Resource file optimization method and device, storage medium and electronic equipment

By acquiring game log files and optimizing audio resource files, the problems of missing and redundant audio resources in the game client were resolved, improving game development efficiency and the accuracy of audio resources.

CN114949859BActive Publication Date: 2026-01-09NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210434936.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-04-24
Publication Date
2026-01-09
Estimated Expiration
2042-04-24

AI Technical Summary

Technical Problem

In existing technologies, audio resources in game clients are often missing or redundant during the initial client installation, leading to low game development efficiency and difficulty in meeting the requirements of both accuracy and conciseness.

Method used

By obtaining the game's runtime log files, we determine which audio resources need to be added when the client is first installed, based on resource attributes and frequency of occurrence. We then optimize the audio resource files and remove unnecessary resources.

Benefits of technology

It enables accurate selection of audio resources, avoids omissions and redundancy, improves game development efficiency, and meets the streamlined requirements of the first client installation.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure relates to the technical field of computer, in particular to a resource file optimization method and device, computer readable storage medium and electronic equipment, the method comprises: obtaining game content corresponding to the first installation of the client, obtaining log files generated when running the game content under the complete installation of the client; wherein the log files include a plurality of resources, the resources have resource attributes; determining audio resources according to the resource attributes of the plurality of resources in the log files, determining the first audio resources that need to be added to the first installation of the client according to the audio resources; obtaining the audio resource files to which the first audio resources belong; wherein the audio resource files include the first audio resources; and optimizing the audio resource files according to the first audio resources. Through the technical scheme of the embodiments of the present disclosure, the problem of missing audio resources or redundant audio resources when creating the first installation of the client can be solved.
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Description

TECHNICAL FIELD

[0001] The present disclosure relates to the technical field of computer, in particular, to a resource file optimization method, a resource file optimization device, a computer readable storage medium and an electronic device. BACKGROUND

[0002] With the development of terminal equipment and the game industry, a large number of games of different themes have emerged to meet the needs of players. As game production becomes more sophisticated, the size of the complete client is also increasing. When players want to play the game, it takes a long time to download the complete game client. During the download process, players may develop a feeling of boredom, which may lead to player loss.

[0003] In the prior art, in order to shorten the waiting time of the players, the game client can be divided into a first installation client and a subsequent installation client. When the players download the game client, they can choose to download the first installation client to experience part of the game content first, and then download the subsequent installation client during or after playing the game, so that the players have a good playing experience.

[0004] When testing the first installation client, the absence of audio resources is difficult to discover compared to the absence of art resources such as scenes, models, and special effects. After the game is launched, players often provide feedback that the audio resources are missing.

[0005] When developing a game, game developers maintain an audio resource table to record the audio resources involved in the game client. When creating the first installation client, the game developers need to accurately separate the content involved in the first installation client from the complete client. The game developers can select the required audio resources according to the audio resource table and add these audio resources to the first installation client, or the game developers can select the unnecessary audio resources according to the audio resource table and add all the remaining audio resources to the first installation client.

[0006] The existing technology requires that the audio resource table be maintained well. However, during the iteration of the game version, the audio resources in the game client are difficult to update synchronously with the audio resource table. When creating the first installation client, only the audio resources required by the first installation client can be listed approximately, which is not accurate. In addition, if the audio resources that are uncertain whether to be added to the first installation client are added to the first installation client, it may cause redundancy of the content of the first installation client, which violates the requirement that the first installation client be as simple as possible. The existing technology requires the game developers to spend a lot of manpower and resources, which reduces the game development efficiency and makes it difficult to meet the requirements of accuracy and simplicity of the audio resources in the first installation client.

[0007] It is to be understood that the information disclosed in the Background section is merely for the purpose of enhancing the understanding of the background of the present disclosure, and thus can include information that does not constitute prior art known to those of ordinary skill in the art. SUMMARY

[0008] The purpose of the present disclosure is to provide a resource file optimization method and device, a computer readable storage medium and an electronic device, which can solve the problems of missing audio resources or redundancy of audio resources when creating a first installation client.

[0009] Other characteristics and advantages of the present disclosure will become apparent from the following detailed description, or will be learned by practice of the present disclosure.

[0010] According to a first aspect of the present disclosure, a resource file optimization method is provided, characterized by comprising: obtaining game content corresponding to a first installation client, and obtaining a log file generated when the game content is run under a complete installation client; wherein the log file includes a plurality of resources, and the resources have resource attributes; determining an audio resource according to the resource attributes of the plurality of resources in the log file, and determining a first audio resource that needs to be added to the first installation client according to the audio resource; obtaining an audio resource file to which the first audio resource belongs; wherein the audio resource file includes the first audio resource; and optimizing the audio resource file according to the first audio resource; wherein the optimized audio resource file is used to compose the first installation client.

[0011] Optionally, the game content has randomness, and obtaining the log file generated when the game content is run under the complete installation client comprises: running the game content under the complete installation client in a game traversal manner to obtain a plurality of log subfiles; and merging the plurality of log subfiles to obtain the log file.

[0012] Optionally, obtaining the log file generated when the game content is run under the complete installation client comprises: dividing the game content into a plurality of game subcontents according to attributes of the game content; running the plurality of game subcontents under the complete installation client to obtain a plurality of log subfiles; and merging the plurality of log subfiles to obtain the log file.

[0013] Optionally, determining the first audio resource that needs to be added to the first installation client according to the audio resource comprises: counting the occurrence frequency of the audio resource; and determining the first audio resource that needs to be added to the first installation client according to the occurrence frequency of the audio resource.

[0014] Optionally, the first audio resource that needs to be added to the first installation client is determined according to the occurrence frequency of the audio resource, including: when the occurrence frequency of the audio resource is greater than or equal to a frequency threshold, the audio resource is determined as the first audio resource that needs to be added to the first installation client; and when the occurrence frequency of the audio resource is less than the frequency threshold, the audio resource is determined as the first audio resource that needs to be added to the first installation client in response to a determination packet operation for the audio resource.

[0015] Optionally, the audio resource file to which the first audio resource belongs is obtained, including: obtaining a game audio information record file corresponding to the game content; and wherein the game audio information record file is used to indicate the correspondence between the first audio resource and the audio resource file; and the audio resource file to which the first audio resource belongs is obtained according to the correspondence between the first audio resource and the audio resource file.

[0016] Optionally, the audio resource file further includes a second audio resource, and the audio resource file is optimized according to the first audio resource, including: eliminating the second audio resource in the audio resource file to optimize the audio resource file.

[0017] Optionally, the audio resource file is in a first resource format, and the audio resource file further includes an audio resource in a second resource format, wherein the audio resource in the first resource format needs to be loaded in the memory when the game content is run, and the audio resource in the second resource format does not need to be loaded in the memory.

[0018] According to a second aspect of the present disclosure, a resource file optimization apparatus is provided, characterized in that the apparatus includes: a game content obtaining module, configured to obtain game content corresponding to a first installation client, and obtain a log file generated when the game content is run under a complete installation client; wherein the log file includes a plurality of resources, and each resource has a resource attribute; an audio resource determining module, configured to determine an audio resource according to the resource attributes of the plurality of resources in the log file, and determine a first audio resource that needs to be added to the first installation client according to the audio resource; a resource file obtaining module, configured to obtain an audio resource file to which the first audio resource belongs; wherein the audio resource file includes the first audio resource; and a resource file optimization module, configured to optimize the audio resource file according to the first audio resource; wherein the optimized audio resource file is used to constitute the first installation client.

[0019] According to a third aspect of the present disclosure, a computer readable storage medium is provided, which stores a computer program, and the program is executed by a processor to implement the resource file optimization method of the first aspect in the above embodiments.

[0020] According to a fourth aspect of the present disclosure, an electronic device is provided, including:

[0021] one or more processors; and

[0022] a memory storing one or more programs that, when executed by one or more processors, cause the one or more processors to implement the resource file optimization method of the first aspect as described above.

[0023] The technical solutions provided by the embodiments of the present disclosure can have the following beneficial effects:

[0024] In the resource file optimization method provided by an embodiment of the present disclosure, the audio resources that need to be added to the first installation client can be determined according to the log files generated when the game content is run, and the audio resource files to which the audio resources belong are optimized. On the one hand, the audio resources that need to be added to the first installation client can be accurately selected, and the lack and redundancy of the audio resources can be avoided, so that the audio resources in the first installation client can meet the requirements of accuracy and simplicity; on the other hand, the game developers do not need to select the required audio resources according to the audio resource table, so that the manpower and material resources are saved, and the game development efficiency is improved.

[0025] It should be understood that the foregoing general description and the following detailed description are only exemplary and explanatory, and cannot limit the present disclosure. BRIEF DESCRIPTION OF DRAWINGS

[0026] The accompanying drawings, which are incorporated into and form part of the specification, illustrate embodiments consistent with the present disclosure and, together with the description, serve to explain the principles of the disclosure. Obviously, the drawings in the following description are only some embodiments of the present disclosure, and other drawings can be obtained from these drawings without creative labor for those skilled in the art. In the drawings:

[0027] Figure 1 a flowchart schematically showing a resource file optimization method in an exemplary embodiment of the present disclosure;

[0028] Figure 2 a flowchart schematically showing a process of obtaining a plurality of log subfiles by running game content in a game traversal manner in an exemplary embodiment of the present disclosure;

[0029] Figure 3 a flowchart schematically showing a process of dividing game content into a plurality of game subcontents according to attributes of the game content in an exemplary embodiment of the present disclosure;

[0030] Figure 4 a schematic diagram schematically showing a process of recording log files generated when game content is run on a plurality of devices in an exemplary embodiment of the present disclosure;

[0031] Figure 5 a schematic diagram schematically showing a process of recording log files generated when game content is run on a plurality of devices in an exemplary embodiment of the present disclosure;

[0032] Figure 6 A schematic diagram illustrating that game contents running in multiple devices are partially same in an exemplary embodiment of the present disclosure;

[0033] Figure 7 A flowchart schematically showing a process of determining first audio resources needed to be added to a first installation client according to occurrence frequencies of audio resources in an exemplary embodiment of the present disclosure;

[0034] Figure 8 A flowchart schematically showing a process of determining first audio resources needed to be added to a first installation client according to a relationship between occurrence frequencies of audio resources and a frequency threshold in an exemplary embodiment of the present disclosure;

[0035] Figure 9 A flowchart schematically showing a process of obtaining an audio resource file to which a first audio resource belongs according to a corresponding relationship between the first audio resource and the audio resource file in an exemplary embodiment of the present disclosure;

[0036] Figure 10 A flowchart schematically showing a process of optimizing an audio resource file according to a first audio resource in an exemplary embodiment of the present disclosure;

[0037] Figure 11 A schematic diagram schematically showing a result of optimizing an audio resource file according to a first audio resource in an exemplary embodiment of the present disclosure;

[0038] Figure 12 A schematic diagram schematically showing a composition of a resource file optimization apparatus in an exemplary embodiment of the present disclosure;

[0039] Figure 13 A structural schematic diagram of a computer system of an electronic device suitable for implementing an exemplary embodiment of the present disclosure is schematically shown. DETAILED DESCRIPTION

[0040] Example implementations are now described with reference to the drawings. Example implementations can, however, be implemented in many different forms and should not be construed as limited to the examples set forth herein; rather, these implementations are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the example implementations to those skilled in the art. The features, structures, or characteristics described in connection with the examples can be combined in any suitable manner in one or more implementations. Furthermore, the described features, structures, or characteristics can be implemented in any suitable way. In the following description, numerous specific details are provided to give a thorough understanding of the example implementations. One skilled in the relevant art will recognize, however, that the implementations can be practiced without one or more of the specific details, or with other methods, components, materials, and so forth. In other instances, well-known structures, materials, or operations are not shown or described in detail in order to avoid obscuring aspects of the implementations.

[0041] The block diagrams in the drawings show only the functionality of the examples and do not imply any particular physical or architectural arrangement of the examples. No inference should be made regarding the architecture, implementation, or formation of the examples based on the functional representation shown in the drawings. Also, the functionality provided by the examples can be split into additional components, consolidated, or combined. For example, the functionality associated with two or more of the examples can be combined in a single example. In some examples, the functionality of a single example can be split among several examples. In some examples, the functionality can be performed by one or more of the examples in hardware, software, firmware, or any combination of these. In some examples, the functionality can be performed by one or more processors executing software or firmware instructions.

[0042] With the development of terminal equipment and the game industry, a large number of games of different themes emerge to meet the needs of players. As the game production becomes more and more sophisticated, the size of the complete client is also increasing. When players want to play the game, it takes a long time to download the complete game client. During the downloading process, the players may feel bored, which may lead to the loss of players.

[0043] In the prior art, in order to shorten the waiting time of players, the game client can be divided into a first installation client and a subsequent installation client. When the players download the game client, they can choose to download the first installation client to experience part of the game content first, and then download the subsequent installation client during or after playing, so as to provide a good playing experience for the players.

[0044] When testing the first installation client, compared with the art resources such as scenes, models, and special effects, the absence of audio resources is difficult to find. After the game is put into operation, feedbacks from players about the absence of audio resources are often received.

[0045] When developing a game, a game developer maintains an audio resource table to record audio resources involved in a game client. When creating a first installation client, the game developer needs to accurately separate the content involved in the first installation client from the complete client. The game developer can select the required audio resources according to the audio resource table and add the audio resources to the first installation client, or the game developer can select the unnecessary audio resources according to the audio resource table and add all the remaining audio resources to the first installation client.

[0046] The prior art solution for creating a first installation client needs to maintain the audio resource table well. However, in the iteration process of a game version, the audio resources in the game client are difficult to be updated synchronously with the audio resource table. When creating a first installation client, only the audio resources required by the first installation client can be listed approximately and inaccurately. In addition, if the audio resources that are uncertain whether to be added to the first installation client are added to the first installation client, the content of the first installation client may be redundant, which violates the requirement that the first installation client is as simple as possible. The prior art solution needs the game developer to spend a lot of manpower and material resources, reduces the game development efficiency, and makes it difficult to make the audio resources in the first installation client meet the requirements of accuracy and simplicity.

[0047] In addition, in the iteration of a game version, the content in the first installation client may change. At this time, the game developer needs to determine the audio resources that need to be added to the first installation client according to the audio resource table, which further consumes the manpower and material resources of the game developer.

[0048] In an example embodiment of the present disclosure, game content corresponding to a first installation client can be obtained, and a log file generated when the game content is run can be obtained. The log file includes a plurality of resources, and the resources have information attributes. Audio resources are determined according to the information attributes of the plurality of resources in the log file, and first audio resources that need to be added to the first installation client are determined according to the audio resources. An audio resource file to which the first audio resources belong is obtained. The audio resource file includes the first audio resources. The audio resource file is optimized according to the first audio resources. Figure 1 As shown in the figure, a flowchart of a resource file optimization method in the example embodiment is shown, which can include the following steps:

[0049] In step S110, game content corresponding to a first installation client is obtained, and a log file generated when the game content is run under a complete installation client is obtained. The log file includes a plurality of resources, and the resources have information attributes.

[0050] In step S120, audio resources are determined according to the information attributes of the plurality of resources in the log file, and first audio resources that need to be added to the first installation client are determined according to the audio resources.

[0051] Step S130: obtaining an audio resource file to which the first audio resource belongs; wherein the audio resource file includes the first audio resource;

[0052] Step S140: optimizing the audio resource file according to the first audio resource.

[0053] In the resource file optimization method provided by an embodiment of the present disclosure, the audio resource that needs to be added to the first installation client can be determined according to the log file generated when the game content is run, and the audio resource file to which the audio resource belongs is optimized. On the one hand, the audio resource that needs to be added to the first installation client can be accurately selected, avoiding the absence and redundancy of the audio resource, and the audio resource in the first installation client can meet the requirements of accuracy and simplicity; on the other hand, the game developer does not need to select the required audio resource according to the audio resource table, avoiding the waste of manpower and material resources, and improving the game development efficiency.

[0054] In the following, the steps S110-S140 of the resource file optimization method in the present exemplary embodiment will be described in more detail in combination with Figure 1 and embodiments.

[0055] Step S110: obtaining game content corresponding to the first installation client, and obtaining a log file generated when the game content is run under a complete installation client; wherein the log file includes a plurality of resources, and the resource has an information attribute;

[0056] In an example embodiment of the present disclosure, the game content corresponding to the first installation client can be obtained. Specifically, the first installation client refers to that in order to enable the player to experience the game content as soon as possible, the game developer can divide the game client into the first installation client and the subsequent installation client, the player can download the first installation client, experience part of the game content in advance, and download the subsequent installation client during or after playing.

[0057] Specifically, when dividing the first installation client and the subsequent installation client, the game content can be divided according to the specific content of the game.

[0058] For example, the game can be divided according to the game area. For example, the game includes A area, B area, C area, D area and E area, and the game content related to the A area that the player first contacts can be determined as the game content corresponding to the first installation client.

[0059] Alternatively, the game content corresponding to the first installation of the client can be divided according to the types of the enemy units. For example, the game includes A enemy units, B enemy units, C enemy units, D enemy units, and E enemy units. The game content related to the A enemy units and the B enemy units with less virtual blood can be determined as the game content corresponding to the first installation of the client.

[0060] Alternatively, the game content corresponding to the first installation of the client can be divided according to the chapters of the game. For example, the game includes a first chapter, a second chapter, a third chapter, a fourth chapter, and a fifth chapter. The game content related to the first chapter can be determined as the game content corresponding to the first installation of the client.

[0061] It should be noted that the specific manner of dividing the game content corresponding to the first installation of the client is not specially limited in the present disclosure.

[0062] In an example embodiment of the present disclosure, the game content corresponding to the first installation of the client can be obtained. Specifically, the game content corresponding to the first installation of the client can be obtained from the complete client of the game, for example, the game content corresponding to the first installation of the client can be obtained according to the above-mentioned division method.

[0063] For example, when the game content related to the first chapter is determined as the game content corresponding to the first installation of the client, the game content related to the first chapter can be extracted from the complete client of the game.

[0064] It should be noted that the specific manner of obtaining the game content corresponding to the first installation of the client is not specially limited in the present disclosure.

[0065] In an example embodiment of the present disclosure, after obtaining the game content corresponding to the first installation of the client through the above-mentioned steps, a log file generated when the game content is run under the complete installation of the client can be obtained. The log file includes a plurality of resources, and the resource has a resource attribute, wherein the resource attribute can be used to indicate the type of the resource. Specifically, the log file refers to a file recording the resources in the game running process. The log file can include various types of resources, such as volume adjustment resources, game object position resources, file loading resources, audio behavior resources, and audio resources.

[0066] It should be noted that the specific type of the resource in the log file is not specially limited in the present disclosure.

[0067] In an example embodiment of the present disclosure, the log file generated when the game content is run under the complete installation of the client can be obtained. Specifically, the complete installation of the client can be run on the above-mentioned game content, and the log file in the complete installation of the client running process can be recorded. For example, the log file generated in the running process can be recorded.

[0068] It should be noted that the present disclosure does not specially limit the specific type of log files generated when running the game content under the full installation client.

[0069] In an example embodiment of the present disclosure, the plurality of log sub-files can be obtained by running the game content under the full installation client in a game traversal manner, and the log file can be obtained by merging the plurality of log sub-files. Figure 2 As shown in the figure, the plurality of log sub-files obtained by running the game content in a game traversal manner can include the following steps S210-S220:

[0070] Step S210, obtaining a plurality of log sub-files by running the game content under the full installation client in a game traversal manner;

[0071] In an example embodiment of the present disclosure, the plurality of log sub-files can be obtained by running the game content under the full installation client in a game traversal manner. Specifically, in some games, the game content has randomness, and the plurality of log sub-files can be obtained by running the game content under the full installation client in a game traversal manner. The game traversal manner refers to a manner of running all random contents of the game.

[0072] For example, the game involves enemy units A, enemy units B, enemy units C, enemy units D, and enemy units E, and the audio resources involved in each enemy unit are different. In the game scene, one of the above enemy units will appear randomly, that is, the game content has randomness. At this time, the game content needs to be run in a game traversal manner, that is, each enemy unit needs to appear in the game scene to cover all random contents of the game.

[0073] It should be noted that the present disclosure does not specially limit the specific form of the game traversal manner.

[0074] In an example embodiment of the present disclosure, after running the game content in a game traversal manner, a log sub-file corresponding to each random game content can be obtained.

[0075] Step S220, merging the plurality of log sub-files to obtain a log file.

[0076] In an example embodiment of the present disclosure, after obtaining the plurality of log sub-files through the above steps, the plurality of log sub-files can be merged to obtain a log file. The log file includes all random game content resources. Specifically, when merging, the repeated resources in the plurality of log sub-files can be accumulated, or the repeated resources in the plurality of log files can be retained only once to obtain the log file.

[0077] It should be noted that the present disclosure does not make special limitations on the specific manner of merging the plurality of log sub-files to obtain the log file.

[0078] Through the above steps S210-S220, the plurality of log sub-files can be obtained by running the game content under the complete installation of the client in a game traversal manner, and the log file can be obtained by merging the plurality of log sub-files.

[0079] In an example embodiment of the present disclosure, the game content can be divided into a plurality of game sub-contents according to the attribute of the game content, the plurality of game sub-contents can be run under the complete installation of the client to obtain a plurality of log sub-files, and the log file can be obtained by merging the plurality of log sub-files. Referring to Figure 3 As shown in the figure, the game content can be divided into a plurality of game sub-contents according to the attribute of the game content, which can include the following steps S310-S320:

[0080] Step S310, the game content is divided into a plurality of game sub-contents according to the attribute of the game content;

[0081] In an example embodiment of the present disclosure, the game content can be divided into a plurality of game sub-contents according to the attribute of the game content. Specifically, the attribute of the game content can be used to distinguish the game content. Among them, the plurality of game sub-contents can be completely different, or can have partial overlap.

[0082] For example, the attribute of the game content can be the game chapter, and a certain game can be divided into the first chapter, the second chapter, the third chapter, the fourth chapter, and the fifth chapter. At this time, the game content can be divided into a plurality of game sub-contents according to the game chapter, for example, the first chapter game sub-content, the second chapter game sub-content, the third chapter game sub-content, the fourth chapter game sub-content, and the fifth chapter game sub-content.

[0083] It should be noted that the present disclosure does not make special limitations on the specific form of the attribute of the game content and the manner of dividing the game content into a plurality of game sub-contents according to the attribute of the game content.

[0084] Step S320, running the plurality of game sub-contents under the complete installation of the client to obtain a plurality of log sub-files, and merging the plurality of log sub-files to obtain a log file.

[0085] In an example embodiment of the present disclosure, after obtaining the plurality of game sub-contents through the above steps, the plurality of game sub-contents can be run under the complete installation of the client to obtain a plurality of log sub-files, and the plurality of log sub-files can be merged to obtain a log file. Specifically, when merging, the repeated resources in the plurality of log sub-files can be accumulated, or only one copy of the repeated resources in the plurality of log files can be retained to obtain the log file.

[0086] It should be noted that the present disclosure does not make special limitations on the specific manner of merging the plurality of log sub-files to obtain the log file.

[0087] Through the above steps S310-S320, the game content can be divided into a plurality of game sub-contents according to the attributes of the game content, the plurality of game sub-contents are run under the complete installation of the client to obtain a plurality of log sub-files, and the plurality of log sub-files are merged to obtain the log file.

[0088] In an example embodiment of the present disclosure, the log file generated when running the game content can be obtained through the Wwise profiler (performance analyzer), such as a log file.

[0089] In an example embodiment of the present disclosure, as shown in Figure 4 , the game content can be run in the complete installation of the client of a plurality of devices (device 1, device 2, device 3), and the log file generated when running the game content can be recorded through the Wwise profiler (Wwise profiler 1, Wwise profiler 2, Wwise profiler 3), and the plurality of log files generated can be merged in the log file merging tool.

[0090] In an example embodiment of the present disclosure, as shown in Figure 5 , the game content run under the complete installation of the client in the plurality of devices (device 1, device 2, device 3) can be the same, and the game content corresponding to the first installation of the client can be the same;

[0091] Or, as shown in Figure 6 , the game content run in the plurality of devices (device 1, device 2, device 3) can be partially the same, and the sum of the game content run in the plurality of devices is the game content corresponding to the first installation of the client.

[0092] It should be noted that the present disclosure does not make special limitations on the specific game content run in the plurality of devices.

[0093] Step S120, determining the audio resource according to the resource attribute of the plurality of resources in the log file, and determining the first audio resource to be added to the first installation of the client according to the audio resource.

[0094] In an example embodiment of the present disclosure, after the log file generated when running the game content is obtained through the above steps, the audio resource can be determined according to the resource attribute of the plurality of resources in the log file. Specifically, the resource attribute can be used to indicate the type of the plurality of resources in the log file.

[0095] For example, the resource attribute can include format, the format of the volume resource recorded in the log file is A, and the format of the audio resource is B. In this case, the audio resource can be determined from the multiple resources in the log file according to the resource format.

[0096] Alternatively, the resource attribute can include a resource keyword, and the audio resource can be determined from the multiple resources in the log file according to the resource keyword.

[0097] For example, the audio resource all has a keyword "event", and the event can be traversed in the log file to determine all resources containing the event as the audio resource.

[0098] It should be noted that the specific type of resource attribute and the specific manner of determining the audio resource from the multiple resources in the log file are not specially limited in the present disclosure.

[0099] In an example embodiment of the present disclosure, after the audio resource is determined through the above steps, the first audio resource that needs to be added to the first installed client can be determined according to the audio resource. Specifically, all audio resources in the log file can be determined as the first audio resource that needs to be added to the first installed client, or part of the audio resources in the log file can be determined as the first audio resource that needs to be added to the first installed client.

[0100] It should be noted that the specific manner of determining the first audio resource that needs to be added to the first installed client according to the audio resource is not specially limited in the present disclosure.

[0101] In an example embodiment of the present disclosure, the frequency of occurrence of the audio resource can be counted, and the first audio resource that needs to be added to the first installed client can be determined according to the frequency of occurrence of the audio resource. Referring to FIG. 7, determining the first audio resource that needs to be added to the first installed client according to the frequency of occurrence of the audio resource can include the following steps S710-S720: Figure 7

[0102] Step S710, counting the frequency of occurrence of the audio resource;

[0103] Step S720, determining the first audio resource that needs to be added to the first installed client according to the frequency of occurrence of the audio resource.

[0104] ​In an example embodiment of the present disclosure, after the audio resource is determined in the log file through the above steps, the occurrence frequency of the audio resource can be counted. Specifically, the greater the occurrence frequency of the audio resource in the log file, the more times the audio resource is triggered in the game running process, that is, the more important the audio resource is. At this time, the audio resource with a higher occurrence frequency can be determined as the first audio resource that needs to be added to the first installation of the client.

[0105] It should be noted that the present disclosure does not make special limitations on the specific way of determining the first audio resource that needs to be added to the first installation of the client according to the occurrence frequency of the audio resource.

[0106] Through the above steps S710-S720, the occurrence frequency of the audio resource can be counted, and the first audio resource that needs to be added to the first installation of the client can be determined according to the occurrence frequency of the audio resource.

[0107] In an example embodiment of the present disclosure, when the occurrence frequency of the audio resource is greater than or equal to the frequency threshold, the audio resource is determined as the first audio resource that needs to be added to the first installation of the client, and when the occurrence frequency of the audio resource is less than the frequency threshold, the audio resource is determined as the first audio resource that needs to be added to the first installation of the client in response to the determination packet operation for the audio resource. Referring to Figure 8 As shown, determining the first audio resource that needs to be added to the first installation of the client according to the relationship between the occurrence frequency of the audio resource and the frequency threshold can include the following steps S810-S820:

[0108] Step S810, when the occurrence frequency of the audio resource is greater than or equal to the frequency threshold, the audio resource is determined as the first audio resource that needs to be added to the first installation of the client;

[0109] In an example embodiment of the present disclosure, when the occurrence frequency of the audio resource is greater than or equal to the frequency threshold, the audio resource can be determined as the first audio resource that needs to be added to the first installation of the client. Specifically, the frequency threshold can be freely set by the game developer. For example, the frequency threshold can be set to 8, and when the occurrence frequency of a certain audio resource is 10 times, it can be determined that the importance of the audio resource is high, and at this time the audio resource can be determined as the first audio resource that needs to be added to the first installation of the client.

[0110] It should be noted that the present disclosure does not make special limitations on the specific value of the frequency threshold.

[0111] Step S820, when the occurrence frequency of the audio resource is less than the frequency threshold, the audio resource is determined as the first audio resource that needs to be added to the first installation of the client in response to the determination packet operation for the audio resource.

[0112] In an example embodiment of the present disclosure, after the occurrence frequency of the audio resource is obtained through the above steps, the occurrence frequency of the audio resource can be compared with the frequency threshold value. When the occurrence frequency of the audio resource is less than the frequency threshold value, manual confirmation is required. That is, a determination package operation for the audio resource is received, and at this time, the audio resource is determined as the first audio resource that needs to be added to the first installed client.

[0113] Specifically, the occurrence frequency of the audio resource being less than the frequency threshold value can represent that the audio resource triggers less frequently, and there are usually two cases. One case is that the audio resource is not important, and the other case is that the audio resource is important but the triggering scenario is less. For example, when defeating a certain final enemy unit, the defeat audio resource corresponding to the final enemy unit will be played. The defeat audio resource has less triggering opportunities, but has a high degree of importance. At this time, the defeat audio resource can be determined as the first audio resource that needs to be added to the first installed client according to the determination package operation for the audio resource.

[0114] The determination package operation for the audio resource can include a key operation, a touch operation, a voice control, etc. It should be noted that the present disclosure does not specially limit the specific form of the determination package operation for the audio resource.

[0115] Through the above steps S810-S820, when the occurrence frequency of the audio resource is greater than or equal to the frequency threshold value, the audio resource is determined as the first audio resource that needs to be added to the first installed client. When the occurrence frequency of the audio resource is less than the frequency threshold value, the audio resource is determined as the first audio resource that needs to be added to the first installed client in response to the determination package operation for the audio resource.

[0116] In step S130, an audio resource file to which the first audio resource belongs is obtained. The audio resource file includes the first audio resource.

[0117] In an example embodiment of the present disclosure, after the first audio resource that needs to be added to the first installed client is determined through the above steps, the audio resource file to which the first audio resource belongs can be obtained. The audio resource file includes the first audio resource. Specifically, when a game developer develops a game, multiple audio resources can be integrated into an audio resource file. During the game running process, the corresponding audio resource can be triggered through the audio resource file.

[0118] In an example embodiment of the present disclosure, the correspondence between the first audio resource and the audio resource file can be obtained, and the audio resource file to which the first audio resource belongs can be obtained according to the correspondence between the first audio resource and the audio resource file.

[0119] It should be noted that the specific manner of obtaining the audio resource file to which the first audio resource belongs is not particularly limited in the present disclosure.

[0120] In an example embodiment of the present disclosure, a game audio information record file corresponding to the game content can be obtained, and the audio resource file to which the first audio resource belongs can be obtained according to the correspondence between the first audio resource and the audio resource file. Referring to Figure 9 As shown, obtaining the audio resource file to which the first audio resource belongs according to the correspondence between the first audio resource and the audio resource file can include the following steps S910-S920:

[0121] Step S910, obtaining a game audio information record file corresponding to the game content;

[0122] In an example embodiment of the present disclosure, the game audio information record file corresponding to the game content can be obtained. The game audio information record file is used to indicate the correspondence between the first audio resource and the audio resource file. Specifically, when developing a game client, a game audio information record file can be output synchronously to record the correspondence between the audio resource and the audio resource file. For example, the game audio information record file corresponding to the game content can include a SoundbanksInfo.xml file.

[0123] Step S920, obtaining the audio resource file to which the first audio resource belongs according to the correspondence between the first audio resource and the audio resource file.

[0124] In an example embodiment of the present disclosure, after obtaining the game audio information record file corresponding to the game content through the above steps, the audio resource file to which the first audio resource belongs can be obtained according to the correspondence between the first audio resource and the audio resource file. Specifically, the game audio information record file corresponding to the game content can be used to indicate the correspondence between the first audio resource and the audio resource file, that is, to indicate the audio resource file to which the first audio resource belongs. The game audio information record file corresponding to the game content saves the audio resource file and the audio resources included in the audio resource file.

[0125] For example, the game audio information record file corresponding to the game content includes an audio resource file A, an audio resource file B, and an audio resource file C. The audio resource file A includes audio resources a, b, and c, the audio resource file B includes audio resources d, e, and f, and the audio resource file C includes audio resources g, h, and i. If the first audio resource obtained through the above steps is audio resource e, the audio resource belongs to the audio resource file B.

[0126] It should be noted that the present disclosure does not make special limitation on the specific way of obtaining the audio resource file to which the first audio resource belongs according to the correspondence between the first audio resource and the audio resource file.

[0127] Through the above steps S910-S920, the game audio information record file corresponding to the game content can be obtained, and the audio resource file to which the first audio resource belongs can be obtained according to the correspondence between the first audio resource and the audio resource file.

[0128] In step S140, the audio resource file is optimized according to the first audio resource.

[0129] In an example embodiment of the present disclosure, after the audio resource file of the first audio resource is obtained through the above steps, the audio resource file to which the first audio resource belongs can be optimized according to the first audio resource. Specifically, the other audio resources in the audio resource file except the first audio resource can be deleted to optimize the audio resource file.

[0130] The optimized audio resource file can be used to compose the first installation client. Specifically, when creating the first installation client, the first audio resource needs to be added to the first installation client in the form of an audio resource file, at which time the audio resource file can be composed through the optimized audio resource file.

[0131] It should be noted that the present disclosure does not make special limitation on the specific way of optimizing the audio resource file according to the first audio resource.

[0132] In an example embodiment of the present disclosure, the audio resource file further includes a second audio resource. After the first audio resource and the audio resource file to which the first audio resource belongs are obtained through the above steps, the second audio resource in the audio resource file can be removed to optimize the audio resource file.

[0133] For example, the first audio resource obtained through the above steps is audio resource b, audio resource d, audio resource g, audio resource h, and audio resource i. The audio resource file corresponding to these audio resources and the audio resource corresponding to the audio resource file are as follows: audio resource file A-audio resource a, audio resource b, audio resource c, audio resource file B-audio resource d, audio resource e, audio resource f, audio resource file C-audio resource g, audio resource h, and audio resource i. At this time, the audio resource a and the audio resource c in the audio resource file A can be removed from the audio resource file A, and the audio resource e and the audio resource f in the audio resource file B can be removed from the audio resource file B to optimize the above audio resource file A and the audio resource file B.

[0134] In an example embodiment of the present disclosure, the audio resource file is in a first resource format, and the audio resource file further includes an audio resource in a second resource format, wherein the audio resource in the first resource format needs to be loaded in the memory when the game content is running, and the audio resource in the second resource format does not need to be loaded in the memory.

[0135] Specifically, the audio resource file can be a.bnk file, which needs to be loaded in the memory when the game is running. When the game is developed, part of the audio resource in the.bnk file can be processed as a.wem file, which does not need to be loaded in the memory when the game is running, thereby saving the space of the running memory, and the.wem file is managed by the.bnk file.

[0136] For example, the A.bnk file (audio resource file) includes an audio resource a, an audio resource b, and an audio resource c. The audio resource b and the audio resource c in the A.bnk file can be processed as an audio resource b.wem file and an audio resource c.wem file. When the game is running, the audio resource b.wem file and the audio resource c.wem file do not need to be loaded in the memory.

[0137] Further, when the audio resource is greater than or equal to the resource threshold, the audio resource in the.bnk file can be processed as a.wem file, thereby saving the space of the running memory.

[0138] It should be noted that the present disclosure does not specially limit the specific value of the resource threshold.

[0139] In an example embodiment of the present disclosure, when the second audio resource is removed from the audio resource file, the audio resource in the second resource format in the audio resource file can be removed.

[0140] For example, the first audio resource obtained through the above steps is the audio resource a, the A.bnk file (audio resource file) includes the audio resource a, the audio resource b, and the audio resource c, wherein the resource format of the audio resource c is the second resource format. At this time, the audio resource b and the audio resource c are both the second audio resource. At this time, the audio resource b and the audio resource c in the second resource format can be removed, so as to optimize the A.bnk file.

[0141] In an example embodiment of the present disclosure, after obtaining multiple log files by running the game content through multiple devices by the above steps, the audio resources are determined from the multiple log files respectively, and the occurrence frequency of the audio resources is counted. When the occurrence frequency of the audio resources is greater than or equal to the frequency threshold, the audio resources are determined as the first audio resources to be added to the first installed client. When the occurrence frequency of the audio resources is less than the frequency threshold, the audio resources are determined as the first audio resources to be added to the first installed client in response to the determination packet operation for the audio resources. The first audio resource list is generated according to the first audio resources to be added to the first installed client. The game audio information record file corresponding to the first audio resource list is obtained. The audio resource file to which the first audio resource belongs is obtained according to the correspondence between the first audio resource and the audio resource file. The audio resource file is optimized according to the first audio resource. As shown in Figure 10 The optimization of the audio resource file according to the first audio resource can include the following steps S1001-S1010.

[0142] Step S1001, obtaining multiple log files by running the game content through multiple devices; Step S1002, determining audio resources from multiple log files respectively; Step S1003, counting the occurrence frequency of the audio resources; Step S1004, judging whether the occurrence frequency of the audio resources is greater than or equal to the frequency threshold; Step S1005, when the occurrence frequency of the audio resources is greater than or equal to the frequency threshold, determining the audio resources as the first audio resources to be added to the first installed client; Step S1006, when the occurrence frequency of the audio resources is less than the frequency threshold, determining the audio resources as the first audio resources to be added to the first installed client in response to the determination packet operation for the audio resources; Step S1007, generating a first audio resource list according to the first audio resources to be added to the first installed client; Step S1008, obtaining a game audio information record file corresponding to the first audio resource list; Step S1009, obtaining an audio resource file to which the first audio resource belongs according to the correspondence between the first audio resource and the audio resource file; and Step S1010, optimizing the audio resource file according to the first audio resource.

[0143] In an example embodiment of the present disclosure, when the audio resource file is optimized according to the first audio resource, multiple optimization types can be output. For example, all the audio resources in the audio resource file are the first audio resource, and the audio resource file does not need to be optimized; for another example, part of the audio resources in the audio resource file are the first audio resource, and other audio resources in the audio resource file except the first audio resource need to be removed; for another example, the audio resource in the second resource format is included in the audio resource file, and when the optimization is performed, the audio resource in the second resource format is also removed from the audio resource file if the audio resource in the second resource format is not the first audio resource.

[0144] For example, as shown in Figure 11 When the audio resource file is optimized according to the first audio resource, the optimization type output is that the audio resource file is an A.bnk file, the A.bnk file includes an audio resource a, an audio resource b, an audio resource c (output as a.wem resource format), and an audio resource d (output as a.wem resource format), at this time, the audio resource a and the audio resource c are the first audio resource, that is, the audio resource b and the audio resource d can be optimized, and the optimized result is an A.bnk file: an audio resource a and an audio resource c (output as a.wem resource format).

[0145] In an example embodiment of the present disclosure, the resource file optimization method can determine the audio resource that needs to be added to the first installation client according to the log file generated when the game content is run, and optimize the audio resource file to which the audio resource belongs. On the one hand, the audio resource that needs to be added to the first installation client can be accurately selected, and the absence and redundancy of the audio resource can be avoided, so that the audio resource in the first installation client can meet the requirements of accuracy and simplicity; on the other hand, the game developer does not need to select the required audio resource according to the audio resource table, and the manpower and material resources are saved, and the game development efficiency is improved.

[0146] It should be noted that the above-described figures are only schematic illustrations of the processes included in the method according to the example embodiments of the present disclosure, and are not for limiting purposes. It is easy to understand that the processes shown in the above-described figures do not indicate or limit the time sequence of the processes. In addition, it is also easy to understand that the processes can be executed synchronously or asynchronously in multiple modules, for example.

[0147] In addition, in the example embodiments of the present disclosure, a resource file optimization device is also provided. Referring to Figure 12 As shown in The resource file optimization device 1200 includes a game content acquisition module 1210, an audio resource determination module 1220, a resource file acquisition module 1230, and a resource file optimization module 1240.

[0148] The game content obtaining module is configured to obtain game content corresponding to the first installation of the client and obtain a log file generated when the game content is run under the complete installation of the client.

[0149] In an example embodiment of the present disclosure, based on the foregoing scheme, the game content has randomness, the log file generated when the game content is run under the complete installation of the client is obtained, and the device further comprises a traversal running unit configured to run the game content under the complete installation of the client in a game traversal manner to obtain a plurality of log subfiles.

[0150] In an example embodiment of the present disclosure, based on the foregoing scheme, the log file generated when the game content is run under the complete installation of the client is obtained, and the device further comprises a game subcontent division unit configured to divide the game content into a plurality of game subcontents according to attributes of the game content, a second subfile merging unit configured to run the plurality of game subcontents under the complete installation of the client to obtain a plurality of log subfiles, and a merging unit configured to merge the plurality of log subfiles to obtain the log file.

[0151] In an example embodiment of the present disclosure, based on the foregoing scheme, the first audio resource that needs to be added to the first installation of the client is determined according to the audio resource, and the device further comprises an occurrence frequency counting unit configured to count occurrence frequencies of the audio resource, and a first audio resource determination unit configured to determine the first audio resource that needs to be added to the first installation of the client according to the occurrence frequencies of the audio resource.

[0152] In an example embodiment of the present disclosure, based on the foregoing scheme, the first audio resource that needs to be added to the first installation of the client is determined according to the occurrence frequencies of the audio resource, and the device further comprises a second audio resource determination unit configured to determine the audio resource as the first audio resource that needs to be added to the first installation of the client when the occurrence frequency of the audio resource is greater than or equal to a frequency threshold, and a third audio resource determination unit configured to determine the audio resource as the first audio resource that needs to be added to the first installation of the client in response to a determination packet operation for the audio resource when the occurrence frequency of the audio resource is less than the frequency threshold.

[0153] In an example embodiment of the present disclosure, based on the foregoing scheme, the audio resource file to which the first audio resource belongs is acquired, and the device further comprises a game audio information record file acquisition unit configured to acquire a game audio information record file corresponding to the game content, wherein the game audio information record file is configured to indicate the correspondence between the first audio resource and the audio resource file; and a correspondence acquisition unit configured to acquire the audio resource file to which the first audio resource belongs according to the correspondence between the first audio resource and the audio resource file.

[0154] In an example embodiment of the present disclosure, based on the foregoing scheme, the audio resource file further comprises a second audio resource, and the audio resource file is optimized according to the first audio resource, and the device further comprises an audio resource file optimization unit configured to eliminate the second audio resource in the audio resource file to optimize the audio resource file.

[0155] In an example embodiment of the present disclosure, based on the foregoing scheme, the audio resource file is in a first resource format, and the audio resource file further comprises an audio resource in a second resource format, wherein the audio resource in the first resource format needs to be loaded in the memory when the game content is running, and the audio resource in the second resource format does not need to be loaded in the memory.

[0156] Since the various functional modules of the resource file optimization device of the example embodiments of the present disclosure correspond to the steps of the example embodiments of the resource file optimization method described above, for details not disclosed in the device embodiments of the present disclosure, please refer to the above-mentioned example embodiments of the resource file optimization method of the present disclosure.

[0157] It should be noted that although several modules or units of the device for action execution are mentioned in the foregoing detailed description, such a division is not mandatory. Indeed, according to the embodiments of the present disclosure, the features and functionalities of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functionalities of one module or unit described above can be further divided into several modules or units embodied by several modules or units.

[0158] In addition, in an example embodiment of the present disclosure, an electronic device capable of implementing the above-mentioned resource file optimization method is also provided.

[0159] Those skilled in the art can understand that each aspect of the present disclosure can be implemented as a system, a method or a program product. Therefore, each aspect of the present disclosure can be embodied as a complete hardware embodiment, a complete software embodiment (including firmware, microcode, etc.), or an embodiment combining hardware and software aspects, which can be collectively referred to as "circuitry", "module" or "system" herein.

[0160] The following refers to the accompanying drawings, which are incorporated in and constitute a part of this document. Figure 13The electronic device 1300 according to such an embodiment of the present disclosure will be described. Figure 13 The electronic device 1300 shown is merely one example and should not be taken as limiting the scope of the present disclosure.

[0161] As shown in Figure 13 The electronic device 1300 is in the form of a general computing device. Components of the electronic device 1300 can include, but are not limited to, the at least one processing unit 1310 described above, the at least one storage unit 1320 described above, a bus 1330 that connects different system components, including the storage unit 1320 and the processing unit 1310, and a display unit 1340.

[0162] The storage unit stores program code that can be executed by the processing unit 1310, so that the processing unit 1310 performs the steps described in the above "Exemplary Methods" section according to various exemplary embodiments of the present disclosure. For example, the processing unit 1310 can perform the steps shown in Figure 1 S110: obtaining game content corresponding to the first installation of the client, and obtaining log files generated when the game content is run under the complete installation of the client; wherein the log files include a plurality of resources, and the resources have information attributes; S120: determining an audio resource according to the information attributes of the plurality of resources in the log files, and determining a first audio resource that needs to be added to the first installation of the client according to the audio resource; S130: obtaining an audio resource file to which the first audio resource belongs; wherein the audio resource file includes the first audio resource; and S140: optimizing the audio resource file according to the first audio resource; wherein the optimized audio resource file is used to compose the first installation of the client.

[0163] For another example, the electronic device can implement each of the steps shown in Figure 1

[0164] The storage unit 1320 can include a readable medium in the form of a volatile storage unit, such as a random access memory (RAM) 1321 and / or a cache memory 1322, and can further include a read-only memory (ROM) 1323.

[0165] The storage unit 1320 can further include program / utility 1324 having a set of program modules 1325, including but not limited to, an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof can include implementation of a network environment.

[0166] ​Bus 1330 can be one or more of several types of bus structure including a memory bus or memory controller, a peripheral bus, a graphics bus, a processor or local bus using any of a variety of bus architectures.

[0167] Electronic device 1300 can also communicate with one or more external devices 1370 such as a keyboard or pointing device, using one or more communication interfaces 1350. Communication interfaces 1350 can include, without limitation, a modem, a network interface card (e.g. an Ethernet card), a wireless network interface card, etc. One or more communication interfaces 1350 can enable electronic device 1300 to communicate with other devices and / or systems. For example, communication interfaces 1350 can enable electronic device 1300 to communicate with a local or wide area network, including the Internet. Communication interfaces 1350 can also include one or more wireless interfaces, such as a Bluetooth, Wi-Fi, or WiMAX interface. Communication interfaces 1350 can also include one or more wired interfaces, such as an Ethernet, USB, or Firewire interface. Communication interfaces 1350 can also include one or more optical interfaces, such as an infrared interface. Communication interfaces 1350 can also include one or more telephonic interfaces, such as a modem or voice over Internet protocol interface. Communication interfaces 1350 can also include one or more radio frequency (RF) interfaces, such as an antenna and radio frequency circuitry. Communication interfaces 1350 can also include one or more global positioning system (GPS) interfaces. Communication interfaces 1350 can also include one or more near field communication (NFC) interfaces. Communication interfaces 1350 can also include one or more cellular network interfaces. Communication interfaces 1350 can also include one or more satellite communication interfaces. Communication interfaces 1350 can also include one or more wired interfaces, such as an Ethernet, USB, or Firewire interface. Communication interfaces 1350 can also include one or more optical interfaces, such as an infrared interface. Communication interfaces 1350 can also include one or more telephonic interfaces, such as a modem or voice over Internet protocol interface. Communication interfaces 1350 can also include one or more radio frequency (RF) interfaces, such as an antenna and radio frequency circuitry. Communication interfaces 1350 can also include one or more global positioning system (GPS) interfaces. Communication interfaces 1350 can also include one or more near field communication (NFC) interfaces. Communication interfaces 1350 can also include one or more cellular network interfaces. Communication interfaces 1350 can also include one or more satellite communication interfaces.

[0168] From the above description of the embodiments, it is easy for those skilled in the art to understand that the example embodiments described herein can be implemented by software and also can be implemented by software in combination with necessary hardware. Therefore, the technical solutions according to the embodiments of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, U disk, mobile hard disk, etc.) or network, and includes a number of instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to perform the methods according to the embodiments of the present disclosure.

[0169] In the example embodiments of the present disclosure, a computer readable storage medium is also provided, which stores the program product capable of implementing the method described above. In some possible embodiments, various aspects of the present disclosure can also be implemented in the form of a program product, which includes program codes for causing the terminal device to perform the steps described in the "example method" section of the present disclosure according to various example embodiments of the present disclosure when the program product is run on the terminal device.

[0170] A computer readable signal medium can include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated signal can take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium can be any computer readable medium that can be

[0171] Program code embodied on a computer readable medium can be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.

[0172] Computer program code for carrying out operations for aspects of the present disclosure can be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C++, or the like, and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code can execute entirely on the user's computing device, partly on the user's computing device, as a stand-alone software package, partly on the user's computing device and partly on a remote computing device or entirely on the remote computing device or server. In the latter scenario, the remote computing device can be connected to the user's computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or the connection can be made to an external computing device, such as through the Internet using an Internet Service Provider. The application is practiced in a distributed computing environment where tasks are performed by a remote processing device that is linked through a communication network to a user's own computing device.

[0173] In addition, the flow diagrams illustrate the processes as a singular process, but the processes can be performed by different modules or components of the application, or by different modules or components of the application in combination with other modules or components. In addition, the processes can be performed in an order different from that shown in the figures. Further, the processes can be performed in parallel or in a different order than shown in the figures, or the processes can be performed in combination with other processes.

[0174] Other embodiments of the present disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the application disclosed herein. It is intended that the application as claimed be as broad as possible and will include all variations of the application which serve the same purposes as the principles of the present application. The specification and examples given are intended as illustrative only and not restrictive of the true scope and spirit of the application, which is set forth in the following claims.

Claims

1. A method for optimizing a resource file, the method comprising: The method comprises: obtaining game content corresponding to a first installation client, and obtaining a log file generated when the game content is run under a complete installation client; wherein the log file comprises a plurality of resources, and the resources have resource attributes; determining an audio resource according to the resource attributes of the plurality of resources in the log file, and determining a first audio resource that needs to be added to the first installation client according to the audio resource; the determination of the first audio resource that needs to be added to the first installation client according to the audio resource comprises: counting the frequency of occurrence of the audio resource; when the frequency of occurrence of the audio resource is greater than or equal to a frequency threshold, the audio resource is determined to be the first audio resource that needs to be added to the first installation client; and when the frequency of occurrence of the audio resource is less than the frequency threshold, the audio resource is determined to be the first audio resource that needs to be added to the first installation client in response to a determination packet operation for the audio resource; obtaining an audio resource file to which the first audio resource belongs; wherein the audio resource file comprises the first audio resource and a second audio resource, the audio resource file is in a first resource format, the audio resource file further comprises an audio resource in a second resource format, the audio resource in the first resource format needs to be loaded in memory when the game content is run, and the audio resource in the second resource format does not need to be loaded in memory; when the audio resource is greater than or equal to a resource threshold, the audio resource in the first resource format is processed into the audio resource in the second resource format; eliminating the second audio resource in the audio resource file to optimize the audio resource file; wherein the optimized audio resource file is used to constitute the first installation client.

2. The method of claim 1, wherein, The game content has randomness, and the obtaining of the log file generated when the game content is run under the complete installation client comprises: running the game content under the complete installation client in a game traversal manner to obtain a plurality of log subfiles; merging the plurality of log subfiles to obtain the log file.

3. The method of claim 1, wherein, The obtaining of the log file generated when the game content is run under the complete installation client comprises: dividing the game content into a plurality of game subcontents according to attributes of the game content; running the plurality of game subcontents under the complete installation client to obtain a plurality of log subfiles, and merging the plurality of log subfiles to obtain the log file.

4. The method of claim 1, wherein, The obtaining of the audio resource file to which the first audio resource belongs comprises: obtaining a game audio information record file corresponding to the game content; wherein the game audio information record file is used to indicate the correspondence between the first audio resource and the audio resource file; obtaining the audio resource file to which the first audio resource belongs according to the correspondence between the first audio resource and the audio resource file.

5. A resource file optimization apparatus, characterized by, The device comprises: a game content obtaining module, configured to obtain game content corresponding to a first installation client, and obtain a log file generated when the game content is run under a complete installation client; wherein the log file comprises a plurality of resources, and the resources have resource attributes; The audio resource determining module is configured to determine an audio resource according to resource attributes of a plurality of resources in the log file, and determine a first audio resource that needs to be added to the first installation client according to the audio resource. The determination of the first audio resource that needs to be added to the first installation client according to the audio resource includes: counting the occurrence frequency of the audio resource; when the occurrence frequency of the audio resource is greater than or equal to a frequency threshold, determining the audio resource as the first audio resource that needs to be added to the first installation client; and when the occurrence frequency of the audio resource is less than the frequency threshold, determining the audio resource as the first audio resource that needs to be added to the first installation client in response to a determination packet operation for the audio resource. The resource file obtaining module is configured to obtain an audio resource file to which the first audio resource belongs. The audio resource file includes the first audio resource and a second audio resource, and the audio resource file is in a first resource format. The audio resource file also includes an audio resource in a second resource format. When the game content is run, the audio resource in the first resource format needs to be loaded in the memory, and the audio resource in the second resource format does not need to be loaded in the memory. When the audio resource is greater than or equal to a resource threshold, the audio resource in the first resource format is processed into the audio resource in the second resource format. The resource file optimization module is configured to remove the second audio resource from the audio resource file to optimize the audio resource file. The optimized audio resource file is used to constitute the first installation client.

6. A computer-readable storage medium having stored thereon a computer program, characterized in that, The program is executed by the processor to implement the method in any one of claims 1-4.

7. An electronic device, comprising: The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims 1-4. The program is executed by the processor to implement the method in any one of claims

Citation Information

Patent Citations

  • Method for processing resource of network game client

    CN101626391A