Game Sound Effect Processing Method, Device, Storage Medium, and Electronic Device
By calling the target sound effector on the terminal to maintain the unchanged loudness of the game sound effect, the problem of inconsistent loudness of different terminals is solved, the unity and balance of game sound effects is achieved, and the gaming experience is improved.
Patent Information
- Application Number
- CN202210114474.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-01-30
- Publication Date
- 2025-07-18
- Estimated Expiration
- 2042-01-30
AI Technical Summary
When different terminals output game sound effects, the loudness is inconsistent, which affects game fairness and player experience.
By obtaining terminal parameter configuration information, determine whether the target sound effect needs to be called, and process it while maintaining the original loudness of the game sound effect remains unchanged, and output consistent game sound effect.
Ensure that the game sound loudness output by different terminals under the same volume gain parameters is consistent, maintain game fairness and improve player experience.
Smart Images

Figure CN114470774B_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of computer technologies, and in particular, to a method, apparatus, storage medium, and electronic device for processing game sound effects. Background Art
[0002] Developers generally focus on the design of game graphics. After all, excellent graphic performance can bring strong visual impact, enabling players to intuitively judge the quality of the game. However, as an essential part of the game, game sound effects can provide the necessary event feedback while enhancing the player's immersion in the game. Therefore, how to ensure that the game can output stable and high-quality game sound effects has become another research focus. Summary of the Invention
[0003] This Summary of the Invention section is provided to introduce concepts in a brief form, which will be described in detail in the following Detailed Implementation section. This Summary of the Invention section is not intended to identify key features or essential features of the claimed technical solution, nor is it intended to limit the scope of the claimed technical solution.
[0004] In a first aspect, the present disclosure provides a method for processing game sound effects, including:
[0005] Obtaining the game sound effects to be output;
[0006] Determining, according to the parameter configuration information of the terminal, whether the terminal needs to call a target sound effect processor to process the game sound effects when outputting the game sound effects to be output;
[0007] When it is determined that the terminal needs to call the target sound effect processor to process the game sound effects, calling the target sound effect processor to process the game sound effects to be output while maintaining the original loudness of the game sound effects to be output unchanged, so as to obtain processed game sound effects;
[0008] Outputting the processed game sound effects.
[0009] In a second aspect, the present disclosure provides a game sound effect processing apparatus, including:
[0010] An obtaining module configured to obtain the game sound effects to be output;
[0011] A determining module configured to determine, according to the parameter configuration information of the terminal, whether the terminal needs to call a target sound effect processor to process the game sound effects when outputting the game sound effects to be output;
[0012] A calling module, configured to call the target sound effector to process the to-be-output game sound effect while maintaining the original loudness of the to-be-output game sound effect unchanged when it is determined that the terminal needs to call the target sound effector to process the game sound effect, so as to obtain a processed game sound effect;
[0013] An output module, configured to output the processed game sound effect.
[0014] In a third aspect, the present disclosure provides a computer-readable storage medium, on which a computer program is stored, and when the program is executed by a processing device, the steps of the method described in the first aspect are implemented.
[0015] In a fourth aspect, the present disclosure provides an electronic device, including:
[0016] A storage device, on which a computer program is stored;
[0017] A processing device, configured to execute the computer program in the storage device to implement the steps of the method described in the first aspect.
[0018] Based on the above technical solutions, when it is determined that the terminal needs to call the target sound effector to process the to-be-output game sound effect, the target sound effector is called to process the to-be-output game sound effect while maintaining the original loudness of the to-be-output game sound effect unchanged, so as to obtain a processed game sound effect, and the processed game sound effect is output. Whether the sound effector is turned on or not on the terminal, the loudness of the same game sound effect output by all terminals with the same volume gain parameter is consistent. Therefore, in the auditory perception of players, the loudness of the same game sound effect is consistent, which can not only maintain the fairness of the game, but also improve the game experience of players.
[0019] Other features and advantages of the present disclosure will be described in detail in the subsequent specific implementation part. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] Combined with the drawings and referring to the following specific implementation manners, the above and other features, advantages and aspects of the embodiments of the present disclosure will become more obvious. Throughout the drawings, the same or similar reference numerals represent the same or similar elements. It should be understood that the drawings are schematic, and the original elements and elements are not necessarily drawn to scale. In the drawings:
[0021] Figure 1 is a flowchart of a game sound effect processing method proposed according to an exemplary embodiment.
[0022] Figure 2 is a flowchart of constructing a target sound effector proposed according to an exemplary embodiment.
[0023] Figure 3 is Figure 1 a specific process schematic diagram of step 140 shown above.
[0024] Figure 4 is a flowchart of a game sound effect processing method provided by another exemplary embodiment.
[0025] Figure 5 is a schematic diagram of module connections of a game sound effect processing device provided by an exemplary embodiment.
[0026] Figure 6 is a schematic diagram of the structure of an electronic device provided by an exemplary embodiment. Detailed implementation manners
[0027] Embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. Although some embodiments of the present disclosure are shown in the drawings, it should be understood that the present disclosure can be implemented in various forms and should not be construed as limited to the embodiments set forth herein. On the contrary, these embodiments are provided to more thoroughly and completely understand the present disclosure. It should be understood that the drawings and embodiments of the present disclosure are only for exemplary purposes and are not used to limit the protection scope of the present disclosure.
[0028] It should be understood that the various steps recited in the method embodiments of the present disclosure can be executed in a different order and / or in parallel. In addition, the method embodiments may include additional steps and / or omit the steps shown. The scope of the present disclosure is not limited in this regard.
[0029] As used herein, the term "including" and its variations are open-ended, that is, "including but not limited to". The term "based on" is "at least partially based on". The term "one embodiment" means "at least one embodiment"; the term "another embodiment" means "at least one additional embodiment"; the term "some embodiments" means "at least some embodiments". The relevant definitions of other terms will be given in the following description.
[0030] It should be noted that the concepts such as "first" and "second" mentioned in the present disclosure are only used to distinguish different devices, modules or units, and are not used to limit the order or interdependence of the functions performed by these devices, modules or units.
[0031] It should be noted that the modifications of "one" and "multiple" mentioned in the present disclosure are illustrative rather than restrictive. Those skilled in the art should understand that unless otherwise clearly specified in the context, it should be understood as "one or more".
[0032] The names of the messages or information exchanged between multiple devices in the embodiments of the present disclosure are only for illustrative purposes and are not used to limit the scope of these messages or information.
[0033] Figure 1 is a flowchart of a game sound effect processing method proposed according to an exemplary embodiment. As Figure 1 shown, the game sound effect processing method proposed by the present disclosure can be executed by an electronic device, specifically by a game sound effect processing device, which can be implemented in a software and / or hardware manner and configured in the electronic device. As Figure 1 shown, the game sound effect processing method may include the following steps.
[0034] In step 110, obtain the game sound effects to be output.
[0035] Here, the game sound effects to be output can be interface sound effects for interface operations, such as item dragging, selection, menu popping up and retracting, etc., can be character sound effects related to game characters, such as footsteps, etc., can also be environmental sound effects of the game environment, such as wind sounds, bird chirping sounds, waterfall sounds, etc., and can even be skill sound effects of game skills, such as attack sounds, skill hit sound effects, action sound effects, etc., and can further be background sound effects of different game scenes, such as different maps corresponding to different styles of music, etc.
[0036] Among them, the game sound effects to be output can be obtained through the game engine. For example, when the game engine captures an event where the user releases a game skill, determine the corresponding skill sound effect, and at the same time when triggering the release of the game skill, output the corresponding game sound effect through the sound engine.
[0037] In step 120, according to the parameter configuration information of the terminal, determine whether it is necessary to call a target sound effector to process the game sound effect when the terminal outputs the game sound effect to be output.
[0038] Here, the parameter configuration information of the terminal can refer to the model information of the terminal. When the model information of the terminal is a preset signal, determine to call the target sound effector to process the game sound effect to be output. Among them, for different models of terminals, there are different sound effect requirements. When some models of terminals output game sound effects, it is necessary to process the game sound effects through the target sound effector, while when some models of terminals output game sound effects, it is not necessary to process the game sound effects through the target sound effector. For example, for terminal model A, when it outputs this game sound effect, it is not necessary to call the target sound effector to process this game sound effect. For terminal model B, when it outputs this game sound effect, it is necessary to call the target sound effector to process this game sound effect.
[0039] It should be understood that the preset model can be stored in the terminal, and it can also be updated at any time. For example, game developers can release a game update package to update the preset signals stored on the terminal through the game update package to meet different requirements.
[0040] In some other embodiments, the parameter configuration information of the terminal may refer to the hardware parameter information, software parameter information, etc. of the terminal. According to the parameter configuration information of the terminal, the data processing capability of the terminal is determined. When the data processing capability of the terminal is greater than or equal to the preset threshold, it is determined that the terminal needs to call the target sound effector to process the game sound effect when outputting the to-be-output game sound effect. When the data processing capability of the terminal is less than the preset threshold, it is determined that the terminal does not need to call the target sound effector to process the game sound effect when outputting the to-be-output game sound effect. Among them, in this embodiment, in fact, it is determined whether to enable the target sound effector to process the game sound effect according to the data processing capability of the terminal. When the data processing capability of the terminal is insufficient, the target sound effector is disabled to ensure the computing resources of other modules of the game.
[0041] It should be understood that for different types of game sound effects, the sound effectors they need to use may be different. For example, the sound effector can include a reverb effector, a compression equalizer effector, and so on. Therefore, the target sound effector refers to the sound effector used to process the game sound effect corresponding to the type of the to-be-output game sound effect. Among them, the sound effector refers to a software functional module that processes the effects of game sounds. It can be integrated in the game installation package and be called by the game engine to process the game sound effects.
[0042] In step 130, when it is determined that the terminal needs to call the target sound effector to process the game sound effect, the target sound effector is called to process the to-be-output game sound effect while maintaining the original loudness of the to-be-output game sound effect unchanged, and the processed game sound effect is obtained.
[0043] Here, when it is determined according to the parameter configuration information of the terminal that the terminal needs to call the target sound effector to process the to-be-output game sound effect when outputting the to-be-output game sound effect, the target sound effector is called by the sound engine to perform effect processing on the to-be-output game sound effect. Among them, the target sound effector can perform effect processing on the to-be-output game sound effect while maintaining the original loudness of the to-be-output game sound effect unchanged, and the processed game sound effect is obtained. For example, for a reverb effector, the reverb effector can perform reverb processing on the to-be-output game sound effect while maintaining the original loudness of the to-be-output game sound effect unchanged, and the reverberated game sound effect is obtained. It is worth noting that the reverberated game sound effect is consistent with the to-be-output game sound effect in loudness.
[0044] Among them, loudness is also known as volume. Loudness describes the loudness of a sound and represents the subjective perception of sound by the human ear. Its unit of measurement is sone. It is defined that the loudness of a pure tone with a frequency of 1000 Hz and a sound pressure level of 40 dB is 1 sone. Loudness is not only related to sound intensity but also to frequency. Different frequencies of sound have different loudness levels. The loudness of sound is restricted by sound intensity. Generally, when the sound intensity level increases, the loudness level also increases.
[0045] As an example, when the target sound effector processes the game sound effects to be output, it collects the loudness information of the game sound effects to be output, and during the process of processing the game sound effects, by adjusting the parameter settings, it maintains the loudness information of the game sound effects unchanged, so that the loudness information of the game sound effects after being processed by the target sound effector is consistent with the loudness information of the game sound effects to be output.
[0046] As another example, the target sound effector is a pre - debugged sound effector that can keep the loudness information of the game sound effects unchanged. Among them, the game sound effects to be output are used as the input of the target sound effector, and the loudness of the game sound effects output by the target sound effector is consistent with the loudness of the game sound effects to be output.
[0047] In step 140, output the processed game sound effects.
[0048] Here, after obtaining the processed game sound effects, the processed game sound effects can be output through the audio output device of the terminal. It should be understood that when the same volume gain parameter is used, the loudness of the processed game sound effects output by the audio output devices of different terminals should be kept consistent.
[0049] It is worth noting that if the terminal does not need to call the target sound effector to process the game sound effects to be output, it directly outputs the game sound effects to be output through the audio output device of the terminal. Among them, under the same volume gain parameter, regardless of whether the game sound effects to be output are processed by the target sound effector, the loudness of the finally output game sound effects is kept consistent. For example, terminal A needs to process the game sound effects to be output through the target sound effector, and the loudness of the processed game sound effects output by terminal A is 40 dB. Terminal B does not need to process the game sound effects to be output through the target sound effector, and the loudness of the game sound effects to be output directly by terminal B is also 40 dB.
[0050] For games running on different types of terminals, some types of terminals do not need to turn on the sound effector, while some types of terminals need to turn on the sound effector. Since the sound effector will change the loudness of the game sound effect during the process of processing the game sound effect, the loudness of the same game sound effect output by different types of terminals is inconsistent, which extremely damages the fairness of the game and the game experience. For example, in a shooting game, players generally need to judge the position of opponents through footsteps and vehicle sounds. If the loudness of the same footsteps output on different terminals is uneven, some players will not be able to judge the position of opponents in time, which not only affects the fairness of the game, but also brings a very bad experience to players.
[0051] Therefore, when it is determined that the terminal needs to call the target sound effector to process the game sound effect to be output, the target sound effector is called to process the game sound effect to be output while maintaining the original loudness of the game sound effect to be output, and the processed game sound effect is obtained and output. Regardless of whether the terminal turns on the sound effector, the loudness of the same game sound effect output by all terminals under the same volume gain parameter is consistent, so that in the player's auditory perception, the loudness of the same game sound effect is consistent, which can not only maintain the fairness of the game, but also improve the player's game experience.
[0052] Figure 2 It is a flowchart for constructing a target sound effector proposed according to an exemplary embodiment. As Figure 2 shown, the target sound effector can be obtained through the following steps.
[0053] In step 210, the target sound with a preset spectral characteristic of the first loudness is used as the input of the initial sound effector, and the second loudness of the sound output by the initial sound effector is obtained.
[0054] Here, the initial sound effector can be any sound effector deployed in the game, such as a reverberation effector, a compression equalization effector, etc. When constructing the target sound effector, steps 210 to 230 need to be executed for all sound effectors deployed in the game, so that the loudness of the game sound effect input to the target sound effector is consistent with the loudness of the game sound effect output by the target sound effector.
[0055] As an example, the target sound with preset spectral characteristics can be pink noise. Pink noise has equal intensity in each octave and is a noise between white noise and red noise. It should be understood that since pink noise conforms to the response curve of human ear sensitivity, pink noise is a noise that conforms to human ear hearing. For the human ear, even though the energy of pink noise is inconsistent in each frequency band, the pink noise in each frequency band is stable in terms of hearing. Since the game sound effects in the game are basically consistent with pink noise in terms of frequency band distribution. By using pink noise as the test resource of the initial sound effector to adjust the volume parameter of the initial sound effector, the adjusted sound effector is suitable for processing game sound effects.
[0056] In some embodiments, the target sound can be selected according to the type of the initial sound effector. For example, for different types of initial sound effectors, target sounds with different spectral characteristics can be corresponding to perform targeted training on different types of initial sound effectors. In some other embodiments, different target sounds are also used for different types of sound audiences. For example, for different types of sound audiences, target sounds with preset spectral characteristics set for that type of sound audience can be adopted.
[0057] By using the target sound with preset spectral characteristics and the first loudness as the input of the initial sound effector, the initial sound effector performs preset effect processing on the target sound and outputs a sound, and checks the second loudness of the sound output by the initial sound effector.
[0058] In step 220, according to the difference between the second loudness and the first loudness, the parameters of the initial sound effector are adjusted so that the second loudness of the sound output by the adjusted sound effector is equal to the first loudness of the target sound input to the adjusted sound effector.
[0059] Here, the difference between the second loudness and the first loudness is calculated, and the volume-related parameters of the initial sound effector are adjusted according to this difference so that the second loudness of the sound output by the adjusted sound effector is equal to the first loudness of the target sound input to the adjusted sound effector.
[0060] For example, if 40 dB of pink noise is used as the input of the initial sound effector and the measured second loudness of the sound output by the initial sound effector is 50 dB, then the volume-related parameters of the initial sound effector are adjusted according to the 10 dB difference to obtain the adjusted sound effector. Using 40 dB of pink noise as the input of the adjusted sound effector, the loudness of the sound output by the adjusted sound effector is 40 dB, and the parameter adjustment of the initial sound effector is completed.
[0061] In step 230, determine the adjusted sound effector as the target sound effector.
[0062] Here, after completing the parameter adjustment of the initial sound effector, the adjusted sound effector is used as the target sound effector.
[0063] Among them, the target sound effector can be a program module of the game installation package. The target sound effector is installed on the terminal along with the game installation package. When it needs to be called by the game engine, the corresponding target sound effector is called to perform sound effect processing on the game sound effects to be output.
[0064] Thus, by adjusting the parameters of the sound effector with the target sound of the preset spectral characteristics, the loudness of the sound input to the target sound effector subsequently can be equal to the loudness of the sound output by the target sound effector. Regardless of whether the terminal needs to call the target sound effector to perform sound effect processing on the game sound effects to be output, the loudness of the same game sound effect output on different types of terminals can be kept consistent.
[0065] Figure 3 Yes Figure 1 It is a specific process schematic diagram of step 140 shown. As Figure 3 shown, in step 140, outputting the processed game sound effects may include the following steps.
[0066] In step 141, obtain the loudness correction parameter of the terminal, where the loudness correction parameter is used to make the loudness of the same game sound effect output by the audio output device of the terminal and the audio output devices of other types of terminals consistent under the same volume gain parameter.
[0067] Here, the loudness correction parameter is a coefficient obtained by testing different types of terminals and is used to adjust the loudness of the game sound effects output by the terminal. The loudness correction parameter is used to make the loudness of the same game sound effect output by the audio output device of the terminal and the audio output devices of other types of terminals consistent under the same volume gain parameter.
[0068] It should be understood that for different terminals, their corresponding loudness correction parameters are different. For example, for terminal A, its loudness correction parameter is 1.1, and for terminal B, its loudness correction parameter is 0.9.
[0069] In some embodiments, the third loudness of the same target game sound effect output by the audio output devices of different types of terminals under the same volume gain parameter can be obtained, and taking the third loudness of the target game sound effect output by a target terminal among the different types of terminals as the reference loudness, the loudness correction parameter corresponding to each type of terminal can be determined according to the loudness difference between the third loudness of the target game sound effect output by other terminals and the reference loudness.
[0070] Among them, the volume gain parameter refers to the volume setting parameter of the terminal, such as 50%, 100%, 150%, etc. For different terminals, due to different models of audio output devices or the aging of audio output devices, when the same game sound effect is output under the same volume gain parameter, different terminals may have different loudness.
[0071] By obtaining the third loudness of the same target game sound effect output by the audio output devices of different types of terminals under the same volume gain parameter, then taking the third loudness output by a target terminal as the reference loudness, and according to the loudness difference between the third loudness of the target game sound effect output by other terminals and the reference loudness, the loudness correction parameter corresponding to each terminal can be determined.
[0072] Among them, the target terminal can be any one terminal selected from different types of terminals. The loudness correction parameter corresponding to the target terminal is 1, that is, the target terminal can correct the loudness of the output sound without using the loudness correction parameter. For each terminal except the target terminal, its corresponding loudness correction parameter is calculated based on the difference between its third loudness and the reference loudness. It should be understood that when each terminal outputs the same game sound effect under the same volume gain parameter, the loudness after being corrected by the corresponding loudness correction parameter is equal to the reference loudness.
[0073] In some other embodiments, the third loudness of the same target game sound effect output by the audio output devices of different types of terminals under the same volume gain parameter can be obtained, and the third loudness of all terminals can be clustered, and the loudness corresponding to the cluster center is determined as the reference loudness, and then according to the loudness difference between the third loudness of the target game sound effect output by different types of terminals and the reference loudness, the loudness correction parameter corresponding to each type of terminal can be determined.
[0074] In step 142, according to the loudness correction parameter, the loudness of the processed game sound effect is adjusted to obtain the adjusted game sound effect.
[0075] Here, when obtaining the loudness correction parameter of the terminal, the loudness of the processed game sound effect is adjusted according to the loudness correction parameter to obtain the adjusted game sound effect. Adjusting the loudness of the processed game sound effect may be to change parameters such as the sound intensity of the processed game sound effect that do not affect the original effect of the game sound effect.
[0076] It should be noted that the adjusted game sound effect only adjusts the loudness of the processed game sound effect. After the adjusted game sound effect is output by the audio output device, the loudness is the same in different terminals with the same volume gain parameter.
[0077] In step 143, output the adjusted game sound effect.
[0078] Here, the adjusted game sound effect can be output through the audio output device of the terminal. It should be understood that the loudness of the adjusted game sound effect output by the audio output devices of different terminals should be the same under the same volume gain parameter.
[0079] Thus, by processing the game sound effect through the loudness correction parameter, it is possible to avoid the problem that the loudness of the same game sound effect output on different terminals is inconsistent due to different hardware of different terminals, and it can make the loudness of the same game sound effect consistent in the auditory perception of players, which can not only maintain the fairness of the game, but also improve the game experience of players.
[0080] Figure 4 is a flowchart of a game sound effect processing method provided by another exemplary embodiment. As Figure 4 shown, another embodiment of the present disclosure proposes a game sound effect processing method, and the game sound effect processing method includes the following steps.
[0081] In step 410, during the process of outputting the processed game sound effect, if a preset operation on the volume key of the terminal is obtained, record the fourth loudness of the adjusted game sound effect output by the terminal based on the preset operation.
[0082] Here, the volume key of the terminal may refer to the volume increase key or the volume decrease key of the terminal, and the volume key may be a physical key or a virtual key. The preset operation on the volume key may be operations such as clicking or long pressing on the volume key.
[0083] During the process of outputting the processed game sound effects or the adjusted game sound effects, if a preset operation of the player on the volume button of the terminal is obtained, it indicates that the player is not satisfied with the loudness of the currently output game sound effects. For example, when the terminal outputs the sound of footsteps with a volume gain coefficient of 80%, if a click operation of the player on the volume increase button is detected, it means that the player believes that the volume of the current sound of footsteps is not loud enough. Therefore, the fourth loudness of the game sound effects adjusted by clicking the volume increase button output by the terminal can be recorded. Among them, the fourth loudness represents the loudness of the game sound effects that the player hopes to output.
[0084] In step 420, when the next game sound effects of the same type as the processed game sound effects are output, the game sound effects are output according to the recorded fourth loudness.
[0085] Here, when the terminal outputs the next game sound effects of the same type as the processed game sound effects, the terminal outputs the game sound effects according to the recorded fourth loudness. For example, the recorded fourth loudness of the "sound of footsteps" is 40 dB. When the terminal outputs the "sound of footsteps" next time, the "sound of footsteps" is output with a loudness of 40 dB.
[0086] Among them, outputting the game sound effects according to the recorded fourth loudness can be to adjust the volume gain parameter of the audio output device of the terminal, or to adjust the parameter of the game sound effects regarding loudness, so that the loudness of the finally output game sound effects reaches the fourth loudness.
[0087] Thus, by recording the loudness requirements of the player for each type of game sound effects, game sound effects that meet the loudness requirements of the player can be obtained without any volume adjustment operation by the player. It can enable the player to focus on the game operation during the game process to improve the user's game experience.
[0088] Figure 5 It is a schematic diagram of the module connection of a game sound effect processing device provided by an exemplary embodiment. As Figure 5 shown, an embodiment of the present disclosure proposes a game sound effect processing device. The device 500 may include:
[0089] An acquisition module 501, configured to acquire the game sound effects to be output;
[0090] A determination module 502, configured to determine whether a target sound effect processor needs to be called to process the game sound effects when the terminal outputs the game sound effects to be output according to the parameter configuration information of the terminal;
[0091] The calling module 503 is configured to call the target sound effector to process the game sound effect when it is determined that the terminal needs to call the target sound effector to process the game sound effect, and obtain the processed game sound effect by processing the to-be-output game sound effect with the target sound effector while keeping the original loudness of the to-be-output game sound effect unchanged;
[0092] The output module 504 is configured to output the processed game sound effect.
[0093] Optionally, the device 500 includes:
[0094] The loudness module is configured to use the target sound with a preset spectral characteristic and a first loudness as the input of the initial sound effector, and obtain the second loudness of the sound output by the initial sound effector;
[0095] The adjustment module is configured to adjust the parameters of the initial sound effector according to the difference between the second loudness and the first loudness, so that the second loudness of the sound output by the adjusted sound effector is equal to the first loudness of the target sound input to the adjusted sound effector;
[0096] The positioning module is configured to determine the adjusted sound effector as the target sound effector.
[0097] Optionally, the target sound with the preset spectral characteristic is pink noise.
[0098] Optionally, the determining module 502 is specifically configured to include:
[0099] When the model information of the terminal is a preset model, it is determined to call the target sound effector to process the game sound effect.
[0100] Optionally, the output module 504 includes:
[0101] The loudness correction unit is configured to obtain the loudness correction parameter of the terminal, where the loudness correction parameter is used to make the loudness of the same game sound effect output by the audio output device of the terminal and the audio output devices of other types of terminals consistent when the same volume gain parameter is used;
[0102] The loudness adjustment unit is configured to adjust the loudness of the processed game sound effect according to the loudness correction parameter, and obtain the adjusted game sound effect;
[0103] The sound effect unit is configured to output the adjusted game sound effect.
[0104] Optionally, the loudness correction unit includes:
[0105] A loudness determination unit configured to obtain a third loudness of the same target game sound effect output by the audio output devices of different types of terminals with the same volume gain parameter;
[0106] A reference unit configured to use the third loudness of the target game sound effect output by a target terminal among the different types of terminals as a reference loudness, and determine a loudness correction parameter corresponding to each type of terminal according to the loudness difference between the third loudness of the target game sound effect output by other terminals and the reference loudness.
[0107] Optionally, the device 500 further includes:
[0108] A recording module configured to record a fourth loudness of the game sound effect adjusted based on a preset operation of the volume button of the terminal if a preset operation on the volume button of the terminal is obtained during the process of outputting the processed game sound effect;
[0109] A sound module configured to output the game sound effect according to the recorded fourth loudness when outputting a game sound effect of the same type as the processed game sound effect next time.
[0110] The specific implementation processes of the various functional modules of the above device are described in detail in the embodiments of the game sound effect processing method, and will not be elaborated here.
[0111] Next, referring to Figure 6 , which shows a schematic structural diagram of an electronic device 600 suitable for implementing the embodiments of the present disclosure. The terminal devices in the embodiments of the present disclosure may include, but are not limited to, mobile terminals such as mobile phones, laptop computers, digital broadcast receivers, PDAs (Personal Digital Assistants), PADs (Tablet Computers), PMPs (Portable Multimedia Players), vehicle terminals (such as vehicle navigation terminals), etc., and fixed terminals such as digital TVs, desktop computers, etc. Figure 6 The electronic device shown is only an example and should not impose any limitation on the functions and usage scope of the embodiments of the present disclosure.
[0112] As Figure 6 shown, the electronic device 600 may include a processing device (such as a central processing unit, a graphics processing unit, etc.) 601, which may perform various appropriate actions and processes according to a program stored in a read-only memory (ROM) 602 or a program loaded from a storage device 608 into a random access memory (RAM) 603. In the RAM 603, various programs and data required for the operation of the electronic device 600 are also stored. The processing device 601, the ROM 602, and the RAM 603 are connected to each other through a bus 604. An input / output (I / O) interface 605 is also connected to the bus 604.
[0113] Typically, the following devices can be connected to the I / O interface 605: an input device 606 including, for example, a touch screen, a touch pad, a keyboard, a mouse, a camera, a microphone, an accelerometer, a gyroscope, etc.; an output device 607 including, for example, a liquid crystal display (LCD), a speaker, a vibrator, etc.; a storage device 608 including, for example, a magnetic tape, a hard disk, etc.; and a communication device 609. The communication device 609 can allow the electronic device 600 to communicate with other devices wirelessly or wirelessly to exchange data. Although Figure 6 the electronic device 600 with various devices is shown, it should be understood that it is not required to implement or include all the shown devices. Instead, more or fewer devices can be implemented or included.
[0114] In particular, according to an embodiment of the present disclosure, the process described above with reference to the flowchart can be implemented as a computer software program. For example, an embodiment of the present disclosure includes a computer program product that includes a computer program carried on a non-transitory computer-readable medium, and the computer program includes program codes for performing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from the network through the communication device 609, or installed from the storage device 608, or installed from the ROM 602. When the computer program is executed by the processing device 601, the above functions defined in the method of the embodiment of the present disclosure are executed.
[0115] It should be noted that the above-mentioned computer-readable medium in the present disclosure can be a computer-readable signal medium, a computer-readable storage medium, or any combination of the two. The computer-readable storage medium can be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the above. More specific examples of the computer-readable storage medium can include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above. In the present disclosure, the computer-readable storage medium can be any tangible medium that contains or stores a program, and this program can be used by or in combination with an instruction execution system, apparatus, or device. In the present disclosure, the computer-readable signal medium can include a data signal propagated in a baseband or as part of a carrier wave, in which the computer-readable program code is carried. Such a propagated data signal can take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. The computer-readable signal medium can also be any computer-readable medium other than the computer-readable storage medium, and this computer-readable signal medium can send, propagate, or transmit a program for use by or in combination with an instruction execution system, apparatus, or device. The program code contained on the computer-readable medium can be transmitted by any appropriate medium, including but not limited to: wires, optical cables, RF (radio frequency), etc., or any suitable combination of the above.
[0116] In some embodiments, the electronic device and the server can communicate using any currently known or future-developed network protocol such as HTTP (HyperText Transfer Protocol), and can be interconnected with digital data communication in any form or medium (e.g., a communication network). Examples of communication networks include local area networks (“LAN”), wide area networks (“WAN”), the Internet (e.g., the Internet), and end-to-end networks (e.g., ad hoc end-to-end networks), as well as any currently known or future-developed networks.
[0117] The above-mentioned computer-readable medium can be included in the above-mentioned electronic device; it can also exist separately without being assembled into the electronic device.
[0118] The above computer-readable medium carries one or more programs, which, when executed by the electronic device, cause the electronic device to: obtain a game sound effect to be output; determine, according to the parameter configuration information of the terminal, whether the target sound effector needs to be called to process the game sound effect when the terminal outputs the game sound effect to be output; in the case of determining that the terminal needs to call the target sound effector to process the game sound effect, call the target sound effector to process the game sound effect to be output while maintaining the original loudness of the game sound effect to be output unchanged, so as to obtain a processed game sound effect; and output the processed game sound effect.
[0119] Computer program code for performing the operations of the present disclosure may be written in one or more programming languages or combinations thereof. The programming languages include, but are not limited to, object-oriented programming languages such as Java, Smalltalk, C++, and also include conventional procedural programming languages such as the "C" language or similar programming languages. The program code may be executed entirely on the user's computer, partially on the user's computer, executed as a stand-alone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any kind of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (for example, by connecting through the Internet service provider via the Internet).
[0120] The flowcharts and block diagrams in the accompanying drawings illustrate the possible architectures, functions, and operations of systems, methods, and computer program products according to various embodiments of the present disclosure. In this regard, each block in the flowchart or block diagram may represent a module, a program segment, or a part of code that contains one or more executable instructions for implementing a specified logical function. It should also be noted that, in some alternative implementations, the functions marked in the blocks may occur in a different order than marked in the accompanying drawings. For example, two consecutive blocks shown may actually be executed substantially in parallel, and they may sometimes be executed in the reverse order, depending on the functions involved. It should also be noted that each block in the block diagram and / or flowchart, as well as the combination of blocks in the block diagram and / or flowchart, may be implemented by a dedicated hardware-based system for performing the specified functions or operations, or may be implemented by a combination of dedicated hardware and computer instructions.
[0121] The modules described in the embodiments of the present disclosure may be implemented in software or in hardware. Among them, the name of the module does not constitute a limitation to the module itself in some cases.
[0122] The functions described above in this document can be performed, at least in part, by one or more hardware logic components. By way of example, and without limitation, the types of hardware logic components that can be used include: Field Programmable Gate Arrays (FPGAs), Application Specific Integrated Circuits (ASICs), Application Specific Standard Products (ASSPs), Systems on Chip (SOCs), Complex Programmable Logic Devices (CPLDs), and the like.
[0123] In the context of this disclosure, a machine-readable medium can be a tangible medium that can contain or store a program for use by or in connection with an instruction execution system, apparatus, or device. A machine-readable medium can be either a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium can include, but is not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatus, or devices, or any suitable combination of the foregoing. More specific examples of a machine-readable storage medium would include an electrical connection based on one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a Read-Only Memory (ROM), an Erasable Programmable Read-Only Memory (EPROM or Flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
[0124] The above description is only a preferred embodiment of the present disclosure and an illustration of the applied technical principles. Those skilled in the art should understand that the scope of the disclosure involved in the present disclosure is not limited to the technical solutions formed by the specific combination of the above technical features, and should also cover other technical solutions formed by any combination of the above technical features or their equivalent features without departing from the above disclosure concept. For example, the technical solutions formed by mutually replacing the above features with the technical features (but not limited to) having similar functions disclosed in the present disclosure.
[0125] In addition, although the operations are depicted in a particular order, this should not be construed as requiring that the operations be performed in the particular order shown or in sequential order. In certain environments, multitasking and parallel processing may be advantageous. Similarly, although several specific implementation details are included in the above discussion, these should not be construed as limiting the scope of the present disclosure. Certain features described in the context of separate embodiments can also be implemented combinatorially in a single embodiment. Conversely, the various features described in the context of a single embodiment can also be implemented separately or in any suitable sub-combination in multiple embodiments.
[0126] Although the subject matter has been described in language specific to structural features and / or methodological logical acts, it is to be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. On the contrary, the specific features and acts described above are merely example forms for implementing the claims. Regarding the apparatus in the above embodiments, the specific manner in which each module performs operations has been described in detail in the embodiments related to the method, and will not be elaborated herein.
Claims
1. A method for processing game sound effects, characterized by comprising: Obtain the game sound effects to be output; According to the parameter configuration information of the terminal, determine whether it is necessary to call a target sound effector to process the game sound effects when the terminal outputs the game sound effects to be output; In the case where it is determined that the terminal needs to call the target sound effector to process the game sound effects, call the target sound effector to process the game sound effects to be output while maintaining the original loudness of the game sound effects to be output unchanged, and obtain the processed game sound effects; Output the processed game sound effects; The target sound effector is obtained through the following steps: Use a target sound with a preset spectral characteristic at a first loudness as the input of the initial sound effector, and obtain the second loudness of the sound output by the initial sound effector; According to the difference between the second loudness and the first loudness, adjust the parameters of the initial sound effector so that the second loudness of the sound output by the adjusted sound effector is equal to the first loudness of the target sound input to the adjusted sound effector; Determine the adjusted sound effector as the target sound effector.
2. The method for processing game sound effects according to claim 1, characterized in that the target sound with a preset spectral characteristic is pink noise.
3. The method for processing game sound effects according to claim 1, characterized in that the step of determining whether it is necessary to call a target sound effector to process the game sound effects according to the parameter configuration information of the terminal includes: When the model information of the terminal is a preset model, determine to call the target sound effector to process the game sound effects.
4. The method for processing game sound effects according to any one of claims 1 to 3, characterized in that the step of outputting the processed game sound effects includes: Obtain the loudness correction parameter of the terminal, where the loudness correction parameter is used to make the loudness of the same game sound effect output by the audio output device of the terminal and the audio output devices of other types of terminals consistent under the same volume gain parameter; According to the loudness correction parameter, adjust the loudness of the processed game sound effects to obtain the adjusted game sound effects; Output the adjusted game sound effects.
5. The game sound effect processing method according to claim 4, wherein the loudness correction parameter of the terminal is obtained through the following steps: Obtain the third loudness of the same target game sound effect output by the audio output devices of different types of terminals under the same volume gain parameter; Taking the third loudness of the target game sound effect output by a target terminal among the different types of terminals as the reference loudness, determine the loudness correction parameter corresponding to each type of terminal according to the loudness difference between the third loudness of the target game sound effect output by other terminals and the reference loudness.
6. The game sound effect processing method according to any one of claims 1 to 3, wherein the method further comprises: During the process of outputting the processed game sound effect, if a preset operation on the volume button of the terminal is obtained, record the fourth loudness of the game sound effect adjusted based on the preset operation output by the terminal; When outputting the game sound effect of the same type as the processed game sound effect next time, output the game sound effect according to the recorded fourth loudness.
7. A game sound effect processing device, comprising: An acquisition module configured to acquire the game sound effect to be output; A determination module configured to determine, according to the parameter configuration information of the terminal, whether the target sound effector needs to be called to process the game sound effect when the terminal outputs the game sound effect to be output; An invocation module configured to, when it is determined that the terminal needs to call the target sound effector to process the game sound effect, call the target sound effector to process the game sound effect to be output while maintaining the original loudness of the game sound effect to be output unchanged, and obtain the processed game sound effect; An output module configured to output the processed game sound effect; The device comprises: A loudness module configured to use the target sound with a preset spectral characteristic of the first loudness as the input of the initial sound effector, and obtain the second loudness of the sound output by the initial sound effector; An adjustment module configured to adjust the parameters of the initial sound effector according to the difference between the second loudness and the first loudness, so that the second loudness of the sound output by the adjusted sound effector is equal to the first loudness of the target sound input to the adjusted sound effector; A positioning module configured to determine the adjusted sound effector as the target sound effector.
8. A computer-readable storage medium, on which a computer program is stored, wherein the program, when executed by a processing device, implements the steps of the method according to any one of claims 1-6.
9. An electronic device, comprising: a storage device on which a computer program is stored; a processing device for executing the computer program in the storage device to implement the steps of the method according to any one of claims 1-6.
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