the process of the player walking from the park to the supermarket, the interpolation position of the attenuation amount of the cat and dog barking sound can be determined according to the distance 1 between the real-time position of the player and the center of the park and the distance 2 between the real-time position of the player and the entrance of the supermarket, and the cat and dog barking volume attenuation amount corresponding to the real-time position of the player can be calculated, wherein the interpolation position is the distance 1 / (distance 1+distance 2) between the park position and the supermarket position in the curve, so that the cat and dog barking attenuation amount corresponding to the real-time position of the player can be obtained at the interpolation position. Further, the preset parameters of the cat and dog barking are combined for calculation and sound output, so that the sound in the game is smoother, the player's game experience is improved, and the authenticity of the sound is improved.

[0078] In the embodiments of the present application, in addition to the changes in sound in the game according to different scenes, in order to show more sound details, make the matching degree of sound and game environment higher, and make the sound effect more real, the basic sound effect materials in the sound effect mixing container can be adjusted according to the target sound effect adjustment parameters corresponding to the target game scene, and then the following steps can be further included: obtaining a current weather identifier and / or a current material identifier corresponding to the target game scene; determining weather adjustment parameters and / or material adjustment parameters for the basic sound effect materials according to the current weather identifier and / or the current material identifier, and adjusting the current parameters of the basic sound effect materials in the sound effect mixing container; and performing sound output according to the adjusted basic sound effect materials in the sound effect mixing container.

[0079] In this embodiment, the real-time weather in the game, the real-time road surface material, the corresponding current weather identifier and the current material identifier can also be determined, the weather adjustment parameter and the material adjustment parameter of each basic sound effect material corresponding to the current weather identifier and the material identifier are further acquired, the material parameters in the sound effect mixing container are adjusted again, and each basic sound effect material is mixed and output according to the final parameters. For example, in the same scene, the footsteps of the NPC crowd need to be played, and the footsteps in the rain and the footsteps in the rain are different, the footsteps on the road and the footsteps on the wooden board are different, and the weather and the material of the current sound source interaction in the game can be detected to make corresponding RTPC adjustment. The weather can include rain, snow and the like, and can be further divided into heavy rain, light rain, moderate rain and the like. The material can include stone, metal, wood and land. For example, the weather is sunny, the ground material is ordinary, and the output effect of the ordinary footsteps sound source is enhanced, and the output effect of other types of footsteps sound sources is weakened. For example, the weather is rainy / snowy, the material is water / snow, and the water / snow footsteps basic sound source is adjusted according to the size of the rain / snow. Finally, the sound effect = the ordinary footsteps sound effect after adjusting the RTPC parameter + the weather footsteps basic sound effect after adjusting the RTPC parameter (mixed). This can improve the possibility of covering more open world scenes, realize real-time switching of sound effects, and improve the reuse rate of sound sources.

[0080] Further, as a specific implementation of the method, the embodiment of the present application provides a game sound effect control device, as shown in the figure, the device comprises: Figure 1 Figure 4 The device comprises:

[0081] The adjustment parameter acquisition module is configured to acquire target sound effect adjustment parameters corresponding to a target game scene in response to a signal that a player character enters the target game scene.

[0082] The parameter adjustment module is configured to adjust preset parameters of at least one basic sound effect material in a preloaded sound effect mixing container according to the target sound effect adjustment parameters, wherein the sound effect mixing container is configured with scene identifiers of multiple game scenes and sound effect adjustment parameters of each game scene.

[0083] The sound output module is configured to perform sound output according to the adjusted basic sound effect materials in the sound effect mixing container.

[0084] Optionally, the preset parameters include initial volumes of the basic sound effect materials, and the target sound effect adjustment parameters include volume adjustment amounts of each basic sound effect material.

[0085] Optionally, the sound effect mixing container is configured with scene identifiers of multiple game scenes and sound effect adjustment parameters of each game scene.

[0086] ​The adjusting parameter obtaining module is specifically configured to: in response to a signal that the player character enters a target game scene, sending, through a real-time parameter control interface, a target game scene identifier of the target game scene to the sound effect mixing container; and obtaining, through the sound effect mixing container, the target sound effect adjusting parameter corresponding to the target game scene identifier.

[0087] Optionally, the sound effect mixing container pre-stores part or all of the additional sound effect materials of the respective game scenes; and the device further comprises:

[0088] a material loading module configured to, after the sending of the target game scene identifier of the target game scene to the sound effect mixing container, load the additional sound effect resource corresponding to the target game scene identifier according to the target game scene identifier, wherein the additional sound effect resource is configured with the additional sound effect material corresponding to the target game scene.

[0089] Correspondingly, the sound output module is specifically configured to: perform sound output according to the adjusted basic sound effect material in the sound effect mixing container and the additional sound effect material in the additional sound effect resource.

[0090] Optionally, the device further comprises:

[0091] a material unloading module configured to, after the sound output according to the adjusted basic sound effect material in the sound effect mixing container, unload the additional sound effect resource in response to a signal that the player character leaves the target game scene.

[0092] Optionally, the parameter adjusting module is further configured to: in response to the signal that the player character leaves the target game scene, restore the basic sound effect material in the sound effect mixing container to the preset parameter respectively.

[0093] Optionally, a mixer generating module is configured to: establish a sound effect mixing container in an audio engine; import the basic sound effect material to the sound effect mixing container, and configure scene event parameters for the sound effect mixing container, so that the sound effect mixing container obtains the sound effect adjusting parameter of the corresponding game scene according to the received scene event parameters.

[0094] It should be noted that other corresponding descriptions of the functions of the game sound effect control device provided in the embodiments of the present application can be referred to the corresponding descriptions in the Figures 1 to 2 method, which will not be described here in detail.

[0095] Based on the above-mentioned method as shown in Figures 1 to 2 , correspondingly, the embodiments of the present application further provide a storage medium having a computer program stored thereon, and the computer program is executed by a processor to realize the above-mentioned method as shown in Figures 1 to 2The method for controlling game sound effects.

[0096] Based on the understanding, the technical solution of the present application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a U disk, a mobile hard disk, etc.), and includes a plurality of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute the method described in various implementation scenarios of the present application.

[0097] Based on the above Figures 1 to 2 The method and Figure 4 In order to achieve the above-mentioned purposes, the embodiments of the present application also provide a computer device, which can be a personal computer, a server, a network device, etc., and the computer device includes a storage medium and a processor; the storage medium is used to store a computer program; and the processor is used to execute the computer program to realize the method for controlling game sound effects as shown in the above Figures 1 to 2 The method for controlling game sound effects.

[0098] Optionally, the computer device can further include a user interface, a network interface, a camera, a radio frequency (RF) circuit, a sensor, an audio circuit, a WI-FI module, etc. The user interface can include a display screen, an input unit such as a keyboard, etc., and the optional user interface can further include a USB interface, a card reader interface, etc. The network interface can optionally include a standard wired interface, a wireless interface (such as a Bluetooth interface, a WI-FI interface), etc.

[0099] Those skilled in the art can understand that the structure of the computer device provided by the embodiments does not constitute a limitation on the computer device, and the computer device can include more or fewer components, or combine certain components, or have a different arrangement of components.

[0100] The storage medium can further include an operating system and a network communication module. The operating system is a program for managing and saving computer device hardware and software resources, and supports the running of information processing programs and other software and / or programs. The network communication module is used to realize the communication between the components in the storage medium, and the communication with other hardware and software in the entity device.

[0101] Through the description of the above embodiments, those skilled in the art can clearly understand that the application can be implemented by means of software and necessary general hardware platforms, or the sound effect mixing container can be implemented by hardware to preload basic sound effect materials. When the player character enters the target game scene, the target sound effect adjustment parameter corresponding to the scene is obtained, so that the preset parameter of the basic sound effect material in the sound effect mixing container is adjusted based on the target sound effect adjustment parameter, and the basic sound effect material is output based on the adjusted parameter. Compared with the prior art, the embodiment of the application preloads different basic sound effect materials into the sound effect mixing container, so that the corresponding sound effect adjustment parameter is obtained according to the game scene entered by the player, the preset parameter of the basic sound effect material is adjusted, and there is no need to set separate sound effect resources for different scenes. Only the adjustment parameters of different scenes need to be configured, and the same basic sound effect material can be used to adaptively adjust the parameters for different game scenes, so that the sound effect matching each game scene can be output, thereby greatly reducing the data amount of sound effect resources, and the same basic sound effect material can be reused in different game scenes, thereby improving the reuse rate of sound effect materials.

[0102] Those skilled in the art can understand that the drawings are only schematic of a preferred implementation scenario, and the modules or flows in the drawings are not necessarily essential for implementing the application. Those skilled in the art can understand that the modules in the device in the implementation scenario can be distributed in the device in the implementation scenario according to the description of the implementation scenario, or can be changed and located in one or more devices different from the implementation scenario. The modules of the above implementation scenario can be combined into one module, or can be further split into a plurality of sub-modules.

[0103] The above application numbers are only for description, and do not represent the advantages and disadvantages of the implementation scenario. The above disclosure is only a few specific implementation scenarios of the application, but the application is not limited thereto, and any changes that can be thought of by those skilled in the art should fall within the protection scope of the application.​

Claims

1. A game sound effect control method, characterized by, The method comprises the following steps: When a player logs in a game, preconfigured basic sound material is loaded by loading a sound effect mixing container, wherein the basic sound material comprises various environmental sound effects in the game, and the sound effect mixing container is preconfigured with a parameter adjustment curve of each basic sound material according to a scene identifier of each preset game scene and a sound effect adjustment parameter of the preset game scene, the scene identifier is designed according to the positional relationship of the actual scene in the game map, and adjacent identifiers are designed for scenes with adjacent geographical positions and similar sound materials; In response to a signal that a player character enters a target game scene, a target sound effect adjustment parameter corresponding to the target game scene is obtained, wherein the positional relationship of two preset game scenes adjacent to the real-time position and the scene identifier is determined based on the real-time position of the player character in the game scene, the adjustment parameter interpolation corresponding to the real-time position is obtained, and the target sound effect adjustment parameter is obtained in the parameter adjustment curve according to the adjustment parameter interpolation. According to the target sound effect adjustment parameter, the preset parameter of at least one basic sound material in the preloaded sound effect mixing container is adjusted. Sound is output according to the adjusted basic sound material in the sound effect mixing container.

2. The method of claim 1, wherein, The preset parameter comprises the initial volume of the basic sound material, and the target sound effect adjustment parameter comprises the volume adjustment amount of each basic sound material.

3. The method of claim 2, wherein, The method further comprises the following steps: In response to the signal that the player character enters the target game scene, the target game scene identifier of the target game scene is sent to the sound effect mixing container through a real-time parameter control interface; The target sound effect adjustment parameter corresponding to the target game scene identifier is obtained through the sound effect mixing container.

4. The method of claim 3, wherein, Part or all of the additional sound materials of the game scenes are pre-stored in the sound effect mixing container; after the target game scene identifier of the target game scene is sent to the sound effect mixing container, the method further comprises the following steps: According to the target game scene identifier, the additional sound resource corresponding to the target game scene identifier is loaded, wherein the additional sound resource is configured with the additional sound material corresponding to the target game scene; Accordingly, the sound is output according to the adjusted basic sound material in the sound effect mixing container and the additional sound material in the additional sound resource. After the sound is output according to the adjusted basic sound material in the sound effect mixing container, the method further comprises the following steps:

5. The method of claim 4, wherein, In response to the signal that the player character leaves the target game scene, the additional sound resource is unloaded. The sound effect mixing container is generated by the following steps:

6. The method of claim 3, wherein, An audio engine is established in the sound effect mixing container; The basic sound material is imported into the sound effect mixing container, and the scene event parameter is configured in the sound effect mixing container, so that the sound effect mixing container obtains the sound effect adjustment parameter of the corresponding game scene according to the received scene event parameter. ​ 7. The method according to any one of claims 1 to 6, characterized in that, The sound is output according to the adjusted base sound material in the sound effect mixing container, and specifically includes: Obtaining a current weather identifier and / or a current material identifier corresponding to the target game scene; According to the current weather identifier and / or the current material identifier, determining the weather adjustment parameter and / or the material adjustment parameter of the base sound material, and adjusting the current parameter of the base sound material in the sound effect mixing container; According to the adjusted base sound material in the sound effect mixing container, the sound is output.

8. A game sound effect control device characterized by comprising: It includes: The adjustment parameter acquisition module is used for loading the pre-configured base sound material by loading the sound effect mixing container when the player logs in the game, wherein the base sound material includes various environmental sound effects in the game, the sound effect mixing container pre-sets the parameter adjustment curve of each base sound material according to the scene identifier of each preset game scene and the sound effect adjustment parameter of the preset game scene, the scene identifier is designed according to the position relationship of the actual scene in the game map, and the adjacent identifiers are designed for the scenes with adjacent geographical positions and similar sound materials; In response to a signal that the player character enters a target game scene, the target sound effect adjustment parameter corresponding to the target game scene is obtained, wherein based on the real-time position of the player character in the game scene, the position relationship of the two preset game scenes adjacent to the real-time position and the scene identifier is judged, the adjustment parameter interpolation corresponding to the real-time position is obtained, and the target sound effect adjustment parameter is obtained in the parameter adjustment curve according to the adjustment parameter interpolation; The parameter adjustment module is used for adjusting the preset parameter of at least one kind of base sound material in the preloaded sound effect mixing container according to the target sound effect adjustment parameter; The sound output module is used for outputting sound according to the adjusted base sound material in the sound effect mixing container.

9. A storage medium having stored thereon a computer program, characterized in that The computer program is executed by the processor to realize the method in any one of claims 1 to 7.

10. A computer device comprising a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, characterized in that, The processor executes the computer program to realize the method in any one of claims 1 to 7.

Citation Information

Patent Citations

  • Sound effect adjustment method and apparatus, electronic device, and computer readable storage medium

    CN107179908A