Method, device and electronic equipment for vibration feedback in a game

By acquiring the target operating parameters of the game screen, determining the corresponding vibration data, and executing matching vibration feedback during game operation, the problem of insufficient vibration effect performance of game devices is solved, thereby improving the player's interactive experience and immersion.

CN114618153BActive Publication Date: 2026-04-17NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2022-03-15
Publication Date
2026-04-17

AI Technical Summary

Technical Problem

The vibration effects of existing gaming devices are poor, which affects the player's gaming experience.

Method used

By acquiring the target operating parameters of the game screen, determining the corresponding vibration data, and executing matching vibration feedback during game operation, dynamic vibration feedback is used to provide a more delicate interactive experience and enhance the vibration effect of the gaming device.

Benefits of technology

It improves the vibration effect of gaming devices, providing a more delicate interactive experience and immersion, and alleviates the technical problem of poor vibration effect performance.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides a game vibration feedback method, device and electronic equipment, and relates to the technical field of games, and alleviates the technical problem that the vibration effect performance of a game device is poor. The method comprises the following steps: obtaining a target running parameter of a running picture; determining first vibration data corresponding to the target running parameter according to the target running parameter; and according to the first vibration data, the first electronic device performs vibration feedback matched with the first vibration data in the process of game running.
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Description

Technical Field

[0001] This application relates to the field of game technology, and in particular to a method, apparatus, and electronic device for vibration feedback in games. Background Technology

[0002] With the continuous upgrading of mobile phone vibration motors, linear vibration motors can provide players with more delicate and varied vibration feedback, thereby simulating different tactile sensations. In games currently on the market, players can experience a variety of vibration effects through their gaming devices, such as short vibrations for confirmation clicks, short vibrations for message notifications, long vibrations, and so on.

[0003] However, the existing methods for processing vibration data have a technical problem: the vibration effects of gaming devices are poor, which affects the player's gaming experience. Summary of the Invention

[0004] The purpose of this application is to provide a method, device, and electronic device for vibration feedback in games, so as to alleviate the technical problem of poor vibration performance of game devices.

[0005] In a first aspect, embodiments of this application provide a method for vibration feedback in a game, which provides a graphical user interface through a first electronic device, the graphical user interface including the running screen of the game, the method comprising:

[0006] Obtain the target running parameters of the running screen;

[0007] Based on the target operating parameters, determine the first vibration data corresponding to the target operating parameters;

[0008] Based on the first vibration data, the first electronic device performs vibration feedback that matches the first vibration data during the operation of the game.

[0009] In one possible implementation, a first correspondence is established between the target operating parameters and the first vibration data determined by adjusting the second electronic device; the step of determining the first vibration data corresponding to the target operating parameters includes:

[0010] Obtain the first correspondence from the second electronic device;

[0011] Based on the target operating parameters and the first correspondence, the first vibration data corresponding to the target operating parameters is determined.

[0012] In one possible implementation, before obtaining the target running parameters of the running screen, the method further includes:

[0013] In response to a selection operation for at least one operating parameter, the target operating parameter corresponding to the selection operation is determined;

[0014] In response to an association operation between the target operating parameters and the first vibration data, a second correspondence between the target operating parameters and the first vibration data is determined based on the association operation; wherein the second correspondence is used to determine the first vibration data corresponding to the target operating parameters.

[0015] In one possible implementation, the step of determining a second correspondence between the target operating parameters and the first vibration data based on the association operation in response to the association operation for the target operating parameters and the first vibration data includes:

[0016] In response to an editing operation on the vibration line, a first abscissa on the first horizontal axis and a first ordinate on the first vertical axis are determined;

[0017] Based on the correlation between the first horizontal coordinate and the first vertical coordinate corresponding to the vibration line, a second correspondence between the target operating parameters and the first vibration data is determined.

[0018] In one possible implementation, the horizontal axis is used to represent the target operating parameters; the vertical axis is used to represent the first vibration data.

[0019] In one possible implementation, it also includes:

[0020] In response to a setting operation for a vibration effect corresponding to the game, the first vibration data corresponding to the vibration effect is determined; wherein the vibration effect is an effect achievable by the first electronic device.

[0021] In one possible implementation, the vibration effect can be of multiple types; the step of determining a second correspondence between the target operating parameters and the first vibration data based on the association operation in response to the association operation of the target operating parameters and the first vibration data includes:

[0022] In response to an association operation of the target operating parameters and the first vibration data corresponding to the various vibration effects, a second correspondence between the target operating parameters and the various first vibration data is determined based on the association operation.

[0023] In one possible implementation, the step of determining a second correspondence between the target operating parameters and the first vibration data based on the association operation in response to the association operation for the target operating parameters and the first vibration data includes:

[0024] In response to an adjustment operation on the target operating parameter, specific conditions for the target operating parameter are determined based on the adjustment result of the adjustment operation;

[0025] In response to an association operation for the specific condition and the first vibration data, a second correspondence between the target operating parameter and the first vibration data is determined based on the association operation, so as to correspond to the first vibration data when the target operating parameter reaches the specific condition.

[0026] In one possible implementation, the specific condition includes any one or more of the following:

[0027] The target operating parameter value reaches a specific value, the target operating parameter value change reaches a specific change, and the target operating parameter operation degree reaches a specific degree.

[0028] In one possible implementation, the running parameters include any one or more of the following:

[0029] The game's runtime parameters, the state parameters of virtual objects in the game, and the specific nodes that trigger the second electronic device.

[0030] In one possible implementation, the game corresponds to audio data; the method further includes:

[0031] Obtain the target audio data currently corresponding to the game, and analyze the target audio features of the target audio data;

[0032] Based on the target audio features, determine the second vibration data corresponding to the target audio features;

[0033] Based on the second vibration data, the first electronic device performs vibration feedback that matches the second vibration data during the operation of the game.

[0034] In one possible implementation, a third correspondence between the target audio feature and the second vibration data is determined by a specified calculation method; the step of determining the second vibration data corresponding to the target audio feature based on the target audio feature includes:

[0035] Obtain the third correspondence;

[0036] Based on the target audio features and the third correspondence, the second vibration data corresponding to the target audio features is determined.

[0037] In one possible implementation, the audio features include any one or more of the following:

[0038] The audio data includes the speed, pitch, volume, rhythm, and duration of the audio.

[0039] In one possible implementation, the vibration data includes any one or more of the following:

[0040] Vibration amplitude, vibration frequency, vibration intensity, vibration rhythm, and vibration duration.

[0041] In one possible implementation, the first electronic device performs vibration feedback that matches the first vibration data during the operation of the game, including:

[0042] During the operation of the game, the first electronic device performs game control according to the current game progress and executes vibration feedback that matches the first vibration data.

[0043] Secondly, a device for vibration feedback in a game is provided, which provides a graphical user interface via a first electronic device, the graphical user interface including the running screen of the game; the device includes:

[0044] The acquisition module is used to acquire the target running parameters of the running screen;

[0045] The determining module is used to determine the first vibration data corresponding to the target operating parameters based on the target operating parameters;

[0046] An execution module is configured to, based on the first vibration data, perform vibration feedback that matches the first vibration data during the operation of the game.

[0047] Thirdly, embodiments of this application provide an electronic device, including a memory and a processor, wherein the memory stores a computer program that can run on the processor, and the processor executes the computer program to implement the steps of the method described in the first aspect above.

[0048] Fourthly, embodiments of this application also provide a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to perform the method described in the first aspect above.

[0049] The embodiments of this application bring the following beneficial effects:

[0050] This application provides a method, apparatus, and electronic device for vibration feedback in games. It acquires target operating parameters of the running screen, determines first vibration data corresponding to the target operating parameters, and then, based on the first vibration data, executes vibration feedback matching the first vibration data during game operation. In this solution, by determining the first vibration data corresponding to the target operating parameters, the first electronic device can execute vibration feedback matching the first vibration data during game operation. For example, it can control the vibration of game control devices such as gamepads and mobile phones based on the game's operating parameters. This realizes the presentation of vibration feedback on the client side, that is, the vibration feedback changes generated by the client in the game according to real-time changes in operating parameters. Through dynamic vibration feedback, it provides players with a more multi-dimensional and delicate interactive experience, deepens immersion, improves the vibration effect performance of game devices, and alleviates the technical problem of poor vibration effect performance of game devices. Attached Figure Description

[0051] To more clearly illustrate the technical solutions in the specific embodiments of this application or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this application. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0052] Figure 1 This is a schematic diagram illustrating an application scenario provided in the embodiments of this application;

[0053] Figure 2 This illustration shows a structural schematic diagram of an electronic device provided in an embodiment of this application;

[0054] Figure 3 This is a schematic diagram illustrating a usage scenario of a touch terminal provided in an embodiment of this application;

[0055] Figure 4 A flowchart illustrating a method for vibration feedback in a game, provided as an embodiment of this application;

[0056] Figure 5 A schematic diagram of a software operation interface provided in an embodiment of this application;

[0057] Figure 6 This is a schematic diagram of another software operation interface provided in an embodiment of this application;

[0058] Figure 7 A schematic diagram showing a vibration line editing interface is provided for embodiments of this application;

[0059] Figure 8This is a schematic diagram of another software operation interface provided in an embodiment of this application;

[0060] Figure 9 This is a schematic diagram of another software operation interface provided in an embodiment of this application;

[0061] Figure 10 A schematic diagram of an electronic device with another graphical user interface provided in an embodiment of this application;

[0062] Figure 11 A schematic diagram of an electronic device with another graphical user interface provided in an embodiment of this application;

[0063] Figure 12 A schematic diagram of an electronic device with another graphical user interface provided in an embodiment of this application;

[0064] Figure 13 A schematic diagram of an electronic device with another graphical user interface provided in an embodiment of this application;

[0065] Figure 14 A schematic diagram of a configuration list provided for an embodiment of this application;

[0066] Figure 15 This is a schematic diagram of another configuration list provided for an embodiment of this application;

[0067] Figure 16 This is a schematic diagram of an association triggering relationship provided in an embodiment of this application;

[0068] Figure 17 A schematic diagram of a game testing interface provided in an embodiment of this application;

[0069] Figure 18 A schematic diagram of real-device performance overhead test results provided in an embodiment of this application;

[0070] Figure 19 The present application provides a structural schematic of a device for vibration feedback in a game. Detailed Implementation

[0071] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0072] The terms "comprising" and "having," and any variations thereof, used in the embodiments of this application, are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units is not limited to the steps or units listed, but may optionally include other steps or units not listed, or may optionally include other steps or units inherent to these processes, methods, products, or devices.

[0073] Today, game gameplay increasingly emphasizes human-computer interaction. A key difference between mobile games and movies is the need for players to interact with the screen using their hands. A crucial design challenge is to fully utilize the subtle and varied vibration effects of linear vibration motors to enhance and strengthen the interactive gameplay experience through touch, creating a more immersive experience. Currently, most mobile games with vibration feedback features offer short vibrations with a fixed rhythm and amplitude. This traditional approach has low requirements for vibration motors but lacks novelty in the player experience. The implementation method involves using time-domain and amplitude-based code to specify a few vibration effects for developers to choose from. This method is relatively passive for game developers, limiting them to placing predetermined vibration effects in appropriate locations to trigger vibrations. In the past, the limited vibration frequency and amplitude of rotor motors restricted vibration effects due to hardware limitations, resulting in fewer options. However, with the widespread adoption of X-axis motors, vibration effects can now offer more diverse and nuanced expressions. It's possible to quickly design and create varied vibration effects that match sound or special effects, and even vibration effects that are linked in real-time with in-game parameters.

[0074] Based on this, embodiments of this application provide a method, device, and electronic device for vibration feedback in games. This method allows for more interactive and dynamic vibration feedback in aspects such as card drawing, storyline, and opening short films, breaking through the limitations of predetermined vibration effects. It provides players with an additional dimension and a more delicate interactive experience through dynamic vibration feedback, deepening immersion. Instead of using predetermined vibration effects, it reconstructs the workflow, designs and integrates varied and interactive vibration effects into the game, and alleviates the technical problem of poor vibration performance of game devices.

[0075] In one embodiment of this application, the vibration feedback method in a game can run on a local terminal device. Alternatively, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0076] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separate. Game data storage and execution are completed on the cloud gaming server. The client device is used for data reception and transmission, game screen presentation, and vibration feedback. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0077] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0078] In one possible implementation, this application provides a method for vibration feedback in a game, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0079] For example, such as Figure 1 As shown, Figure 1 This is a schematic diagram of an application scenario provided by an embodiment of this application. The application scenario may include a touch terminal (e.g., mobile phone 102) and a server 101. The touch terminal can communicate with the server 101 via a wired or wireless network. The touch terminal is used to run a virtual desktop, through which it can interact with the server 101 to control virtual characters within the server 101.

[0080] This embodiment uses a mobile phone 102 as an example to illustrate the touch terminal. The mobile phone 102 includes components such as a radio frequency (RF) circuit 210, a memory 220, a touchscreen 230, and a processor 240. Those skilled in the art will understand that... Figure 2 The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine or separate certain components, or have different component arrangements. Those skilled in the art will understand that the touchscreen 230 is a user interface (UI), and the mobile phone 102 may include a user interface with fewer components than shown.

[0081] RF circuit 210 can also communicate wirelessly with networks and other devices. The wireless communication can use any communication standard or protocol, including but not limited to Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, and Short Messaging Service (SMS).

[0082] The memory 220 can be used to store software programs and modules. The processor 240 executes various functional applications and data processing of the mobile phone 102 by running the software programs and modules stored in the memory 220. The memory 220 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, at least one application required for a function, etc.; the data storage area may store data created based on the use of the mobile phone 102, etc. In addition, the memory 220 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0083] The touchscreen 230 can be used to display a graphical user interface and receive user actions on the graphical user interface. Specifically, the touchscreen 230 may include a display panel and a touch panel. The display panel can be configured as a liquid crystal display (LCD), organic light-emitting diode (OLED), or similar device. The touch panel can collect touch or non-touch operations from the user on or near it (e.g., ...). Figure 3 As shown, the user operates on or near the touch panel using their finger 301, stylus, or any suitable object or accessory, generating pre-set operation commands. The touch panel can include a touch detection device and a touch controller. The touch detection device detects the user's touch position and posture, and detects the signals generated by the touch operation, transmitting the signals to the touch controller. The touch controller receives touch information from the touch detection device, converts it into information that the processor can process, and sends it to the processor 240. It can also receive and execute commands from the processor 240. Furthermore, the touch panel can be implemented using various types of technologies, such as resistive, capacitive, infrared, and surface acoustic wave, or any future-developed technology. Further, the touch panel can cover the display panel. The user can operate on or near the touch panel covered by the display panel according to the graphical user interface displayed on the display panel. After detecting the operation on or near the touch panel, the touch panel transmits it to the processor 240 to confirm the user input. Subsequently, the processor 240 responds to the user input by providing corresponding visual output on the display panel. In addition, the touch panel and the display panel can be implemented as two separate components or integrated together.

[0084] The processor 240 is the control center of the mobile phone 102. It connects various parts of the mobile phone through various interfaces and lines. By running or executing software programs and / or modules stored in the memory 220, and calling data stored in the memory 220, it performs various functions of the mobile phone 102 and processes data, thereby monitoring the mobile phone as a whole.

[0085] The embodiments of this application will be further described below with reference to the accompanying drawings.

[0086] Figure 4 This is a flowchart illustrating a method for vibration feedback in a game, provided as an embodiment of this application. The method can be applied to terminal devices capable of displaying a graphical user interface (e.g., Figure 2 The mobile phone 102 shown provides a graphical user interface (GUI) via a first electronic device, which includes a screenshot of the game running. Figure 4 As shown, the method includes:

[0087] Step S410: Obtain the target running parameters from the running screen.

[0088] In practical applications, the target operating parameter can be any operating parameter in the game. For example, the system can use the "energy parameter of an energy ball" or the "state parameter of a virtual object" in the game as the target operating parameter.

[0089] Step S420: Determine the first vibration data corresponding to the target operating parameters based on the target operating parameters.

[0090] It should be noted that there can be a certain correspondence between different operating parameters and different vibration data. That is, each operating parameter can correspond to its own vibration data, so as to determine the first vibration data corresponding to the target operating parameter based on the target operating parameter.

[0091] In step S430, based on the first vibration data, the first electronic device executes vibration feedback that matches the first vibration data during the game operation.

[0092] In practical applications, the control device that performs vibration feedback is not necessarily an external device such as a gamepad; it may also be the primary electronic device itself. For example, when a mobile phone runs a game, both the input end and the vibration feedback execution end are the mobile phone.

[0093] In this embodiment, the interactive vibration (i.e., vibration feedback) can be an effect that controls the vibration rhythm, amplitude, and frequency in real time, in association with in-game parameters. For example, the system determines the "energy value of the energy ball" in the game parameters as the target operating parameter, and the first electronic device can control the vibration feedback to match the "energy value of the energy ball" parameter.

[0094] By determining the first vibration data corresponding to the target operating parameters based on the target operating parameters, the first electronic device can execute vibration feedback that matches the first vibration data during game operation. For example, it can control the vibration of game control devices such as game controllers and mobile phones based on the game's operating parameters, realizing the presentation of vibration feedback on the client side. That is, the vibration feedback changes generated by the client in the game as the real-time operating parameters change. Through dynamic vibration feedback, players are provided with a more multi-dimensional and delicate interactive experience, deepening the sense of immersion, improving the vibration effect performance of game devices, and alleviating the technical problem of poor vibration effect performance of game devices.

[0095] The steps described above will be explained in detail below.

[0096] In some embodiments, the vibration feedback in step S430 above can be controlled in real time as the game progresses. As an example, step S430 may specifically include the following steps:

[0097] In step S4302, the first electronic device controls the game according to the current game progress and executes vibration feedback that matches the first vibration data during the game operation.

[0098] In practical applications, by controlling and executing vibration feedback that matches the first vibration data during the game's operation, the vibration feedback can be controlled in real time along with the game's progress. This enables the client (i.e., the first electronic device) to dynamically change vibration feedback as the game's parameters change in real time. The dynamic vibration feedback provides players with a more multi-dimensional and delicate interactive experience, enhancing the client's vibration effect.

[0099] In some embodiments, the game's running data and its correspondence with the first vibration data can be obtained from a second electronic device such as a server. For example, operations such as editing and adjusting the target running parameters can be controlled by other electronic devices. As an example, the first correspondence between the target running parameters and the first vibration data is determined by adjusting the second electronic device; the above step S420 may specifically include the following steps:

[0100] Step S4202: Obtain the first correspondence from the second electronic device;

[0101] Step S4204: Determine the first vibration data corresponding to the target operating parameters based on the target operating parameters and the first correspondence relationship.

[0102] In practical applications, the first electronic device can obtain game operation data and its correspondence with the first vibration data from the second electronic device. For example, the editing and adjustment of target operation parameters can be controlled and determined by the designer through the server, the background game design section, etc. This method makes the adjustment of operation parameters, vibration data, etc., more flexible and facilitates the adjustment of multiple aspects of data.

[0103] In other embodiments, the game's running data and its correspondence with the first vibration data can be determined on a local client (first electronic device). For example, operations such as editing and adjusting the target running parameters can be controlled by the first electronic device. As an example, before step S410 above, the following steps may also be included:

[0104] Step S402: In response to a selection operation for at least one operating parameter, determine the target operating parameter corresponding to the selection operation;

[0105] Step S404: In response to the association operation of the target operating parameters and the first vibration data, a second correspondence between the target operating parameters and the first vibration data is determined based on the association operation.

[0106] For step S402 above, for example, the game file contains numerous operating parameters, and the player can select the operating parameter that needs to be associated from among these parameters. The system can respond to the player's selection operation for at least one operating parameter by using the operating parameter corresponding to the player's selection operation as the target operating parameter.

[0107] In step S404 above, the second correspondence is used to determine the first vibration data corresponding to the target operating parameter. For example, the interactive vibration could be a real-time control effect of vibration rhythm, amplitude, and frequency associated with in-game parameters. The player first selects the "energy value of the energy ball" parameter in the game parameters, and the system determines this parameter as the target operating parameter. Then, the player associates the "energy value of the energy ball" parameter with the first vibration data, and the system can determine the first correspondence between the "energy value of the energy ball" parameter and the first vibration data, that is, the "energy value of the energy ball" controls the vibration of the second electronic device.

[0108] For example, once the system can determine the first correspondence between the parameter "energy value of the energy ball" and the first vibration data, the vibration intensity of the game controller (second electronic device) can also increase as the energy ball in the game gradually accumulates energy. When the energy value of the energy ball is fully accumulated and explodes, the vibration intensity of the game controller can reach its maximum.

[0109] In this embodiment, by associating the target running parameters in the game with the first vibration data, the correspondence between the target running parameters and the first vibration data is determined. By controlling the vibration of the second electronic device through the target running parameters in the game, the vibration effect based on the real-time parameter changes in the game can be realized. Dynamic vibration feedback provides players with an additional dimension and a more delicate interactive experience, deepening the sense of immersion and alleviating the technical problem of poor vibration performance of game devices.

[0110] Based on steps S402 and S404 above, the correspondence between the target parameters and the first vibration data can be flexibly determined in various ways. For example, a vibration line can be drawn and edited, and then the relationship between the horizontal and vertical coordinates of the vibration line can be determined as the second correspondence between the target operating parameters and the first vibration data. This allows for the design of diverse vibration effects based on the target operating parameters, enhancing the vibration performance of the gaming device. As an example, step S404 above may specifically include the following steps:

[0111] Step a) In response to the editing operation on the vibration line, determine the first abscissa of the vibration line on the first abscissa and the first ordinate on the first ordinate.

[0112] Step b) Based on the correlation between the first abscissa and the first ordinate of the vibration line, determine the second correspondence between the target operating parameters and the first vibration data.

[0113] For example, target operating parameters and initial vibration data can be edited using Wwise software. Wwise is a sound engine used to create audio and vibration material structures, manage audio and vibration processing, and perform a wide range of functions. A design process that uses Wwise to draw vibration lines (including straight vibration lines and / or vibration curves) and associate them with in-game parameters can be implemented to achieve vibration effects that change according to real-time in-game parameter variations. Figure 5 As shown, you can first create a new audio file. Then, by adding an audio source (Add Source) and selecting "Wwise Motion Source," the audio will be driven by the Wwise Motion component, producing no sound itself. Afterwards... Figure 6 As shown, the audio is sent to the Motion Bus, allowing the Wwise Motion module to calculate and generate the source file information, which is itself generated by the Wwise Motion Source. Then, as... Figure 7 As shown, double-click the Wwise Motion Source file to enter the vibration editing window. In the Effect Settings, assign Driver A as the first vibration curve and Driver B as the second vibration curve. Finally, switch to the Real Time Parameter Control (RTPC) window to customize the horizontal and vertical axes, thereby determining the first horizontal coordinate of the vibration curve on the first horizontal axis and the first vertical coordinate on the first vertical axis. Then, based on the correlation between the first horizontal and first vertical coordinates of the vibration curve, determine the second correspondence between the target running parameters and the first vibration data.

[0114] By making the system respond to the player's editing operation on the vibration line, the first horizontal coordinate of the vibration line on the first horizontal axis and the first vertical coordinate on the first vertical axis are determined. Then, based on the correlation between the first horizontal coordinate and the first vertical coordinate of the vibration line, the second correspondence between the target running parameters and the first vibration data is determined. This allows the player to flexibly determine the correspondence between the target parameters and the first vibration data, and thus design a variety of vibration effects based on the target running parameters, thereby enhancing the vibration effect performance of the game device.

[0115] Based on steps a) and b) above, the horizontal and vertical axes of the vibration line can correspond to different parameters. For example, the conventional method is to control the first vibration data in the time domain. The first vibration data corresponds to time, and a corresponding preset effect is played within a preset time. However, in this embodiment, the target operating parameter can be used as the horizontal axis and the first vibration data as the vertical axis. This allows the first vibration data to be controlled through the operating parameter, which facilitates the editing of the vibration line and enhances the vibration effect of the game device. As an example, the horizontal axis represents the target operating parameter, and the vertical axis represents the first vibration data.

[0116] For example, such as Figure 7 As shown, the horizontal axis is used to represent the target operating parameters, and the vertical axis is used to represent the first vibration data. If the target operating parameter is the "energy value of the energy ball", then the energy value of the energy ball can be used as the horizontal axis, and Driver A and Driver B can be used as the vertical axis.

[0117] By using the horizontal axis to represent the target operating parameters and the vertical axis to represent the first vibration data, this invention overcomes the limitations of existing technologies that control vibration effects in the time domain, where the vibration effect corresponds to a specific time point and a preset effect is played within a preset time. In this embodiment, the control is achieved using parameter values ​​in the game (such as the energy value of an energy ball). Different parameter values ​​correspond to different effects and are not limited by time, thus enabling more flexible control of the vibration effect and enhancing the performance of the game device's vibration effect.

[0118] In some embodiments, the second electronic device has a preset achievable vibration effect. By flexibly setting the vibration effect in the game, different vibration effects can be set according to different game content, thereby directly determining the first vibration data corresponding to the vibration effect and enhancing the performance of the game device's vibration effect. As an example, the method may further include the following steps:

[0119] Step c) In response to the setting operation for the vibration effect corresponding to the game, determine the first vibration data corresponding to the vibration effect.

[0120] In step c) above, the vibration effect refers to the effect achievable by the first electronic device. For example, the second electronic device has both high-frequency and low-frequency vibration effects, and in the Effect Settings, Driver A is assigned to low-frequency vibration and Driver B to high-frequency vibration, respectively. For devices with more vibration units, there can be more assignment rules.

[0121] In practical applications, taking the "energy value of the energy ball" as the target operating parameter as an example, since the energy ball starts accumulating energy relatively slowly, the low frequency can be more frequent and the changes more obvious; when the energy ball has accumulated more energy until the stage of explosion, the high frequency vibration can be more significant, so the shape of the two curves can be adjusted.

[0122] By enabling the system to respond to the player's settings for vibration effects in the game and determining the first vibration data corresponding to the vibration effect, players can flexibly set the vibration effects in the game and set different vibration effects according to different game content. In this way, the first vibration data corresponding to the vibration effect can be directly determined, thereby enhancing the vibration effect performance of the gaming device.

[0123] Based on step c) above, the correspondence between the target parameter and the first vibration data can be flexibly determined in various ways. For example, the target operating parameter can be associated with the first vibration data of multiple vibration effects simultaneously, thereby achieving the goal of controlling multiple vibration effects through the same target operating parameter, and thus making the vibration effect more expressive. As an example, the vibration effects can be of multiple types; step S404 above can specifically include the following steps:

[0124] Step d) In response to the association operation of the target operating parameters and the first vibration data corresponding to the various vibration effects, a second correspondence between the target operating parameters and the various first vibration data is determined according to the association operation.

[0125] For example, the first vibration data of the same target operating parameters and multiple vibration effects can be associated. For instance, the energy value of the energy ball can be associated with both the vibration line of Driver A and the vibration line of Driver B, so that the energy ball has both high-frequency and low-frequency vibrations during a certain period of energy storage. Through the combination of high and low frequency vibrations, a variety of vibration effects can be achieved.

[0126] In practical applications, such as Figure 8 As shown, you can add the vibration effects of Driver A and Driver B vibration lines to the corresponding sound effect events for synchronized playback (the last item in the image is the sound effect control for the energy ball). If you only need vibration feedback and do not need simultaneous sound effects, you can right-click and create a new playback event.

[0127] By making the system respond to the player's association operation on the first vibration data of the target running parameters and multiple vibration effects, and determining the second correspondence between the target running parameters and multiple first vibration data according to the association operation, the same target running parameter can be associated with the first vibration data of multiple vibration effects, thereby achieving diversified vibration effects.

[0128] Based on steps S402 and S404 above, the correspondence between the target parameters and the first vibration data can be flexibly determined in various ways. For example, to trigger special vibration effects when special events occur in the game, the target operating parameters can be adjusted and associated with the first vibration data, so that the vibration effect corresponding to the first vibration data can only be triggered when the target operating parameters reach specific conditions, thereby making the vibration effects more diverse and expressive. As an example, step S404 above may specifically include the following steps:

[0129] Step e) In response to the adjustment operation for the target operating parameter, the specific conditions of the target operating parameter are determined based on the adjustment result of the adjustment operation.

[0130] Step f) In response to the association operation for specific conditions and first vibration data, a second correspondence between the target operating parameters and the first vibration data is determined based on the association operation, so as to correspond to the first vibration data when the target operating parameters reach the specific conditions.

[0131] For example, players can adjust target operating parameters, and the system will determine specific conditions of the target operating parameters based on the adjustment results. Then, when the target operating parameters reach the specific conditions, the system can control the second electronic device to exhibit the corresponding vibration effect.

[0132] In practical applications, such as Figure 7 As shown, taking the "energy value of the energy ball" as the target operating parameter as an example, the energy value parameter can be set from 0 to 6 points. The energy ball starts accumulating energy from 0. Each time the player clicks on the energy ball in the graphical player interface, it accumulates 1 point of energy. The player continuously clicks the energy ball until the energy value reaches 6 points, at which point the energy ball explodes. Therefore, reaching different energy values ​​can be used as specific conditions, with each specified energy value corresponding to a different first vibration data, that is, different vibration effects corresponding to energy values ​​from 0 to 6 points.

[0133] By making the system respond to the player's adjustment operation on the target operating parameters, the specific conditions of the target operating parameters are determined based on the adjustment result. Then, in response to the association operation on the specific conditions and the first vibration data, a second correspondence between the target operating parameters and the first vibration data is determined based on the association operation. This allows the target operating parameters to correspond to the first vibration data when the specific conditions are met, thereby triggering special vibration effects when special events occur in the game, making the vibration effects more diverse and expressive.

[0134] Based on steps e) and f) above, specific conditions can include multiple types. By including multiple types of specific conditions, the target operating parameters can be flexibly associated with different first vibration data in various ways, thereby achieving more diverse vibration effects and making the vibration effects more expressive. For example, specific conditions include any one or more of the following:

[0135] The target operating parameter values ​​reach specific values, the target operating parameter values ​​change in a specific manner, and the target operating parameter operating degree reaches a specific degree.

[0136] As an example, a specific condition can be set by setting the target operating parameter to a specific value. If the target operating parameter is the "energy value of the energy ball," the energy value can be divided into six specific values ​​from 0 to 6. Each specific value corresponds to a first vibration data point; that is, reaching each specific value triggers the corresponding vibration effect. When the energy ball's energy value is 0, the second electronic device will not vibrate; when the energy ball's energy value is 1, the second electronic device may vibrate slightly; when the energy ball's energy value reaches 6 and explodes, the second electronic device may vibrate violently.

[0137] As another example, the numerical change of the target operating parameter can be used as a specific condition. Taking the "energy value of the energy ball" as the target operating parameter, the energy value from 0 to 6 can be divided into multiple different change stages, i.e., different specific change conditions, and the vibration effect changes linearly according to the specific change conditions.

[0138] As another example, achieving a specific level of performance in target parameters can be used as a specific condition. For instance, when designing card-drawing effects, instead of the traditional simple click-based interaction, haptic feedback can be incorporated to provide players with a more dynamic and nuanced vibration experience, creating a sense of immersion. When the player holds down the energy ball, it charges and accelerates; when released, the energy recedes and the rotation slows down. The energy accumulation is not constant but accelerates. Two separate vibration curves can be set for the energy ball, gradually increasing in intensity as the in-game parameter "energy ball energy value" rises—low frequency with rapid increases in the low-speed phase, and high frequency with rapid increases in the high-speed phase. Ultimately, this provides players with a dynamic vibration immersive effect in the haptic feedback. The vibration is synchronized with the player's actions in real time; once the button is released, the vibration intensity smoothly decreases, encouraging players to hold down the button to achieve the final card-drawing effect.

[0139] In practical applications, just like designing sound effects, appropriate vibration effects can be designed and added to every place that needs vibration interaction feedback. This can be combined with gameplay, graphical user interface, art, and audio elements to create a more immersive interactive experience in multiple dimensions. For example, the rhythmic vibration of gunshots, the explosion vibration of bombs from strong to weak, the real-time touch feedback of rhythm games, and the vibration experience of racing game controllers can all be designed in projects.

[0140] By including multiple types of specific conditions, the target operating parameters can be flexibly associated with different first vibration data in various ways, thereby achieving more diverse vibration effects and making the vibration effects more expressive.

[0141] In some embodiments, the operating parameters may include multiple types. By including multiple types of operating parameters, different operating parameters can be associated with the first vibration data, allowing for more flexible control of different vibration effects through different operating parameters. This results in more diverse vibration effects and more expressive vibration effects. For example, the operating parameters include any one or more of the following:

[0142] The game's runtime parameters, the state parameters of virtual objects in the game, and the specific nodes that trigger the second electronic device.

[0143] As an example, the game's runtime parameter can be used as the runtime parameter. That is, the vibration effect is controlled in the time domain. It can be understood that the horizontal axis of the vibration line is time, the vertical axis is the first vibration data, the vibration effect corresponds to the time point, and the corresponding preset effect is played within the preset time.

[0144] As another example, the state parameters of virtual objects in the game can be used as operating parameters. For instance, the "energy value of the energy ball" can be used as an operating parameter, and the vibration effect can be controlled based on the value of the energy ball. Another example is associating different game state parameters with the first vibration data, so that the second electronic device can exhibit corresponding vibration effects when the game is in different states.

[0145] As another example, a specific node that triggers the second electronic device can be used as a running parameter. Players can customize the specific node that triggers the second electronic device, using a preset specific node as a running parameter to correspond to the first vibration data, thereby generating diverse vibration effects.

[0146] By including multiple types of operating parameters, different operating parameters can be associated with the first vibration data. This allows for more flexible control of different vibration effects through different operating parameters, thereby achieving more diverse vibration effects and making the vibration effects more expressive.

[0147] In some embodiments, vibration effects can be flexibly controlled in various ways. For example, vibration effects can be controlled through in-game audio data to achieve audio-controlled vibration, making vibration triggering more multi-dimensional, improving the player's gaming experience, and enhancing the expressiveness of the vibration effects. As an example, the game also corresponds to audio data; the method may also include the following steps:

[0148] Step g) Obtain the target audio data corresponding to the current game and analyze the target audio features of the target audio data;

[0149] Step h): Based on the target audio characteristics, determine the second vibration data corresponding to the target audio characteristics;

[0150] Step i) Based on the second vibration data, the first electronic device performs vibration feedback that matches the second vibration data during the game operation.

[0151] For example, interactive vibrations can be effects that synchronize rhythm and amplitude with audio, and Wwise can provide customized vibration effects that match the amplitude and duration of the audio. Figure 9 , Figure 10 , Figure 11 and Figure 12As shown, first, import the audio file that needs to drive vibration into the Wwise project. Then, create a new auxiliary channel in the Motion Factory Bus under the Master-MixerHierarchy. In the Auxiliary Bus section under the General Settings of the audio file, add the auxiliary channel created in the previous step and specify auxiliary transmission for the audio file. This allows the audio information to be sent simultaneously to the WwiseMotion module, which calculates and generates the vibration effect. Then, generate a corresponding playback event for this audio with vibration. Right-click the audio material and select "New Event - Play." Playing this event will allow you to experience the vibration effect produced by the audio-driven vibration. The effect is automatically generated based on the audio length and dynamic envelope, resulting in a high degree of time synchronization with the audio.

[0152] By enabling the system to acquire audio data and analyze the audio characteristics of the audio data, and then determining the second vibration data corresponding to the target audio characteristics, the vibration effect can be controlled through audio, thereby enhancing the expressiveness of the vibration effect.

[0153] Based on steps g), h), and i), the correspondence between audio features and second vibration data can be flexibly determined in various ways. This allows for the design of diverse vibration effects based on the audio, enhancing the performance of vibration effects on gaming devices. As an example, a third correspondence between the target audio features and second vibration data is determined by specifying a calculation method. Step h) can specifically include the following steps:

[0154] Step j), obtain the third correspondence;

[0155] Step k) Determine the second vibration data corresponding to the target audio features based on the target audio features and the third correspondence.

[0156] It should be noted that the third correspondence is used to determine the corresponding second vibration data based on the audio characteristics of the audio data during the game's operation, so that the second electronic device can execute the second vibration data.

[0157] In practical applications, a third correspondence between the target audio features and the second vibration data can be determined by specifying the calculation method. Then, the second vibration data corresponding to the target audio features can be determined based on the third correspondence. In this way, a variety of vibration effects can be designed more accurately based on the audio, thereby enhancing the vibration performance of the gaming device.

[0158] Based on steps g) and h) above, audio features can include multiple types. By including multiple types of audio features, different audio features can be associated with the second vibration data, allowing for more flexible control of different vibration effects through different audio features. This results in more diverse vibration effects and greater expressiveness. As an example, audio features include any one or more of the following:

[0159] Audio data includes speed, pitch, volume, rhythm, and duration.

[0160] For example, the Wwise Motion module can perform audio feature analysis on the received audio data to obtain features such as speed, pitch, volume, rhythm, and duration. Based on these features, it can then automatically calculate and generate a vibration effect that closely matches the audio. For instance, the higher the pitch, the higher the corresponding vibration frequency; conversely, the lower the pitch, the higher the corresponding vibration frequency. Similarly, the higher the volume, the larger the corresponding vibration amplitude; and the lower the volume, the smaller the corresponding vibration amplitude.

[0161] By including multiple types of audio features, different audio features can be associated with the second vibration data. This allows for more flexible control of different vibration effects through different audio features, thereby achieving more diverse vibration effects and making the vibration effects more expressive.

[0162] In some embodiments, the second vibration data may include multiple types. By including multiple types of second vibration data, different operating parameters and audio characteristics can be associated with the second vibration data. This allows for more flexible control of different vibration effects through different operating parameters and audio characteristics, thereby achieving more diverse vibration effects and making the vibration effects more expressive. As an example, the second vibration data includes any one or more of the following:

[0163] Vibration amplitude, vibration frequency, vibration intensity, vibration rhythm, and vibration duration.

[0164] For example, the second vibration data can include a variety of types. By combining different second electronic devices, different vibration effects can be provided. Different vibration amplitudes, vibration frequencies, vibration intensities, vibration rhythms, and vibration durations can be designed and combined to break through the limitations of the predetermined vibration effects. Dynamic vibration feedback can provide players with an additional dimension and a more delicate interactive experience, deepening the sense of immersion.

[0165] By including multiple types of second vibration data, different operating parameters and audio characteristics can be associated with the second vibration data. This allows for more flexible control of different vibration effects through different operating parameters and audio characteristics, thereby achieving more diverse vibration effects and making the vibration effects more expressive.

[0166] In practical applications, such as Figure 13 As shown, the design method implemented using Wwise is also applicable to another vibration design software, Lofelt. Vibration effects are generated through audio generation and manual drawing of each node. This embodiment integrates Wwise and Lofelt using the Messiah engine.

[0167] In the Wwise approach, such as Figure 14 As shown, the game engine links pre-compiled plugins according to the game's publishing platform, supporting platforms such as Windows / PS4 / Xbox / Switch / Android. Configure the correct output settings and then register the vibration output devices. For single-player games, only the default device needs to be registered, and vibration events are triggered using PostEvent. For multiplayer games, such as multiple Joy-Cons connected on a Switch, vibration output devices are registered sequentially, and the device's identity document (ID) is bound to a Wwise Game Object. Different Game Objects trigger independent vibration events for each controller. Global vibration events require additional setting up of multiple event receivers.

[0168] In the Lofelt method, such as Figure 15 As shown, the game engine integrates with Lofelt Android, iOS Software Development Kit (SDK), and other components. Taking the initialization of the haptic feedback player (HapticsPlayer) during the engine initialization phase as an example, a script interface is registered in the system to play pre-generated vibration description files and obtain the vibration file duration. When the game logic interrupts the audio, the vibration playback can be stopped simultaneously. The amplitude and frequency can also be controlled during playback. For real-time vibration feedback, typically used for audio strongly correlated with game states, such as racing car motors, where description files cannot be pre-generated, the audio stream is directly bound to the HapticsPlayer as the input source. When the audio player (AudioPlayer) plays the audio, the corresponding vibration feedback is generated in real time.

[0169] Afterwards, integration, testing, and optimization of the vibration effects are carried out, such as... Figure 16As shown, after connecting to the game engine via the Application Programming Interface (API), the form filling is linked to sound effects for triggering. If pure touch effects are not required and synchronization with sound effects is not needed, then triggering via the form filling can be achieved as conveniently as attaching sound effects to a User Interface (UI). Figure 17 As shown, the vibration effect can only be experienced in the game after the game is packaged. The effect can be easily adjusted and optimized by remotely connecting to the game through the platform. Figure 18 The results of real-device performance overhead tests show that, whether pre-installed or in real-time, the performance loss to the running device is very low. Even when playing continuously on the phone, the peak CPU usage does not exceed 2%, and memory usage remains fixed at around 10MB.

[0170] Figure 19 A schematic diagram of a vibration feedback device 1900 for games is provided. This device can be applied to a terminal device capable of running game programs, and provides a graphical user interface (GUI) via a first electronic device, the GUI containing the game's running screen. Figure 19 As shown, the vibration feedback device 1900 in the game includes:

[0171] The first acquisition module 1901 is used to acquire the target running parameters of the running screen;

[0172] The first determining module 1902 is used to determine the first vibration data corresponding to the target operating parameters based on the target operating parameters;

[0173] The first execution module 1903 is used to execute vibration feedback that matches the first vibration data during the operation of the game by the first electronic device.

[0174] In some embodiments, a first correspondence is established between the target operating parameters determined by the adjustment of the second electronic device and the first vibration data; the determining module 1902 is specifically used for:

[0175] Obtain the first correspondence from the second electronic device;

[0176] Based on the target operating parameters and the first correspondence, determine the first vibration data corresponding to the target operating parameters.

[0177] In some embodiments, it also includes:

[0178] The second determining module is used to determine the target operating parameter corresponding to the selection operation in response to a selection operation for at least one operating parameter.

[0179] The third determining module is used to determine a second correspondence between the target operating parameters and the first vibration data in response to the association operation of the target operating parameters and the first vibration data; wherein the second correspondence is used to determine the first vibration data corresponding to the target operating parameters.

[0180] In some embodiments, the third determining module is specifically used for:

[0181] In response to the editing operation on the vibration line, the first horizontal coordinate of the vibration line on the first horizontal axis and the first vertical coordinate on the first vertical axis are determined.

[0182] Based on the correlation between the first abscissa and the first ordinate of the vibration line, a second correspondence between the target operating parameters and the first vibration data is determined.

[0183] In some embodiments, the horizontal axis is used to represent target operating parameters; the vertical axis is used to represent first vibration data.

[0184] In some embodiments, the device further includes:

[0185] The third determining module is used to determine the first vibration data corresponding to the vibration effect in response to the setting operation for the vibration effect corresponding to the game; wherein the vibration effect is the effect that the first electronic device can achieve.

[0186] In some embodiments, the vibration types that produce the vibration effect are multiple; the third determining module is specifically used for:

[0187] In response to the association operation of the target operating parameters and the first vibration data corresponding to various vibration effects, a second correspondence between the target operating parameters and the various first vibration data is determined based on the association operation.

[0188] In some embodiments, the third determining module 1902 is specifically used for:

[0189] In response to adjustment operations targeting the target operating parameters, specific conditions for the target operating parameters are determined based on the adjustment results of the adjustment operations;

[0190] In response to the association operation for specific conditions and first vibration data, a second correspondence between the target operating parameters and the first vibration data is determined based on the association operation, so that the target operating parameters correspond to the first vibration data when the specific conditions are met.

[0191] In some embodiments, the specific conditions include any one or more of the following:

[0192] The target operating parameter values ​​reach specific values, the target operating parameter values ​​change in a specific manner, and the target operating parameter operating degree reaches a specific degree.

[0193] In some embodiments, the operating parameters include any one or more of the following:

[0194] The game's runtime parameters, the state parameters of virtual objects in the game, and the specific nodes that trigger the second electronic device.

[0195] In some embodiments, the game also corresponds to audio data; the device may further include:

[0196] The second acquisition module is used to acquire the target audio data corresponding to the current game and analyze the target audio features of the target audio data;

[0197] The fourth determining module is used to determine the second vibration data corresponding to the target audio characteristics based on the target audio characteristics;

[0198] The second execution module is used to execute vibration feedback that matches the second vibration data during the game operation of the first electronic device, based on the second vibration data.

[0199] In some embodiments, a third correspondence between the target audio features and the second vibration data is determined by a specified calculation method; the fourth determining module is specifically used for:

[0200] Obtain the third correspondence;

[0201] Based on the target audio features and the third correspondence, the second vibration data corresponding to the target audio features is determined.

[0202] In some embodiments, the audio features include any one or more of the following:

[0203] Audio data includes speed, pitch, volume, rhythm, and duration.

[0204] In some embodiments, the first vibration data includes any one or more of the following:

[0205] Vibration amplitude, vibration frequency, vibration intensity, vibration rhythm, and vibration duration.

[0206] In some embodiments, the execution module 1903 is specifically used for:

[0207] During the game, the first electronic device performs game control according to the current game progress and executes vibration feedback that matches the first vibration data.

[0208] The device for vibration feedback in games provided in this application has the same technical features as the method for vibration feedback in games provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.

[0209] Corresponding to the vibration feedback method in the above-mentioned game, this application embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and run by a processor, the computer-executable instructions cause the processor to perform the steps of the vibration feedback method in the above-mentioned game.

[0210] The vibration feedback device for games provided in this application embodiment can be specific hardware on the device or software or firmware installed on the device. The implementation principle and technical effects of the device provided in this application embodiment are the same as those in the foregoing method embodiments. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the foregoing method embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can all be referred to the corresponding processes in the above method embodiments, and will not be repeated here.

[0211] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0212] For example, the flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods, and computer program products according to various embodiments of this application. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing 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 those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram and / or flowchart, and combinations of blocks in block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions.

[0213] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0214] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0215] If the aforementioned function is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the vibration feedback method in the game described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0216] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0217] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. A method of in-game vibration feedback, characterized by, A graphical user interface is provided via a first electronic device, the graphical user interface including the running screen of the game, including: In response to a selection operation for at least one operating parameter, a target operating parameter corresponding to the selection operation is determined; wherein the at least one operating parameter includes an energy value parameter of a virtual object; in response to an adjustment operation for the target operating parameter, specific conditions of the target operating parameter are determined based on the adjustment result of the adjustment operation; the specific conditions include any one or more of the following: the value of the target operating parameter reaches a specific value, the change in the value of the target operating parameter reaches a specific change, and the operating degree of the target operating parameter reaches a specific degree; in response to an association operation for the specific conditions and first vibration data, a relationship between the target operating parameter and the first vibration data is determined based on the association operation. The second correspondence is used to correspond to the first vibration data when the target operating parameters reach the specific conditions; wherein, the second correspondence is used to determine the first vibration data corresponding to the target operating parameters; the processing of the first vibration data includes: creating an audio and vibration material structure through a sound engine, adding a sound engine vibration source so that the audio is driven by the sound engine vibration component to vibrate, sending the audio to the vibration bus so that the source file information generated by the sound engine vibration source is calculated and generated by the sound engine vibration module, entering the vibration editing window by operating the source file of the sound engine vibration source, and assigning different drives to different vibration curves in the effect settings; Obtain the target running parameters of the running screen; Based on the target operating parameters, determine the first vibration data corresponding to the target operating parameters; Based on the first vibration data, the first electronic device performs vibration feedback that matches the first vibration data during the operation of the game.

2. The method of claim 1, wherein, The first correspondence between the target operating parameters determined by the adjustment of the second electronic device and the first vibration data; The step of determining the first vibration data corresponding to the target operating parameters based on the target operating parameters includes: Obtain the first correspondence from the second electronic device; Based on the target operating parameters and the first correspondence, the first vibration data corresponding to the target operating parameters is determined.

3. The method of claim 1, wherein, The step of determining a second correspondence between the target operating parameters and the first vibration data in response to an association operation involving the target operating parameters and the first vibration data includes: In response to an editing operation on the vibration line, a first abscissa on the first horizontal axis and a first ordinate on the first vertical axis are determined; Based on the correlation between the first horizontal coordinate and the first vertical coordinate corresponding to the vibration line, a second correspondence between the target operating parameters and the first vibration data is determined.

4. The method of claim 3, wherein, The horizontal axis is used to represent the target operating parameters; the vertical axis is used to represent the first vibration data.

5. The method according to claim 1 or 3, characterized in that, Also includes: In response to a setting operation for a vibration effect corresponding to the game, the first vibration data corresponding to the vibration effect is determined; wherein the vibration effect is an effect achievable by the first electronic device.

6. The method of claim 5, wherein, The vibration effect is of various types; the step of determining a second correspondence between the target operating parameters and the first vibration data in response to the association operation of the target operating parameters and the first vibration data includes: In response to an association operation of the target operating parameters and the first vibration data corresponding to the various vibration effects, a second correspondence between the target operating parameters and the various first vibration data is determined based on the association operation.

7. The method of claim 2, wherein, The operating parameters include any one or more of the following: The game's runtime parameters, the state parameters of virtual objects in the game, and the specific nodes that trigger the second electronic device.

8. The method of claim 1, wherein, The game includes audio data; it also includes: Obtain the target audio data currently corresponding to the game, and analyze the target audio features of the target audio data; Based on the target audio features, determine the second vibration data corresponding to the target audio features; Based on the second vibration data, the first electronic device performs vibration feedback that matches the second vibration data during the operation of the game.

9. The method of claim 8, wherein, A third correspondence between the target audio feature and the second vibration data determined by a specified calculation method; the step of determining the second vibration data corresponding to the target audio feature based on the target audio feature includes: Obtain the third correspondence; Based on the target audio features and the third correspondence, the second vibration data corresponding to the target audio features is determined.

10. The method of claim 8, wherein, The audio features include any one or more of the following: The audio data includes the speed, pitch, volume, rhythm, and duration of the audio.

11. The method of claim 1, wherein, The vibration data includes any one or more of the following: Vibration amplitude, vibration frequency, vibration intensity, vibration rhythm, and vibration duration.

12. The method of claim 1, wherein, The first electronic device performs vibration feedback that matches the first vibration data during the operation of the game, including: During the operation of the game, the first electronic device performs game control according to the current game progress and executes vibration feedback that matches the first vibration data.

13. Apparatus for haptic feedback in a game, characterized in that A graphical user interface is provided via a first electronic device, the graphical user interface including the running screen of the game, including: The acquisition module is used to acquire the target running parameters of the running screen; The first determining module is used to determine the first vibration data corresponding to the target operating parameters based on the target operating parameters; An execution module is configured to, based on the first vibration data, perform vibration feedback that matches the first vibration data during the operation of the game; It also includes: a second determining module, configured to determine the target operating parameter corresponding to the selection operation in response to a selection operation for at least one operating parameter; wherein the at least one operating parameter includes an energy value parameter of a virtual object; and to determine a second correspondence between the target operating parameter and the first vibration data based on the association operation in response to an association operation for the target operating parameter and the first vibration data; wherein the second correspondence is used to determine the first vibration data corresponding to the target operating parameter. The third determining module is specifically used for: responding to the adjustment operation for the target operating parameter, determining specific conditions of the target operating parameter based on the adjustment result of the adjustment operation; responding to the association operation for the specific conditions and the first vibration data, determining a second correspondence between the target operating parameter and the first vibration data based on the association operation, so that the target operating parameter corresponds to the first vibration data when the specific conditions are met; the specific conditions include any one or more of the following: the value of the target operating parameter reaches a specific value, the change of the value of the target operating parameter reaches a specific change, and the operating degree of the target operating parameter reaches a specific degree; the processing of the first vibration data includes: creating an audio and vibration material structure through a sound engine, adding a sound engine vibration source so that the audio is driven by the sound engine vibration component to vibrate, sending the audio to the vibration bus so that the source file information generated by the sound engine vibration source is calculated and generated by the sound engine vibration module, entering the vibration editing window by operating the source file of the sound engine vibration source, and assigning different drives to different vibration curves in the effect settings.

14. An electronic device comprising a memory, a processor, the memory having stored therein a computer program executable on the processor, characterized in that, When the processor executes the computer program, it implements the steps of the vibration feedback method in the game as described in any one of claims 1 to 12.

15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to perform the vibration feedback method in a game as described in any one of claims 1 to 12.

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