Game sound effect processing method, device, storage medium and terminal device

By converting game sound effects into preset audio formats based on spatial position representation and mixing them according to the audio setting parameters of the terminal device, the problem of inconsistent loudness on different terminal devices is solved, and the output consistency of game sound effects is improved and Player experience.

CN114949856BActive Publication Date: 2024-12-27BEIJING ZITIAO NETWORK TECH CO LTD
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Patent Information

Application Number
CN202210394154.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-04-14
Publication Date
2024-12-27
Estimated Expiration
2042-04-14

AI Technical Summary

Technical Problem

In game scenarios, the loudness of the same game sound effects output on different types of terminal devices is inconsistent, which affects the fairness of the game and the player experience.

Method used

By converting game sound effects into preset audio formats based on sounds represented by spatial position, and mixing them according to the audio setting parameters of the terminal device, ensuring that the loudness of the output is consistent.

Benefits of technology

The sound and loudness of the same game output on different types of terminal devices is achieved, improving the competitive fairness of the game and player experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure relates to a method, device, storage medium and terminal device for processing game sound effects, and relates to the field of computer technology. The method converts the game sound effects triggered in the game scene into a first audio in a preset audio format, and then mixes the first audio into a second audio that matches the audio setting parameters. Since the first audio is in an audio format that represents sound based on spatial position, the first audio is independent of the channel. Therefore, no matter what type of audio setting parameters the terminal device uses, the loudness of the second audio that is ultimately output is consistent with the loudness of the original game sound effect. For games running on different types of terminal devices, based on the method for processing game sound effects proposed in the embodiments of the present disclosure, the loudness of the same game sound effect output can be kept consistent.
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Description

Technical Field

[0001] The present disclosure relates to the field of computer technology, and in particular to a method, apparatus, storage medium, and terminal device for processing game sound effects. Background Art

[0002] In gaming scenarios, game sound effects are an essential component, providing essential event feedback while increasing players' immersion. Therefore, ensuring the quality of game sound effects is an essential part of the game development process. Summary of the Invention

[0003] This summary is provided to briefly introduce concepts that will be described in detail in the detailed description below. This summary 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, comprising:

[0005] In response to a triggering event of a game sound effect, obtaining the game sound effect triggered in the game scene;

[0006] Converting the game sound effect into a first audio in a preset audio format through an audio engine, wherein the preset audio format is an audio format that represents sound based on spatial position;

[0007] According to audio setting parameters of a terminal device running the game, the first audio is mixed into a second audio that matches the audio setting parameters;

[0008] The second audio is output to ensure that the loudness of the same game sound effect output by different types of terminal devices remains consistent.

[0009] In a second aspect, the present disclosure provides a device for processing game sound effects, comprising:

[0010] An acquisition module configured to respond to a triggering event of a game sound effect and acquire the game sound effect triggered in the game scene;

[0011] a conversion module configured to convert the game sound effect into a first audio in a preset audio format through an audio engine, wherein the preset audio format is an audio format that represents sound based on spatial position;

[0012] a mixing module configured to mix the first audio into a second audio that matches the audio setting parameters according to audio setting parameters of a terminal device running the game;

[0013] The output module is configured to output the second audio so that the loudness of the same game sound effect output by different types of terminal devices remains consistent.

[0014] In a third aspect, the present disclosure provides a computer-readable storage medium having a computer program stored thereon, which implements the steps of the method described in the first aspect when executed by a processing device.

[0015] In a fourth aspect, the present disclosure provides a terminal device, including:

[0016] a storage device having a computer program stored thereon;

[0017] A processing device is used 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 solution, the game sound effects triggered in the game scene are converted into a first audio in a preset audio format, and then the first audio is mixed into a second audio that matches the audio setting parameters. Since the first audio is an audio format that represents sound based on spatial position, the first audio is independent of the channel. Therefore, no matter what type of audio setting parameters the terminal device adopts, the loudness of the second audio finally outputted is consistent with the loudness of the original game sound effect. For games running on different types of terminal devices, based on the game sound effect processing method proposed in the embodiment of the present disclosure, the loudness of the same game sound effect outputted can be kept consistent.

[0019] Other features and advantages of the present disclosure will be described in detail in the following detailed description. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] The above and other features, advantages and aspects of the various embodiments of the present disclosure will become more apparent with reference to the following detailed description in conjunction with the accompanying drawings. 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 that the originals and elements are not necessarily drawn to scale. In the drawings:

[0021] Figure 1 The present invention is a flowchart of a method for processing game sound effects according to an exemplary embodiment.

[0022] Figure 2 The figure is a schematic diagram of a principle of a preset audio format proposed according to an exemplary embodiment.

[0023] Figure 3 yes Figure 1 The specific flow chart of step 110 is shown.

[0024] Figure 4 The figure is a schematic diagram of module connections of a device for processing game sound effects according to an exemplary embodiment.

[0025] Figure 5 It is a structural diagram of a terminal device proposed according to an exemplary embodiment. DETAILED DESCRIPTION

[0026] The following describes embodiments of the present disclosure in more detail with reference to the accompanying drawings. Although certain embodiments of the present disclosure are shown in the accompanying 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 described herein. Rather, these embodiments are provided to provide a more thorough and complete understanding of the present disclosure. It should be understood that the drawings and embodiments of the present disclosure are for illustrative purposes only and are not intended to limit the scope of protection of the present disclosure.

[0027] It should be understood that the various steps described in the method embodiments of the present disclosure may be performed in different orders 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 respect.

[0028] As used herein, the term "including" and its variations are open-ended, i.e., "including but not limited to." The term "based on" means "based, at least in part, on." The term "one embodiment" means "at least one embodiment," the term "another embodiment" means "at least one additional embodiment," and the term "some embodiments" means "at least some embodiments." Other terms are defined in the following description.

[0029] It should be noted that the concepts of "first" and "second" mentioned in this 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.

[0030] It should be noted that the modifications of "one" and "multiple" mentioned in the present disclosure are illustrative rather than restrictive, and those skilled in the art should understand that unless otherwise clearly indicated in the context, they should be understood as "one or more".

[0031] The names of the messages or information exchanged between multiple devices in the embodiments of the present disclosure are only used for illustrative purposes and are not used to limit the scope of these messages or information.

[0032] It is understandable that before using the technical solutions disclosed in the various embodiments of this disclosure, the type, scope of use, usage scenarios, etc. of the personal information involved in this disclosure should be informed to the user and the user's authorization should be obtained in an appropriate manner in accordance with relevant laws and regulations.

[0033] For example, in response to a user's active request, a prompt message is sent to the user to clearly inform the user that the operation requested will require the acquisition and use of the user's personal information. This allows the user to independently choose whether to provide personal information to the software or hardware, such as the terminal device, application, server, or storage medium, that performs the operation of the disclosed technical solution, based on the prompt message.

[0034] As an optional but non-limiting implementation, in response to receiving a user's active request, the prompt information may be sent to the user in the form of a pop-up window, in which the prompt information may be presented in text form. In addition, the pop-up window may also contain a selection control for the user to select "agree" or "disagree" to provide personal information to the terminal device.

[0035] It is understandable that the above notification and user authorization process are merely illustrative and do not limit the implementation of the present disclosure. Other methods that comply with relevant laws and regulations may also be applied to the implementation of the present disclosure.

[0036] At the same time, it is understood that the data involved in this technical solution (including but not limited to the data itself, the acquisition or use of the data) must comply with the requirements of relevant laws, regulations and relevant provisions.

[0037] Figure 1 FIG. 1 is a flowchart of a method for processing game sound effects according to an exemplary embodiment. Figure 1 As shown, the embodiment of the present disclosure proposes a method for processing game sound effects, which can be executed by a terminal device, specifically by a game sound effect processing device, which can be implemented by software and / or hardware and configured in the terminal device. Figure 1 As shown, the method may include the following steps.

[0038] In step 110 , in response to a triggering event of a game sound effect, the game sound effect triggered in the game scene is obtained.

[0039] Here, a triggering event for a game sound effect refers to an instruction that triggers the playback of a game sound effect within a game scene. Game sound effects may include skill sound effects, ambient sound effects, background music, and other sound effects that may be present in a game scene. A triggering event for a game sound effect can be initiated by the game player, for example, when a player unleashes a skill within the game scene, a triggering event for the playback of a game sound effect is triggered. Of course, a triggering event for a game sound effect can also be triggered by the game itself, for example, when the game reaches a preset scene, a triggering event for the playback of a preset game sound effect is triggered.

[0040] For example, the number of game sound effects triggered simultaneously in a game scene can be one or more. For example, background music and skill sound effects can be triggered simultaneously in a game scene.

[0041] Moreover, the game sound effects triggered in the game scene can be pre-recorded game sound effects, or can be generated in real time by the audio engine based on rendering of the sound effect material.

[0042] In step 120, the game sound effect is converted into a first audio in a preset audio format by an audio engine, wherein the preset audio format is an audio format that represents sound based on spatial position.

[0043] Here, the terminal device responds to the triggering event, obtains the game sound effect triggered in the game scene through the audio engine, and converts the obtained game sound effect into the first audio in a preset audio format through the audio engine.

[0044] The acquired game sound effects may be in various audio formats, such as a mono audio format, a stereo audio format, a surround sound audio format, or a preset audio format. The surround sound audio format may be 5.1, 7.1, 7.1.4, or the like. In the disclosed embodiment, regardless of the audio format of the acquired game sound effects, they are converted into the preset audio format to obtain the first audio.

[0045] It is worth noting that mono, stereo, and surround sound are all audio formats based on channel representation. For example, mono is a single-channel track, stereo is a two-channel track, 5.1 surround sound is a six-channel track, 7.1 surround sound is an eight-channel track, and 7.1.4 surround sound is a 12-channel track. It is worth noting that audio formats based on channel representation are strongly related to the position of the terminal device's speakers and the channels, while audio formats based on spatial position representation of sound are independent of the speaker position and channels.

[0046] Figure 2 FIG. 1 is a schematic diagram of a preset audio format according to an exemplary embodiment. Figure 2 As shown, in the virtual panoramic space 20, the game sound effect is decomposed into sub-sound signals distributed at different spatial positions in the virtual panoramic space 20 (such as Figure 2 As shown by the gray circles in the figure). This is equivalent to having numerous speakers distributed in the virtual panoramic space 20, and the game sound effects are decomposed into speakers at different spatial positions. Figure 2 The size of the gray circle in the figure represents the volume of the sound signal at that spatial position.

[0047] In some embodiments, the preset audio format may be an Ambisonic format, which is an audio format that represents sound based on spatial position. Audio in the Ambisonic format is isotropic and can treat sounds from any direction equally.

[0048] In step 130, the first audio is mixed into a second audio that matches the audio setting parameters of the terminal device running the game.

[0049] Here, the audio setting parameter refers to the audio format used when the terminal device running the game outputs the game sound effects. For example, when the terminal device supports Dolby Surround Sound, the audio setting parameter can be a surround sound audio format, such as 5.1 surround sound, 7.1 surround sound, or 7.1.4 surround sound. When the terminal device supports stereo sound, the audio setting parameter can be a stereo audio format. When the terminal device supports mono sound, the audio setting parameter can be a mono audio format.

[0050] It should be understood that due to the different performance of different terminal devices, the corresponding audio setting parameters may be different, and the terminal device may also support multiple audio setting parameters at the same time. Game players can enable different audio setting parameters according to their needs.

[0051] After converting the triggered game sound effect into a first audio in a preset audio format, the terminal device uses an audio engine to mix the first audio into a second audio that matches the audio setting parameters. For example, when the audio setting parameters are stereo parameters, the audio engine mixes the first audio in the preset audio format into a second stereo audio.

[0052] In step 140, the second audio is output to ensure that the loudness of the same game sound effect output by different types of terminal devices remains consistent.

[0053] Here, after obtaining the second audio, the terminal device outputs the second audio through an audio output device, wherein the audio output device refers to a final sound output module of the terminal device, such as a speaker, earphones, and other devices.

[0054] It should be understood that the audio output devices of different types of terminal devices maintain the same loudness of the same second audio output under the same volume gain parameters. Loudness, also known as volume, describes the loudness of a sound and represents the subjective perception of sound by the human ear. Its unit of measurement is the sone, with 1000Hz and a pure tone with a sound pressure level of 40dB being defined as 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 a sound is constrained by the sound intensity; as the sound intensity level increases, the loudness level generally also increases.

[0055] It is worth noting that in gaming scenarios, the audio formats of game sound effects vary, and when the game sound effects are finally output, the game sound effects in different audio formats need to be mixed into audio that matches the audio setting parameters for output. When different terminal devices use different audio setting parameters, when the game sound effects in the same audio format are converted to different audio setting parameters for output, the loudness of the same game sound effects output on different terminal devices will be different. For example, when the audio setting parameters of terminal device A are stereo and the audio format of the game sound effects is 7.1 surround sound, terminal device A needs to convert the 7.1 surround sound game sound effects into stereo game sound effects for output. However, since 7.1 surround sound has 8 channel tracks and stereo has 2 channel tracks, when converting the 7.1 surround sound game sound effects into stereo, the mismatch of the channel tracks will result in inconsistent volume of each channel track, thereby changing the original loudness of the game sound effects. For example, the original loudness of a 7.1 surround sound game sound effect is -20dB. After converting to stereo, the loudness of the game sound effect will become -18dB.

[0056] In gaming scenarios, if the loudness of the same game sound effects output on different devices is inconsistent, it will provide a very poor experience for gamers. For example, in virtual shooting games, gamers generally need to judge the location of opponents by the sounds of footsteps and vehicles. If the loudness of the same footsteps output on different devices varies, some gamers will not be able to determine the opponent's location in time, which not only affects the fairness of the game but also provides a very poor gaming experience for gamers.

[0057] In an embodiment of the present disclosure, the game sound effects triggered in the game scene are converted into a first audio in a preset audio format, and then the first audio is mixed into a second audio that matches the audio setting parameters. Since the first audio is an audio format that represents sound based on spatial position, the first audio is independent of the channel. Therefore, no matter what type of audio setting parameters the terminal device adopts, the loudness of the second audio that is ultimately output is consistent with the loudness of the original game sound effect. For games running on different types of terminal devices, based on the game sound effect processing method proposed in the embodiment of the present disclosure, the loudness of the same game sound effect output can be kept consistent.

[0058] Thus, by converting the game sound effects triggered in the game scene into a first audio signal representing the sound based on spatial position, then mixing the first audio signal into a second audio signal that matches the audio setting parameters of the terminal device, and outputting the second audio signal, the loudness of the output second audio signal can be guaranteed to be consistent with the loudness of the original game sound effect, thereby achieving consistent loudness for the same game sound effect output by different types of terminal devices. This not only improves the competitive fairness of the game, but also provides gamers with a good gaming experience.

[0059] In some feasible implementations, there may be multiple game sound effects triggered simultaneously in a game scene, and the terminal device may convert the multiple game sound effects into a first audio in a preset audio format through an audio engine.

[0060] Here, when multiple game sound effects are triggered simultaneously in the game scene, the terminal device obtains the multiple game sound effects through the audio engine, and converts the multiple game sound effects into a first audio in a preset audio format through the audio engine.

[0061] The converting of multiple game sound effects into a first audio in a preset audio format refers to representing the multiple game sound effects at different positions in the same virtual panoramic space to obtain the first audio.

[0062] In some embodiments, the terminal device can control the audio engine to call the audio conversion model corresponding to the audio format of the game sound effect, represent multiple game sound effects at different positions in the same virtual panoramic space, and obtain a first audio in the preset audio format.

[0063] Here, for game sound effects in different audio formats, when they are converted into the first audio, the audio engine calls the audio conversion model corresponding to the audio format of the game sound effect to convert the game sound effect into the first audio.

[0064] For example, when the audio format of the triggered game sound effect is mono, an audio conversion model consistent with mono is called to represent the mono game sound effect in the virtual panoramic space, obtaining the first audio. This audio conversion model consistent with mono can convert the mono game sound effect into the first audio in ambisonic format. When the audio format of the triggered game sound effect is stereo, an audio conversion model consistent with stereo is called to represent the stereo game sound effect in the virtual panoramic space, obtaining the first audio.

[0065] It is worth noting that the audio conversion model is actually an audio format conversion algorithm. For different audio formats, the corresponding audio format conversion algorithm can be called to convert the game sound effects into the first audio in Ambisonic format.

[0066] Taking a monophonic game sound effect as an example, the channel position of the monophonic game sound effect is directly in front, and its corresponding horizontal angle is 0°. The audio format conversion algorithm then represents the monophonic game sound effect on the X channel, Y channel, and Z channel of the virtual panoramic space based on this horizontal angle. Among them, the X channel represents the front and back direction, the Y channel represents the left and right direction, and the Z channel represents the top and bottom direction. For audio formats with other channel formats, the process of converting to the preset audio format actually uses different horizontal and vertical angles, which will not be repeated here.

[0067] It should be understood that in the embodiment of the present disclosure, multiple triggered game sound effects are merged into a first audio in a preset audio format, and multiple game sound effects in different audio formats are represented by a virtual panoramic space. In fact, the loudness of the multiple game sound effects is normalized, so that in the process of converting the first audio into the second audio, the loudness of the multiple game sound effects can be kept consistent with the original loudness.

[0068] By representing multiple game sound effects at different locations within the same virtual panoramic space, a single first audio source is generated, ensuring that the loudness of the multiple game sound effects simultaneously output by the game remains consistent with the original loudness. Furthermore, by converting multiple game sound effects into a single first audio source, the audio engine's processing speed when mixing the first audio source into the second audio source is increased, reducing the memory used by the game.

[0069] In some feasible implementations, the game sound effects triggered in the game scene can be synthesized in real time by an audio engine. For example, in a virtual shooting game, for gunshot sound effects triggered at different spatial positions, it is necessary to render the gunshot sound effects according to corresponding parameters to obtain the corresponding gunshot sound effects.

[0070] In the embodiment of the present disclosure, the real-time synthesized game sound effects and / or pre-recorded game sound effects can be converted into a first audio in a preset audio format.

[0071] Figure 3 yes Figure 1 The specific flow chart of step 110 is shown in FIG. Figure 3 As shown, in some embodiments, step 110 may include the following steps.

[0072] In step 111 , in response to the triggering event, target sound effect material is acquired.

[0073] Here, the terminal device responds to the triggering event of the game sound effect and obtains the target sound effect material. The target sound effect material is the audio material of different pre-recorded game sound effects. For example, for a virtual shooting game, the sound of a gun can be pre-recorded as the target sound effect material.

[0074] In step 112, based on the spatial position information of the sound-emitting body in the game scene and the preset sound diffusion parameters, the target sound effect material is spatialized to obtain the game sound effect.

[0075] Here, the sound emitter refers to the object that emits sound in the game scene, which can be a bird, player character, non-player character (NPC), virtual gun, etc.

[0076] The spatial position information in 25483ZJTD can include the distance and orientation between the sound source and the virtual object (the game character controlled by the game player), as well as information about obstructions. Occlusion information refers to the type of obstruction between the sound source and the virtual object. Different types of obstructions will have different effects on the sound volume.

[0077] After determining the spatial position of the sound source in the game scene, the audio parameters of the target sound effect material can be adjusted based on the spatial position information. Adjusting the audio parameters of the target sound effect material includes adjusting its volume parameters, spatial attenuation parameters, and other parameters. Specifically, the target sound effect material can be filtered based on the spatial position information, including air filtering, ambient reverberation, scattering, and reflection filtering, to obtain the adjusted target sound effect material.

[0078] The sound diffusion parameter (spread) refers to the dispersion of sound. When the sound diffusion parameter is 0%, it indicates a point sound source, while when the sound diffusion parameter is 100%, it indicates a completely surrounding sound source. The sound diffusion parameter actually adjusts the reverberation density and can affect people's perception of space. Therefore, when processing target sound effects based on spatial location information, different sound diffusion parameters can be incorporated.

[0079] It should be understood that the sound diffusion parameter reflects the number of speakers to which the game sound effects are diffused when outputting them. Different sound diffusion parameters not only affect the player's spatial hearing but also the loudness of the game sound effects. For example, a game sound effect diffused to four speakers will be louder than one diffused to two speakers. Therefore, the sound diffusion parameter can also cause the loudness of the game sound effects ultimately output by the terminal device to differ from their original loudness.

[0080] It is worth noting that spatializing the target sound effect material is actually rendering the target sound effect material without position information in real time at a specific position in the game scene, so that the rendered game sound effect can match the game screen.

[0081] In the disclosed embodiment, by converting the spatialized game sound effect into a first audio in a preset audio format and then mixing the first audio, the loudness of the output second audio will not be affected by the sound diffusion parameter, and the loudness of the second audio will remain consistent with the loudness of the original game sound effect. For example, when the audio setting parameter of the terminal device is stereo, for a mono game sound effect with a 30% sound diffusion parameter, by converting the mono game sound effect into a first audio in a preset audio format and then converting the first audio into a stereo second audio, the loudness of the second audio will not be affected by the 30% sound diffusion parameter.

[0082] In some feasible implementations, audio output parameters of a speaker of the terminal device may be obtained, the volume of the second audio may be adjusted according to the audio output parameters, and the adjusted second audio may be output through the speaker.

[0083] Here, the speaker of the terminal device refers to the speaker of the terminal device itself or an external speaker connected to the terminal device, such as headphones, speakers, etc. Audio output parameters refer to the sound reproduction parameters of the speaker. Different types of speakers may have different corresponding audio output parameters. For example, the corresponding audio output parameters can be determined according to the type of speaker.

[0084] It should be understood that the audio output parameters actually reflect the differences in the sounds output by different speakers. For example, some speakers have a high degree of restoration of low-frequency sounds, while other speakers cannot restore low-frequency sounds.

[0085] By adjusting the volume of the second audio according to the audio output parameters, the volume of the second audio outputted by different terminal devices can be unified. The volume adjustment can be different for different audio output parameters, with the goal of maintaining consistent loudness of the second audio outputted by different terminal devices after adjustment of the audio output parameters.

[0086] It is worth noting that the volume adjustment range corresponding to the audio output parameter can be obtained by analyzing the loudness of the same audio output by different terminal devices and setting a different volume adjustment range for each terminal device.

[0087] Figure 4 FIG. 1 is a schematic diagram of module connections of a device for processing game sound effects according to an exemplary embodiment. Figure 4 As shown, the embodiment of the present disclosure provides a device for processing game sound effects. The device 400 may include:

[0088] An acquisition module 401 is configured to acquire a game sound effect triggered in a game scene in response to a triggering event of the game sound effect;

[0089] A conversion module 402 is configured to convert the game sound effect into a first audio in a preset audio format through an audio engine, wherein the preset audio format is an audio format that represents sound based on spatial position;

[0090] A mixing module 403 is configured to mix the first audio into a second audio that matches the audio setting parameters according to the audio setting parameters of the terminal device running the game;

[0091] The output module 404 is configured to output the second audio so that the loudness of the same game sound effect output by different types of terminal devices remains consistent.

[0092] Optionally, there are multiple game sound effects triggered simultaneously in the game scene;

[0093] The conversion module 402 is specifically configured as follows:

[0094] The plurality of game sound effects are converted into a first audio in the preset audio format through an audio engine.

[0095] Optionally, the conversion module 402 is specifically configured as follows:

[0096] The audio engine is controlled to call an audio conversion model corresponding to the audio format of the game sound effect, and multiple game sound effects are represented at different positions in the same virtual panoramic space to obtain a first audio in the preset audio format.

[0097] Optionally, the acquisition module 401 includes:

[0098] a material acquisition unit, configured to acquire target sound effect material in response to the trigger event;

[0099] Based on the spatial position information of the sound-emitting body in the game scene and the preset sound diffusion parameters, the target sound effect material is spatialized to obtain the game sound effect.

[0100] Optionally, the preset audio format is an Ambisonic format.

[0101] Optionally, the output module 404 includes:

[0102] a parameter acquisition unit, configured to acquire audio output parameters of the speaker of the terminal device;

[0103] The adjusting unit is configured to adjust the volume of the second audio according to the audio output parameter and output the adjusted second audio through the speaker.

[0104] The method steps executed by each functional module in the above-mentioned device 400 have been described in detail in the part about the method and will not be repeated here.

[0105] Reference below Figure 5 , which shows a schematic structural diagram of a terminal 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), in-vehicle terminals (e.g., in-vehicle navigation terminals), and fixed terminals such as digital TVs and desktop computers. Figure 5 The terminal device shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.

[0106] like Figure 5 As shown, the terminal device 600 may include a processing device (e.g., a central processing unit, a graphics processing unit, etc.) 601, which can 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. Various programs and data required for the operation of the terminal device 600 are also stored in the RAM 603. The processing device 601, the ROM 602, and the RAM 603 are connected to each other via a bus 604. An input / output (I / O) interface 605 is also connected to the bus 604.

[0107] Typically, the following devices may be connected to the I / O interface 605: an input device 606 including, for example, a touch screen, a touchpad, 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 may allow the terminal device 600 to communicate with other devices wirelessly or by wire to exchange data. Figure 5 The terminal device 600 is shown as having various devices, but it should be understood that it is not required to implement or possess all of the devices shown. More or fewer devices may be implemented or possessed instead.

[0108] 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, which includes a computer program carried on a non-transitory computer-readable storage medium, and the computer program includes a program code for executing 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-mentioned functions defined in the method of the embodiment of the present disclosure are performed.

[0109] It should be noted that the computer-readable storage medium mentioned above in the present disclosure may be a computer-readable signal medium or a computer-readable storage medium, or any combination of the two. The computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or component, or any combination of the above. More specific examples of computer-readable storage media may include, but are not limited to: an electrical connection with 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, a computer-readable storage medium may be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, device, or component. In the present disclosure, a computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, which carries computer-readable program code. Such a propagated data signal may take a variety of forms, including but not limited to an electromagnetic signal, an optical signal, or any suitable combination of the above. A computer-readable signal medium may also be any computer-readable storage medium other than a computer-readable storage medium that can transmit, propagate, or convey a program for use by or in conjunction with an instruction execution system, apparatus, or device. The program code contained on the computer-readable storage medium may be conveyed using any suitable medium, including but not limited to wires, optical cables, RF (radio frequency), etc., or any suitable combination thereof.

[0110] The computer-readable storage medium may be included in the terminal device, or may exist independently without being incorporated into the terminal device.

[0111] The above-mentioned computer-readable storage medium carries one or more programs. When the above-mentioned one or more programs are executed by the terminal device, the terminal device: responds to the triggering event of the game sound effect, obtains the game sound effect triggered in the game scene; converts the game sound effect into a first audio in a preset audio format through an audio engine, wherein the preset audio format is an audio format that represents sound based on spatial position; according to the audio setting parameters of the terminal device running the game, mixes the first audio into a second audio that matches the audio setting parameters; and outputs the second audio so that the loudness of the same game sound effect output by different types of terminal devices remains consistent.

[0112] Computer program code for performing the operations of the present disclosure may be written in one or more programming languages, or a combination thereof, including, but not limited to, object-oriented programming languages ​​such as Java, Smalltalk, C++, and conventional procedural programming languages ​​such as "C" or similar programming languages. The program code may be executed entirely on the user's computer, partially on the user's computer, as a stand-alone software package, partially on the user's computer and partially on a remote computer, or entirely on the remote computer or server. In cases involving a remote computer, the remote computer may be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (e.g., through the Internet using an Internet service provider).

[0113] The flowcharts and block diagrams in the accompanying drawings illustrate the possible implementation architecture, functions and operations of the systems, methods and computer program products according to various embodiments of the present disclosure. In this regard, each box in the flowchart or block diagram can represent a module, program segment, or a part of code, and the module, program segment, or a part of code contains one or more executable instructions for realizing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in a different order than that marked in the accompanying drawings. For example, two boxes represented in succession can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram and / or flowchart, and the combination of the boxes in the block diagram and / or flowchart, can be implemented with a dedicated hardware-based system that performs the specified function or operation, or can be implemented with a combination of dedicated hardware and computer instructions.

[0114] The modules described in the embodiments of the present disclosure may be implemented in software or hardware, wherein the name of a module does not necessarily limit the module itself.

[0115] The functions described above herein may be performed, at least in part, by one or more hardware logic components. For example, and without limitation, exemplary types of hardware logic components that may 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.

[0116] In the context of the present disclosure, a machine-readable medium can be a tangible medium that can contain or store a program for use by or in conjunction with an instruction execution system, device or equipment. A machine-readable medium can be a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium can include, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or equipment, or any suitable combination of the foregoing. A more specific example of a machine-readable storage medium can include an electrical connection based on one or more lines, 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 foregoing.

[0117] The above description is merely a preferred embodiment of the present disclosure and an illustration of the technical principles employed. Those skilled in the art should understand that the scope of disclosure involved in the present disclosure is not limited to the technical solutions formed by the specific combination of the above-mentioned technical features, but also includes other technical solutions formed by any combination of the above-mentioned technical features or their equivalents without departing from the above-mentioned disclosed concepts. For example, a technical solution formed by replacing the above-mentioned features with (but not limited to) technical features with similar functions disclosed in this disclosure.

[0118] In addition, although each operation is described in a specific order, this should not be understood as requiring these operations to be performed in the specific order shown or in a sequential order. Under certain circumstances, multitasking and parallel processing may be advantageous. Similarly, although some specific implementation details have been included in the above discussion, these should not be interpreted as limiting the scope of the present disclosure. Some features described in the context of a separate embodiment can also be implemented in a single embodiment in combination. On the contrary, the various features described in the context of a single embodiment can also be implemented in multiple embodiments individually or in any suitable sub-combination mode.

[0119] Although the subject matter has been described using language specific to structural features and / or methodological logical acts, it should be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are merely example forms of implementing the claims. Regarding the apparatus in the above-described 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 upon here.

Claims

1. A method for processing game sound effects, characterized in that: include: In response to a triggering event of a game sound effect, obtaining the game sound effect triggered in the game scene; Converting the game sound effect into a first audio in a preset audio format through an audio engine, wherein the preset audio format is an audio format that represents sound based on spatial position; the preset audio format is an Ambisonic format; According to audio setting parameters of a terminal device running the game, mixing the first audio into a second audio that matches the audio setting parameters, wherein the audio setting parameters are audio formats used by the terminal device when outputting game sound effects; The second audio is output so that the loudness of the same game sound effect output by different types of terminal devices remains consistent.

2. The method according to claim 1, characterized in that The number of game sound effects triggered simultaneously in the game scene is multiple; The step of converting the game sound effect into a first audio in a preset audio format by using an audio engine includes: The plurality of game sound effects are converted into a first audio in the preset audio format through an audio engine.

3. The method according to claim 2, characterized in that The converting the plurality of game sound effects into a first audio in the preset audio format by the audio engine comprises: The audio engine is controlled to call an audio conversion model corresponding to the audio format of the game sound effect, and a plurality of the game sound effects are represented at different positions in the same virtual panoramic space to obtain a first audio in the preset audio format.

4. The method according to any one of claims 1 to 3, characterized in that The step of obtaining the game sound effect triggered in the game scene in response to the triggering event of the game sound effect includes: In response to the trigger event, acquiring target sound effect material; Based on the spatial position information of the sound source in the game scene and preset sound diffusion parameters, the target sound effect material is spatialized to obtain the game sound effect.

5. The method according to any one of claims 1 to 3, characterized in that The outputting the second audio includes: Obtaining audio output parameters of a speaker of the terminal device; The volume of the second audio is adjusted according to the audio output parameter, and the adjusted second audio is output through the speaker.

6. A device for processing game sound effects, characterized in that: include: An acquisition module, configured to respond to a triggering event of a game sound effect and acquire the game sound effect triggered in the game scene; A conversion module, configured to convert the game sound effect into a first audio in a preset audio format through an audio engine, wherein the preset audio format is an audio format that represents sound based on a spatial position; the preset audio format is an Ambisonic format; A mixing module, configured to mix the first audio into a second audio that matches the audio setting parameters according to the audio setting parameters of the terminal device running the game, wherein the audio setting parameters are the audio format used by the terminal device when outputting game sound effects; The output module is configured to output the second audio so that the loudness of the same game sound effect output by different types of terminal devices remains consistent.

7. The device according to claim 6, characterized in that The number of game sound effects triggered simultaneously in the game scene is multiple; The conversion module is specifically configured as follows: The plurality of game sound effects are converted into a first audio in the preset audio format through an audio engine.

8. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the program is executed by a processing device, the steps of the method described in any one of claims 1 to 5 are implemented.

9. A terminal device, characterized in that: include: a storage device having a computer program stored thereon; A processing device, configured to execute the computer program in the storage device to implement the steps of the method according to any one of claims 1 to 5.

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