A method for testing cloud game audio quality
By automatically calculating PESQ and similarity values through the audio testing terminal, the problem of low accuracy and efficiency caused by manual listening in cloud gaming audio quality testing is solved, and fast and accurate audio quality assessment and transmission quality improvement are achieved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- SHENZHEN RENDERBUS TECH
- Filing Date
- 2022-02-16
- Publication Date
- 2026-05-05
AI Technical Summary
Current cloud gaming audio quality testing relies on manual listening, which suffers from low subjectivity, low accuracy, and low efficiency.
The audio testing terminal controls the test server to play test audio, and obtains the audio from the test client in real time. It calculates PESQ and similarity values, automatically judges audio quality and outputs results, reducing manual intervention.
It enables automated testing of cloud gaming audio quality, improving testing speed and accuracy, reducing costs, and enhancing transmission quality.
Smart Images

Figure CN114464211B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of audio testing methods, and more particularly to a method for testing the audio quality of cloud gaming. Background Technology
[0002] Currently, there is no specific method for testing the audio quality of cloud games. Existing technologies generally involve human review and evaluation by multiple people, followed by comparison of these scores. However, relying on comparisons of multiple listeners can lead to errors, and human review is inherently subjective and less precise, resulting in low test accuracy. Furthermore, human review is slow, requiring significant time for data comparison and thus reducing testing efficiency.
[0003] Therefore, existing technologies have shortcomings and need to be improved. Summary of the Invention
[0004] The purpose of this invention is to overcome the shortcomings of the prior art and provide a method for testing the audio quality of cloud games, thereby solving the problems of low accuracy and low efficiency caused by relying on manual testing of cloud game audio quality in the prior art.
[0005] The technical solution of the present invention is as follows: A method for testing the audio quality of cloud gaming, comprising the following steps:
[0006] S1: The audio test client controls the test server to play the test audio. The test server transmits the test audio to the test client in real time and plays the test audio synchronously through the test client.
[0007] S2: The audio test terminal acquires the test audio played on the test client and test server in real time, and forms the first test audio and the second test audio respectively, and acquires the corresponding source audio in real time.
[0008] S3: The audio testing end obtains the audio file size and track duration of the first test audio, the second test audio, and the source audio corresponding to the same time period, and calculates the PESQ value and similarity value of the first test audio and the second test audio, the first test audio and the source audio, and the second test audio and the source audio corresponding to the same time period.
[0009] S4: The audio testing end determines whether the track duration values of the first test audio and the second test audio, the first test audio and the source audio, and the second test audio and the source audio are equal for the same time period, and calculates the ratio of the audio file size values of the first test audio and the second test audio, the first test audio and the source audio, and the second test audio and the source audio, respectively.
[0010] S5: The audio testing end obtains the ratio of the audio size of the played audio to the source audio, the PESQ value, and the similarity value when the source audio is played in high-quality, standard-quality, and smooth-quality playback software. It then compares the ratio of the audio size of the first test audio to the source audio, the PESQ value, and the similarity value with the ratio of the audio size of the played audio to the source audio when the source audio is played in high-quality, standard-quality, and smooth-quality playback software, and outputs the comparison results.
[0011] Furthermore, a communication connection is established between the test server, the test client, and the audio test terminal.
[0012] Furthermore, if in step S3, the PESQ values of the first test audio and the second test audio, or the first test audio and the source audio, or the second test audio and the source audio calculated by the audio test terminal for the same time period exceed the PESQ threshold set on the audio test terminal, then the audio test terminal outputs the following result: adjust the encoding method of the first test audio, the second test audio, and the corresponding source audio that the audio test terminal acquires in real time.
[0013] Furthermore, if in step S3, the similarity value between the first test audio and the second test audio, or between the first test audio and the source audio, or between the second test audio and the source audio, calculated by the audio test terminal for the same time period exceeds the similarity threshold set on the audio test terminal, then the audio test terminal outputs the result as follows: channel number and bit rate optimization operation is required.
[0014] Furthermore, if in step S4, the audio testing terminal determines that the track duration values of the first test audio and the second test audio and / or the first test audio and the source audio and / or the second test audio and the source audio are not equal in the same time period, then the audio testing terminal checks the real-time performance of acquiring the first test audio, the second test audio, and the source audio in the same time period in step S2.
[0015] Furthermore, step S4 also includes: the audio test terminal determines whether the audio file sizes of the first test audio and the second test audio, the first test audio and the source audio, and the second test audio and the source audio corresponding to the same time period are equal. If the audio file sizes of the first test audio and the second test audio, or the first test audio and the source audio, or the second test audio and the source audio corresponding to the same time period are not equal, the audio test terminal outputs the result as: the transmission network and transmission protocol between the test server and the test client, the test client and the audio test terminal, and the test server and the audio test terminal need to be checked.
[0016] Furthermore, the audio playback software is QQ Music, NetEase Cloud Music, or Kugou Music.
[0017] By adopting the above scheme, the present invention provides a method for testing the audio quality of cloud gaming, which has the following beneficial effects:
[0018] 1. It can automatically test the audio quality of cloud games, with fast testing speed, effectively improving testing efficiency and reducing testing costs;
[0019] 2. Testing can be performed directly through the audio testing terminal, with low human intervention, which can ensure testing accuracy and improve the accuracy of test results;
[0020] 3. Based on the test results, the system can identify the low quality of the first test audio and perform repair operations to improve the test quality and accuracy of subsequent tests, while also improving the transmission quality of cloud gaming audio. Attached Figure Description
[0021] Figure 1 This is a flowchart of the present invention. Detailed Implementation
[0022] The present invention will now be described in detail with reference to the accompanying drawings and specific embodiments.
[0023] Please refer to Figure 1 This invention provides a method for testing the audio quality of cloud gaming, comprising the following steps:
[0024] S1: The audio test terminal controls the test server to play test audio. The test server transmits the test audio to the test client in real time, and the test client plays the test audio synchronously. A communication connection is established between the test server, the test client, and the audio test terminal.
[0025] S2: The audio testing end acquires the test audio played on the test client and test server in real time, and forms the first test audio and the second test audio respectively, and acquires the corresponding source audio in real time. The first test audio and the second test audio are acquired in real time while playing, thus generating multiple first test audio, multiple second test audio and multiple source audio; at any given time, there is a set of first test audio, second test audio and source audio.
[0026] S3: The audio testing terminal acquires the audio file size and track duration of the first test audio, second test audio, and source audio corresponding to the same time period, and calculates the PESQ value and similarity value of the first test audio and second test audio, the first test audio and source audio, and the second test audio and source audio corresponding to the same time period. The audio testing terminal can acquire the audio file size and track duration of the audio file, for example, by using Windows audio reader; it can also calculate the PESQ value and similarity value of the audio, for example, by using PyPESQ installed on the audio testing terminal to calculate the PESQ value and ffmpeg on the audio testing terminal to calculate the similarity value of the audio. It should be noted that this invention can also use other software or algorithms to achieve the acquisition of audio file size and track duration values, as well as the calculation of audio PESQ values and similarity values.
[0027] S4: The audio testing end determines whether the track duration values of the first test audio and the second test audio, the first test audio and the source audio, and the second test audio and the source audio are equal for the same time period, and calculates the ratio of the audio file size values of the first test audio and the second test audio, the first test audio and the source audio, and the second test audio and the source audio, respectively.
[0028] Specifically, in this embodiment, the comparison result between the first test audio and the second test audio is as follows:
[0029] The first test audio is 95% of the second test audio (ratio). The first test audio and the second test audio have the same track duration. The PESQ value of the first test audio and the second test audio is 95. The similarity value of the first test audio and the second test audio is 95%.
[0030] The comparison results between the first test audio and the source audio are as follows:
[0031] The first test audio is 90% of the source audio (ratio). The first test audio and the source audio have the same track duration. The first test audio and the source audio have a PESQ value of 90. The first test audio and the source audio have a similarity value of 90%.
[0032] The comparison results between the second test audio and the source audio are as follows:
[0033] The second test audio is 99% of the source audio (ratio). The second test audio and the source audio have the same track duration. The PESQ value of the second test audio and the source audio is 99. The similarity value of the second test audio and the source audio is 99%.
[0034] S5: The audio testing end obtains the ratio of the audio size of the played audio to the source audio, the PESQ value, and the similarity value when the source audio is played in high-quality, standard-quality, and smooth-quality playback software. It then compares the ratio of the audio size of the first test audio to the source audio, the PESQ value, and the similarity value with the ratio of the audio size of the played audio to the source audio when the source audio is played in high-quality, standard-quality, and smooth-quality playback software, and outputs the comparison results. The audio playback software is QQ Music, NetEase Cloud Music, or Kugou Music, or other audio playback software with the same function can be used. Specifically, in this embodiment, when the source audio corresponding to the currently acquired first test audio is played in high quality within the audio playback software, the ratio of the audio size of the played audio to the source audio is 97%, the PESQ value is 97, and the similarity value is 97%. When played in standard quality, the ratio of the audio size of the played audio to the source audio is 94%, the PESQ value is 94, and the similarity value is 94%. When played in smooth quality, the ratio of the audio size of the played audio to the source audio is 90%, the PESQ value is 90, and the similarity value is 90%. It should be noted that the track duration values of the played audio and the source audio are equal when playing in high quality, standard quality, and smooth quality. Therefore, in this embodiment, the test result of the currently acquired first test audio is smooth.
[0035] Specifically, the cloud gaming audio quality testing method of this invention involves controlling the test server to start playing test audio through an audio test terminal, and acquiring the test client, test server, and corresponding source audio in real time, saving them at the same time intervals. After acquiring the first test audio, second test audio, and source audio within the same time period, the audio file size and track duration of the corresponding first test audio, second test audio, and source audio are acquired respectively. The PESQ value and similarity value of the corresponding first test audio and second test audio, first test audio and source audio, and second test audio and source audio are calculated respectively. After completing the above calculations, it is determined whether the track duration values of the corresponding first test audio and second test audio, first test audio and source audio, and second test audio and source audio are equal, and the ratio of the audio file size values of the first test audio and second test audio, first test audio and source audio, and second test audio and source audio is calculated respectively. In this step, the determination and calculation of the differences between the first test audio and second test audio, between the first test audio and source audio, and between the second test audio and source audio are performed. The purpose of the correlation data between the test audio and the source audio is to analyze the reasons for a significant difference when the correlation data between the first test audio and the source audio differs greatly, based on the judgment and calculation results mentioned above. This allows for feedback, problem resolution, and repair. The correlation data between the first test audio and the source audio is also compared with the ratio of the audio size, PESQ value, and similarity value of the playback audio to the source audio when the source audio is played in high-quality, standard-quality, and smooth-quality playback software. This determines the range within which the comparison falls and outputs the test result for the first test audio. Repeating the above process completes the test audio testing, achieving automatic testing of cloud gaming audio quality. The testing speed is fast, effectively improving testing efficiency. Furthermore, due to low human intervention, testing is performed directly through the audio testing terminal, ensuring testing accuracy and improving the accuracy of test results. On the other hand, based on the test results, issues with the low quality of the first test audio can be identified and repaired, improving transmission quality while simultaneously testing cloud gaming audio quality.
[0036] Specifically, in this embodiment, if, in step S3, the PESQ value calculated by the audio testing terminal for the same time period corresponding to the first test audio and the second test audio, or the first test audio and the source audio, or the second test audio and the source audio, exceeds the PESQ threshold set on the audio testing terminal, then the audio testing terminal outputs the following result: adjust the encoding method of the audio testing terminal to acquire the first test audio, the second test audio, and the corresponding source audio in real time. The PESQ threshold can be set according to the testing requirements. Specifically, in this embodiment, the PESQ threshold is 60. If the PESQ value of the first test audio and the second test audio, or the first test audio and the source audio, or the second test audio and the source audio, corresponding to the same time period exceeds 60, it indicates that there may be a problem with the encoding method of the first test audio, the second test audio, and the corresponding source audio. The tester should consider whether to use other encoding methods based on the test results.
[0037] Specifically, in this embodiment, if, in step S3, the similarity value calculated by the audio testing terminal for the same time period between the first test audio and the second test audio, or between the first test audio and the source audio, or between the second test audio and the source audio, exceeds the similarity threshold set on the audio testing terminal, then the audio testing terminal outputs the following result: channel number and bit rate optimization operation is required. The similarity threshold can be set according to testing requirements. Specifically, in this embodiment, the similarity threshold is 60%. When the similarity value between the first test audio and the second test audio, or between the first test audio and the source audio, or between the second test audio and the source audio, for the same time period exceeds 60%, the channel number and bit rate need to be adjusted to a better state.
[0038] Specifically, in this embodiment, if in step S4, the audio testing terminal determines that the track duration values of the first test audio and the second test audio and / or the first test audio and the source audio and / or the second test audio and the source audio corresponding to the same time period are not equal, then the audio testing terminal checks the real-time performance of acquiring the first test audio, the second test audio, and the source audio for the same time period in step S2. During the acquisition process, there may be delays, which could affect the test results. Therefore, based on the test results, relevant situations are checked to improve the accuracy of subsequent tests.
[0039] Specifically, in this embodiment, step S4 further includes: the audio test terminal determines whether the audio file sizes of the first test audio and the second test audio, the first test audio and the source audio, and the second test audio and the source audio corresponding to the same time period are equal. If the audio file sizes of the first test audio and the second test audio, or the first test audio and the source audio, or the second test audio and the source audio corresponding to the same time period are not equal, the audio test terminal outputs the result as follows: the transmission network and transmission protocol between the test server and the test client, the test client and the audio test terminal, and the test server and the audio test terminal need to be checked.
[0040] In summary, this invention provides a method for testing the audio quality of cloud gaming, which has the following beneficial effects:
[0041] 1. It can automatically test the audio quality of cloud games, with fast testing speed, effectively improving testing efficiency and reducing testing costs;
[0042] 2. Testing can be performed directly through the audio testing terminal, with low human intervention, which can ensure testing accuracy and improve the accuracy of test results;
[0043] 3. Based on the test results, the system can identify the low quality of the first test audio and perform repair operations to improve the test quality and accuracy of subsequent tests, while also improving the transmission quality of cloud gaming audio.
[0044] The above are merely preferred embodiments of the present invention and are not intended to limit the present invention. Any modifications, equivalent substitutions, and improvements made within the spirit and principles of the present invention should be included within the protection scope of the present invention.
Claims
1. A method for testing the audio quality of cloud gaming, characterized in that, Includes the following steps: S1: The audio test client controls the test server to play the test audio. The test server transmits the test audio to the test client in real time and plays the test audio synchronously through the test client. S2: The audio test terminal acquires the test audio played on the test client and test server in real time, and forms the first test audio and the second test audio respectively, and acquires the corresponding source audio in real time; S3: The audio test terminal obtains the audio file size and track duration of the first test audio, the second test audio, and the source audio corresponding to the same time period, and calculates the PESQ value and similarity value of the first test audio and the second test audio, the first test audio and the source audio, and the second test audio and the source audio corresponding to the same time period. S4: The audio test terminal determines whether the track duration values of the first test audio and the second test audio, the first test audio and the source audio, and the second test audio and the source audio are equal for the same time period, and calculates the ratio of the audio file size values of the first test audio and the second test audio, the first test audio and the source audio, and the second test audio and the source audio respectively. S5: The audio testing end obtains the ratio of the audio size of the played audio to the source audio when the source audio is played in high-quality, standard-quality, and smooth-quality playback within the audio playback software, as well as the PESQ value and similarity value. It then compares the ratio of the audio size of the first test audio to the source audio with the ratio of the audio size of the played audio to the source audio when the source audio is played in high-quality, standard-quality, and smooth-quality playback within the audio playback software, and outputs the comparison results. If, in step S3, the PESQ values of the first test audio and the second test audio, or the first test audio and the source audio, or the second test audio and the source audio calculated by the audio test terminal for the same time period exceed the PESQ threshold set on the audio test terminal, then the audio test terminal outputs the following result: adjust the encoding method of the audio test terminal to acquire the first test audio, the second test audio, and the corresponding source audio in real time. If, in step S3, the similarity value between the first test audio and the second test audio, or between the first test audio and the source audio, or between the second test audio and the source audio, calculated by the audio test terminal for the same time period exceeds the similarity threshold set on the audio test terminal, then the audio test terminal outputs the following result: channel number and bit rate optimization operation is required. If, in step S4, the audio testing terminal determines that the track duration values of the first test audio and the second test audio and / or the first test audio and the source audio and / or the second test audio and the source audio corresponding to the same time period are not equal, then the audio testing terminal checks the real-time performance of acquiring the first test audio, the second test audio, and the source audio in the same time period in step S2.
2. The method for testing the audio quality of cloud gaming according to claim 1, characterized in that, A communication connection is established between the test server, the test client, and the audio test terminal.
3. The method for testing the audio quality of cloud gaming according to claim 1, characterized in that, Step S4 further includes: the audio test terminal determines whether the audio file sizes of the first test audio and the second test audio, the first test audio and the source audio, and the second test audio and the source audio corresponding to the same time period are equal. If the audio file sizes of the first test audio and the second test audio, or the first test audio and the source audio, or the second test audio and the source audio corresponding to the same time period are not equal, the audio test terminal outputs the result as follows: the transmission network and transmission protocol between the test server and the test client, the test client and the audio test terminal, and the test server and the audio test terminal need to be checked.
4. The method for testing the audio quality of cloud gaming according to claim 1, characterized in that, The audio playback software is QQ Music, NetEase Cloud Music, or Kugou Music.
Citation Information
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