Game voice playback methods, devices, storage media, and electronic devices
By adjusting the sound field width parameter according to the type of virtual character, the game voice is extended, solving the problem of voice interference in the game scene, realizing clear distinction and auditory consistency of multiple voices, and improving the game experience.
Patent Information
- Application Number
- CN202211139951.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-09-19
- Publication Date
- 2025-10-31
- Estimated Expiration
- 2042-09-19
AI Technical Summary
In game scenarios, multiple voices interfere with each other, making them indistinguishable and reducing the user's gaming experience.
By determining the character type of the virtual character, the sound field width parameter is determined based on the character type. The original voice material is then subjected to sound field width expansion processing to obtain the target voice, and the target voice is played, so that the sound field width of the voices of different character types is inconsistent.
When multiple voices are triggered simultaneously in a virtual scene, voices with different sound field widths can be clearly distinguished, improving the player's gaming experience and matching the auditory experience presented in the game screen.
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Figure CN115531878B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and more specifically, to a method, apparatus, storage medium, and electronic device for playing game voice messages. Background Technology
[0002] In game scenarios, there are various types of voices, including but not limited to skill voices, character voices, and player voices. Current technologies play these different voices according to a uniform standard, which can cause interference between multiple voices when played simultaneously, making them indistinguishable and negatively impacting the user's gaming experience. Summary of the Invention
[0003] This summary section is provided to briefly introduce the concepts, which will be described in detail in the detailed description section below. This summary section is not intended to identify key 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, embodiments of this disclosure provide a method for playing game voiceovers, including:
[0005] Determine the role type of the virtual character that triggers voice in the virtual scene;
[0006] When the character type is a first preset character type, the sound field width parameter is determined according to the character type;
[0007] Based on the sound field width parameter, the original voice material corresponding to the virtual character is subjected to sound field width expansion processing to obtain the first target voice.
[0008] Play the first target audio.
[0009] Secondly, embodiments of this disclosure provide a game voice playback device, comprising:
[0010] The type determination module is configured to determine the role type of the virtual character that triggers voice in the virtual scene;
[0011] The parameter determination module is configured to determine the sound field width parameter based on the character type when the character type is a first preset character type.
[0012] The sound field widening module is configured to perform sound field width widening processing on the original voice material corresponding to the virtual character according to the sound field width parameter to obtain the first target voice.
[0013] The playback module is configured to play the first target audio.
[0014] Thirdly, embodiments of this disclosure provide a computer-readable storage medium having a computer program stored thereon, which, when executed by a processing device, implements the steps of the method described in the first aspect.
[0015] Fourthly, embodiments of this disclosure provide an electronic device, including:
[0016] A storage device on which computer programs are stored;
[0017] A processing device for executing the computer program in the storage device, in accordance with the steps of the method described in the first aspect.
[0018] Based on the above technical solution, by determining the character type of the virtual character, and assuming a first preset character type, the sound field width parameter is determined according to the character type. The original voice material is then subjected to sound field expansion processing based on the sound field width parameter to obtain the first target voice. Playing the first target voice ensures that the sound field width of the voices triggered by virtual characters of different character types is inconsistent. This allows listeners to clearly distinguish between multiple voices with different sound field widths when multiple voices are triggered simultaneously in a virtual scene. Since different types of virtual characters have different sound field width parameters, the sound field width of the target voices corresponding to different virtual characters is different, and target voices with different sound field widths will also have different perceived hearing distances for the listener. When multiple voices are triggered simultaneously in a virtual scene, listeners can clearly distinguish between multiple voices with different sound field widths. For example, when system prompts and skill sound effects are triggered simultaneously in a virtual scene, the sound field width of the system prompts is greater than that of the skill sound effects, making them clearly distinguishable to the player. Furthermore, by using different sound field width parameters for different virtual characters, the voices emitted by the virtual characters can be made to sound to the player in accordance with the sound presented on the game screen. For example, by expanding the sound field width of system prompts, the system prompts no longer sound as if they are triggered at a single point in the virtual scene, but rather as if they are triggered across the entire surface of the game interface, thus making the system prompts consistent with the character's settings.
[0019] Other features and advantages of this disclosure will be described in detail in the following detailed description section. Attached Figure Description
[0020] The above and other features, advantages, and aspects of the embodiments of this disclosure will become more apparent from the accompanying drawings and the following detailed description. Throughout the drawings, the same or similar reference numerals denote the same or similar elements. It should be understood that the drawings are schematic, and the originals and elements are not necessarily drawn to scale. In the drawings:
[0021] Figure 1 This is a flowchart illustrating a game voice playback method according to some embodiments.
[0022] Figure 2 This is a schematic diagram illustrating a playback system prompt tone according to some embodiments.
[0023] Figure 3 This is a schematic diagram illustrating the sound field width of virtual characters with different aspect ratios, based on some embodiments.
[0024] Figure 4 This is a flowchart illustrating sound field width expansion according to some embodiments.
[0025] Figure 5 This is a flowchart illustrating a game voice playback method according to some other embodiments.
[0026] Figure 6 This is a flowchart illustrating the playback of a first target speech according to some embodiments.
[0027] Figure 7 This is a schematic diagram of the module connection of a game voice playback device according to some embodiments.
[0028] Figure 8 This is a schematic diagram of the structure of an electronic device according to some embodiments. Detailed Implementation
[0029] Embodiments of this disclosure will now be described in more detail with reference to the accompanying drawings. While some embodiments of this disclosure are shown in the drawings, it should be understood that this disclosure can be implemented in various forms and should not be construed as limited to the embodiments set forth herein. Rather, these embodiments are provided to provide a more thorough and complete understanding of this disclosure. It should be understood that the accompanying drawings and embodiments of this disclosure are for illustrative purposes only and are not intended to limit the scope of protection of this disclosure.
[0030] It should be understood that the steps described in the method embodiments of this disclosure may be performed in different orders and / or in parallel. Furthermore, the method embodiments may include additional steps and / or omit the steps shown. The scope of this disclosure is not limited in this respect.
[0031] The term "comprising" and its variations as used herein are open-ended inclusions, meaning "including but not limited to". The term "based on" means "at least partially based on". The term "one embodiment" means "at least one embodiment"; the term "another embodiment" means "at least one additional embodiment"; the term "some embodiments" means "at least some embodiments". Definitions of other terms will be given in the description below.
[0032] It should be noted that the concepts of "first" and "second" mentioned in this disclosure are used only to distinguish different devices, modules or units, and are not used to limit the order of functions performed by these devices, modules or units or their interdependencies.
[0033] It should be noted that the terms "a" and "a plurality of" used in this disclosure are illustrative rather than restrictive, and those skilled in the art should understand that, unless otherwise expressly indicated in the context, they should be understood as "one or more".
[0034] The names of messages or information exchanged between multiple devices in the embodiments of this disclosure are for illustrative purposes only and are not intended to limit the scope of such messages or information.
[0035] In related technologies, different voices are played according to a uniform standard. For example, both system announcements and skill voices triggered by virtual characters are mixed by placing the corresponding mono audio material in the center of the sound field before playing the mixed audio. This causes interference between the announcements and skill voices, making it difficult for players to clearly distinguish between them. The more voices triggered in the virtual scene, the lower the distinguishability becomes.
[0036] To address the aforementioned technical issues, this disclosure provides a method for playing game voiceovers. By playing target voiceovers that expand the sound field width of the original voice material corresponding to a virtual character based on a sound field width parameter, multiple simultaneously triggered voiceovers in a virtual scene can be clearly distinguished by the player's perception. Since different virtual characters have different sound field width parameters, the sound field width of the target voiceovers corresponding to different virtual characters is also different. Furthermore, target voiceovers with different sound field widths will have different perceived listening distances for the listener, thus enabling clear distinction between multiple voiceovers triggered in a virtual scene.
[0037] Figure 1 This is a flowchart illustrating a game voice playback method according to some embodiments. For example... Figure 1 As shown, this disclosure provides a method for playing game voiceovers. This method can be executed by an electronic device, specifically by a game voiceover playback device. This device can be implemented in software and / or hardware and configured within the electronic device. Figure 1 As shown, the method may include the following steps.
[0038] In step 110, the role type of the virtual character that triggers the voice in the virtual scene is determined.
[0039] Here, the voice referred to in this embodiment can include pre-recorded voice, such as sounds made by monsters, system prompts, skill sounds made by virtual characters, or voice played when a non-player character (NPC) triggers a preset dialogue. The virtual scene can refer to a game scene or a virtual reality scene. Virtual characters in the virtual scene can include virtual models such as player characters, non-player characters, and monster characters, or special effects characters such as poison circles, fire circles, etc., or system characters invisible to the player that can trigger voice playback in the virtual scene.
[0040] It is worth noting that in this embodiment of the disclosure, the system role refers to the role used to broadcast system prompts in a virtual scene. This system role does not appear in the form of a virtual model in the virtual scene. For example, in MOBA (Multiplayer Online Battle Arena) games, the system role is used to play voice messages such as kill count, game opening remarks, game closing remarks, etc., such as "Triple kill", "Pentakill", "Enemy forces will arrive on the battlefield in 5 seconds", "Aced", "Victory", etc.
[0041] In this embodiment of the disclosure, the electronic device can respond to a voice trigger command and determine the character type of the virtual character that triggers the voice in the virtual scene through the game engine. The voice trigger command is generated when a specific voice event is triggered in the virtual scene. For example, when a player achieves a triple kill, an event is triggered to play the "triple kill" voice, or when a player releases a game skill, an event is triggered to play the "skill sound" voice.
[0042] Virtual characters can be categorized into at least four types: player characters, NPCs, monster characters, system characters, and special effects characters. Each virtual character in a virtual scene corresponds to a unique character type. When a virtual character in a virtual scene triggers voice playback, the game engine can determine the character type of the virtual character that triggered the voice playback based on the matching relationship between the virtual character and its character type.
[0043] In step 120, if the character type is a first preset character type, the sound field width parameter is determined according to the character type.
[0044] Here, the first preset character type can refer to at least one of the aforementioned player characters, NPCs, monster characters, system characters, and special effects characters. Of course, the first preset character type can also refer to other character types besides system characters. It is worth noting that this first preset character type can refer to a type of virtual character whose sound field width changes with the progress of the game in the virtual scene, such as a monster character, whose sound field width changes with its size.
[0045] Sound field width refers to the distance between two sound sources (left channel and right channel) as perceived by a listener. For example, the actual distance between the audio output devices of an electronic device (including but not limited to the left and right speakers) may remain unchanged, but by using target speech that has undergone sound field width expansion processing, a listener can perceive that the perceived distance between the left and right speakers is wider than the actual distance.
[0046] In some embodiments, the sound field width parameter can be determined based on the correlation between different character types and the sound field width parameter. For example, the character type of a player character corresponds to sound field width parameter A, the character type of an NPC corresponds to sound field width parameter B, the character type of a monster character corresponds to sound field width parameter C, the character type of a system character corresponds to sound field width parameter D, and the character type of a special effects character corresponds to sound field width parameter E.
[0047] In other embodiments, the proportion of the virtual character in the virtual scene can be determined based on the character type, and then the sound field width parameter can be determined based on the proportion of the scene.
[0048] Among them, the screen ratio refers to the proportion of the virtual character in the game interface. The size of the sound field width parameter is positively correlated with the size of the screen ratio. That is, the larger the proportion of the virtual character in the game interface, the larger the sound field width of the voice triggered by the virtual character.
[0049] As some examples, when the virtual character that triggers the playback voice is a system character, the screen ratio corresponding to the system character is set to 100%.
[0050] It should be understood that with a 100% screen ratio, the corresponding sound field width is the entire game interface. From the player's perspective, the target voice lines triggered by the system character originate from the entire game interface, not from a single point within it.
[0051] Figure 2 This is a schematic diagram illustrating a playback system prompt tone according to some embodiments. For example... Figure 2As shown, in the first game interface 301, when the system prompt sound of Five-in-a-Row 302 is triggered, the system prompt sound of Five-in-a-Row 302, after the sound field width is expanded, can be evenly distributed in the first game interface 301. Therefore, in the player's perception, Five-in-a-Row 302 is evenly output from every position in the first game interface 301, rather than output from a single point in the first game interface 301.
[0052] As other examples, when the virtual character that triggers the playback of voice is any of the following: player character, NPC, monster character, or special effects character, the screen ratio is determined based on the proportion of the virtual character's virtual model in the virtual scene.
[0053] In a virtual scene, the larger the virtual model, the larger the proportion of the screen it occupies. For example, in a virtual scene, the sound field width of a large monster is greater than that of a small monster. Figure 3 This is a schematic diagram illustrating the sound field width of virtual characters displayed at different aspect ratios, based on some embodiments. Figure 3 As shown, in the second game interface 401, the screen proportion occupied by the first monster 402 is greater than that occupied by the second monster 404. Therefore, the first sound field width 403 of the first monster 402 is greater than the second sound field width 405 of the second monster 404. In this case, the second monster 404 has a smaller volume and a correspondingly smaller sound field width. Its voice, as perceived by the player, can be considered as being played at a single point on the second game interface 401. The first monster 402 has a larger volume and a correspondingly larger sound field width. Its voice, as perceived by the player, can be considered as being played across a surface of the second game interface 401.
[0054] If the sound field width parameter of the first monster 402 is the same as that of the second monster 404, the voices emitted by both monsters 402 and 404 will appear to the player as originating from a single point on the second game interface 401. However, in the player's actual perception, since the proportion of the screen occupied by the first monster 402 on the second game interface 401 is much larger than that occupied by the second monster 404, the voices emitted by the first monster 402 should be playing on a single surface. Therefore, the method of determining the sound field width parameter based on the screen proportion proposed in this embodiment not only ensures that the voices emitted by the virtual character match the player's actual auditory experience, but also allows for clear differentiation among multiple voices in the virtual scene through different sound field widths, thereby improving the player's gaming experience.
[0055] It is worth noting that the aspect ratio of the same virtual character can dynamically change at different game progress stages. For example, during gameplay, the size of a monster may increase or decrease depending on its health. When a monster's health falls below a preset threshold, it enters a berserk mode, at which point its size increases. Therefore, in this embodiment, the corresponding sound field width for the same virtual character can differ at different game progress stages.
[0056] It should be understood that in practical applications, the sound field width parameter can be determined based on the virtual character's screen proportion only when the virtual character occupies a proportion greater than or equal to a preset threshold. If the virtual character's screen proportion is less than the preset threshold, the original voice material corresponding to that virtual character can be directly used as the target voice. Of course, in practical applications, the sound field width parameter can also be determined for each virtual character based on its corresponding screen proportion; the specific method can be determined according to the actual situation.
[0057] Furthermore, the above embodiments propose two methods for determining the sound field width parameter: one is based on correlation, and the other is based on screen ratio. These two methods can be used selectively or simultaneously in practice. For example, when system prompts, monster voices, and skill voices are triggered simultaneously in a virtual scene, the sound field width parameter for the system prompts can be determined based on correlation, while the sound field width parameter for monster voices and skill voices can be determined based on the screen ratio occupied by the corresponding virtual characters.
[0058] In step 130, the original voice material corresponding to the virtual character is subjected to sound field width expansion processing according to the sound field width parameter to obtain the first target voice.
[0059] Here, the original audio material can be pre-recorded mono audio, while the target audio can be stereo audio. The audio engine can obtain the left and right channel signals corresponding to the original audio material, and then, based on the sound field width parameter and combined with the sound field expansion algorithm, perform sound field width expansion processing on the left and right channel signals to obtain the widened left and right channel signals, thereby obtaining the first target audio.
[0060] Figure 4 This is a flowchart illustrating sound field width expansion according to some embodiments. For example... Figure 4As shown, in some embodiments, the original voice material corresponding to the virtual character can be obtained, and the original voice material can be processed to obtain a left channel voice signal and a right channel voice signal. For the left channel signal, a first equalizer and a first exciter are used to process the left channel voice signal sequentially to obtain a first voice signal. The first voice signal output from the first exciter is input to a first reverb effect, and processed by the first reverb effect to obtain a second voice signal. For the right channel signal, a second equalizer and a second exciter are used to process the right channel voice signal sequentially to obtain a third voice signal. The third voice signal is then input to a second reverb effect, and processed by the second reverb effect to obtain a fourth voice signal. Finally, the first, second, third, and fourth voice signals are mixed to obtain the first target voice.
[0061] The sound field width parameter includes parameter settings for at least one of the following effects: first equalizer, second equalizer, first exciter, second exciter, first reverb, and second reverb.
[0062] It's worth noting that the parameter settings for the first and second equalizers, the first and second exciter effects, and the first and second reverb effects can be the same or different, and can be set according to actual needs. However, regardless of how the effect settings are selected, after... Figure 5 The process shown allows all original speech materials to be processed into the first target speech with the required sound field width.
[0063] Based on this, the sound field width is determined according to the screen ratio, ensuring that the target voices spoken by virtual characters match the actual auditory needs of players. For example, for target voices such as those of large monsters or system prompts, the player will no longer perceive them as being triggered at a single point in the virtual scene, but rather as being triggered across a surface in the game interface, thus making the voices in the game more consistent with the actual settings of the virtual characters.
[0064] In step 140, the first target speech is played.
[0065] Here, after generating the first target speech, the audio engine responds to the speech playback command and plays the first target speech to play the first target speech triggered by the virtual character in the virtual scene.
[0066] Therefore, by determining the character type of the virtual character, and assuming a first preset character type, the sound field width parameter is determined based on the character type. The original voice material is then subjected to sound field expansion processing based on this parameter to obtain the first target voice. Playing the first target voice ensures that the sound field width of the voices triggered by virtual characters of different character types is inconsistent. This allows listeners to clearly distinguish between multiple voices with different sound field widths when multiple voices are triggered simultaneously in a virtual scene. Since different types of virtual characters have different sound field width parameters, the target voices for different virtual characters have different sound field widths, which also result in different perceived hearing distances for the listener. When multiple voices are triggered simultaneously in a virtual scene, listeners can clearly distinguish between them. For example, when system notification sounds and skill sound effects are triggered simultaneously in a virtual scene, the sound field width of the system notification sound is greater than that of the skill sound effect, making them clearly distinguishable to the player. Furthermore, by using different sound field width parameters for different virtual characters, the voices emitted by the virtual characters can be made to sound to the player in accordance with the sound presented on the game screen. For example, by expanding the sound field width of system prompts, the system prompts no longer sound as if they are triggered at a single point in the virtual scene, but rather as if they are triggered across the entire surface of the game interface, thus making the system prompts consistent with the character's settings.
[0067] Figure 5 This is a flowchart illustrating a game voice playback method according to some other embodiments. For example... Figure 5 As shown, in some feasible implementations, the method may further include:
[0068] In step 210, if the character type is a second preset character type, the second target voice corresponding to the virtual character is obtained from the voice database. The second target voice includes voice obtained by performing sound field width expansion processing on the original voice material corresponding to the virtual character according to the sound field width parameter corresponding to the character type.
[0069] Here, the second preset role type can be a system role. When the role type of the virtual role is a system role, the audio engine can obtain the second target voice corresponding to the virtual role from the voice database.
[0070] It is worth noting that the second preset character type can refer to the type of virtual character whose sound field width does not change with the progress of the game in the virtual scene, such as system characters, which do not change with the progress of the game.
[0071] The second target speech obtained is the speech that matches the speech event triggered by the virtual character. This second target speech is obtained by expanding the sound field width of the original speech material triggered by the virtual character based on the sound field width parameter corresponding to the virtual character.
[0072] It is worth noting that the voice database pre-stores the voices of different types of virtual characters under different voice events. When the electronic device receives a voice trigger command, the electronic device responds to the voice trigger command by retrieving the voice from the voice database that matches both the type of the virtual character and the voice event, as the second target voice.
[0073] In step 220, the second target voice is played.
[0074] Here, after acquiring the second target voice, the audio engine responds to the voice playback command and plays the second target voice to play the second target voice triggered by the virtual character in the virtual scene.
[0075] Therefore, based on this embodiment, the second target voice corresponding to the second preset character type is pre-stored in the voice database to reduce CPU (Central Processing Unit) consumption during game operation. For virtual characters that do not correspond to the second preset character type, steps 110 to 140 are used to acquire and play the first target voice in real time, so as to dynamically adjust the sound field width of the voice triggered by the virtual character according to the game progress, so that the sound field width of the virtual character can meet the actual needs. For example, when the monster character becomes larger, the monster character's voice can be played with a larger sound field width, and when the monster character becomes smaller, the monster character's voice can be played with a smaller sound field width.
[0076] It is worth noting that for virtual characters of the first preset role type, when the event of playing voice is triggered, the first target voice can be played based on the methods shown in steps 110 to 140 above. That is, the audio engine can obtain the first target voice in real time based on steps 110 to 130 above. Alternatively, the first target voice can be obtained offline based on steps 110 to 130 above, stored in a database, and a voice database can be obtained. When the role type is either the first preset role type or the second preset role type, the first target voice corresponding to that role type is retrieved from the voice database according to that role type.
[0077] For a virtual character of the second preset character type, when the event of playing voice is triggered, the second target voice can be played based on the methods shown in steps 210 to 220 above.
[0078] Figure 6 This is a flowchart illustrating the playback of a first target speech according to some embodiments. For example... Figure 6 As shown, in some feasible implementations, step 140, playing the first target speech, may include the following steps:
[0079] In step 141, the target playback position is determined in the virtual scene according to the role type to which the virtual character belongs.
[0080] Here, the playback position of the target voice in the virtual scene differs depending on the character type. For example, when the character type is a system character, the target playback position can be the center of the sound field. The center of the sound field corresponds to the center of the game screen. When the character type is any of the following: player character, NPC, monster character, or special effects character, the actual position of the player character, NPC, or special effects character in the virtual scene can be determined as the target playback position. When the character type is a monster character with a screen ratio greater than or equal to a preset threshold, the center of the sound field can be used as the target playback position. When the character type is a monster character with a screen ratio less than a preset threshold, the real-time position of the monster character in the virtual scene can be determined as the target playback position.
[0081] In step 142, the first target speech is played at the target playback position.
[0082] Here, the audio engine plays the first target voice at the target playback position. Specifically, the audio engine can spatialize the first target voice based on the target playback position and the position of the player-controlled virtual character, and then play the spatialized first target voice.
[0083] Therefore, by determining the sound field width of the voice emitted by the virtual character based on the character type in the virtual scene, and by determining the playback position of the voice emitted based on the character type, it is possible to distinguish multiple voices triggered in the virtual scene not only in terms of sound field width, but also in terms of playback position. This makes it possible to have a clear distinction between multiple voices triggered simultaneously in the virtual scene, thereby improving the player's gaming experience.
[0084] It is worth noting that the method of playing the second target voice in step 220 can also be implemented using the methods shown in steps 141 to 142 above, which will not be repeated here.
[0085] Figure 7 This is a schematic diagram of the module connections of a game voice playback device according to some embodiments. For example... Figure 7 As shown, this disclosure provides a game voice playback device 700, which includes:
[0086] The type determination module 701 is configured to determine the role type of the virtual character that triggers voice in the virtual scene;
[0087] The parameter determination module 702 is configured to determine the sound field width parameter according to the character type when the character type is a first preset character type.
[0088] The sound field widening module 703 is configured to perform sound field width widening processing on the original voice material corresponding to the virtual character according to the sound field width parameter to obtain the first target voice.
[0089] The playback module 704 is configured to play the first target audio.
[0090] Optionally, the parameter determination module 702 includes:
[0091] The first determining unit is configured to determine the proportion of the screen occupied by the virtual character in the virtual scene based on the character type;
[0092] The second determining unit is configured to determine the sound field width parameter based on the aspect ratio of the image.
[0093] Optionally, the magnitude of the sound field width parameter is positively correlated with the magnitude of the image aspect ratio.
[0094] Optionally, the second determining unit is specifically configured as follows:
[0095] Obtain the original voice material corresponding to the virtual character;
[0096] The original audio material is subjected to audio-visual processing to obtain the left channel audio signal and the right channel audio signal;
[0097] The left channel speech signal is processed sequentially by the first equalizer and the first exciter to obtain the first speech signal;
[0098] The first speech signal is processed by a first reverb effect processor to obtain a second speech signal;
[0099] The right channel speech signal is processed sequentially by the second equalizer and the second exciter to obtain the third speech signal;
[0100] The third speech signal is processed by a second reverb effect unit to obtain a fourth speech signal;
[0101] The first speech signal, the second speech signal, the third speech signal, and the fourth speech signal are mixed to obtain the target speech;
[0102] The sound field width parameter includes parameter setting information for at least one of the following effects: the first equalizer, the second equalizer, the first exciter, the second exciter, the first reverb, and the second reverb.
[0103] Optionally, the device 700 further includes:
[0104] The voice acquisition module is configured to, when the character type is a second preset character type, acquire a second target voice corresponding to the virtual character from the voice database, wherein the second target voice includes voice obtained by performing sound field width expansion processing on the original voice material corresponding to the virtual character according to the sound field width parameter corresponding to the character type;
[0105] The playback module 704 is also configured to:
[0106] Play the second target audio.
[0107] Optionally, the playback module 704 includes:
[0108] The location determination unit is configured to determine the target playback position in the virtual scene based on the role type to which the virtual character belongs;
[0109] The playback unit is configured to play the first target speech at the target playback position.
[0110] Regarding the game voice playback device 700 in the above embodiments, the specific methods by which each module performs its operations have been described in detail in the embodiments related to the method, and will not be elaborated here.
[0111] The following is for reference. Figure 8 This illustration shows a structural schematic of an electronic device 800 suitable for implementing 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, laptops, 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 8 The electronic device shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments disclosed herein.
[0112] like Figure 8As shown, the electronic device 800 may include a processing device (e.g., a central processing unit, a graphics processor, etc.) 801, which can perform various appropriate actions and processes according to a program stored in a read-only memory (ROM) 802 or a program loaded from a storage device 808 into a random access memory (RAM) 803. The RAM 803 also stores various programs and data required for the operation of the electronic device 800. The processing device 801, ROM 802, and RAM 803 are interconnected via a bus 804. An input / output (I / O) interface 805 is also connected to the bus 804.
[0113] Typically, the following devices can be connected to I / O interface 805: input devices 806 including, for example, touchscreens, touchpads, keyboards, mice, cameras, microphones, accelerometers, gyroscopes, etc.; output devices 807 including, for example, liquid crystal displays (LCDs), speakers, vibrators, etc.; storage devices 808 including, for example, magnetic tapes, hard disks, etc.; and communication devices 809. Communication device 809 allows electronic device 800 to communicate wirelessly or wiredly with other devices to exchange data. Although Figure 8 An electronic device 800 with various devices is shown; however, 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 alternatively.
[0114] In particular, according to embodiments of this disclosure, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this disclosure include a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via a communication device 809, or installed from a storage device 808, or installed from a ROM 802. When the computer program is executed by a processing device 801, it performs the functions defined in the methods of embodiments of this disclosure.
[0115] It should be noted that the computer-readable medium described in this disclosure can be a computer-readable signal medium or a computer-readable storage medium, or any combination thereof. A computer-readable storage medium can be, for example,—but not limited to—an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of a computer-readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. In this disclosure, a computer-readable storage medium can be any tangible medium containing or storing a program that can be used by or in connection with an instruction execution system, apparatus, or device. In this disclosure, a computer-readable signal medium can include a data signal propagated in baseband or as part of a carrier wave, carrying computer-readable program code. Such propagated data signals can take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A computer-readable signal medium can be any computer-readable medium other than a computer-readable storage medium, which can send, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device. The program code contained on the computer-readable medium can be transmitted using any suitable medium, including but not limited to: wires, optical fibers, RF (radio frequency), etc., or any suitable combination thereof.
[0116] In some implementations, electronic devices can communicate using any currently known or future-developed network protocol, such as HTTP (Hypertext Transfer Protocol), and can interconnect with digital data communication (e.g., communication networks) of any form or medium. Examples of communication networks include local area networks (“LANs”), wide area networks (“WANs”), the Internet (e.g., the Internet of Things), and peer-to-peer networks (e.g., ad hoc peer-to-peer networks), as well as any currently known or future-developed networks.
[0117] The aforementioned computer-readable medium may be included in the aforementioned electronic device; or it may exist independently and not assembled into the electronic device.
[0118] The aforementioned computer-readable medium carries one or more programs, which, when executed by the electronic device, cause the electronic device to: acquire target speech triggered by a virtual character in a virtual scene, wherein the target speech includes speech obtained by performing sound field width expansion processing on the original speech material corresponding to the virtual character according to the sound field width parameter corresponding to the virtual character; and play the target speech.
[0119] Computer program code for performing the operations of this disclosure can 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, and C++, as well as conventional procedural programming languages such as the "C" language or similar programming languages. The program code can be executed entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving remote computers, the remote computer can be connected to the user's computer via any type of network—including a local area network (LAN) or a wide area network (WAN)—or can be connected to an external computer (e.g., via the Internet using an Internet service provider).
[0120] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this disclosure. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.
[0121] The modules described in the embodiments of this disclosure can be implemented in software or hardware. The names of the modules are not, in some cases, intended to limit the functionality of the module itself.
[0122] The functions described above in this document can be performed, at least in part, by one or more hardware logic components. For example, exemplary types of hardware logic components that can be used, without limitation, include: Field Programmable Gate Arrays (FPGAs), Application-Specific Integrated Circuits (ASICs), Application Standard Products (ASSPs), System-on-Chip (SoCs), Complex Programmable Logic Devices (CPLDs), and so on.
[0123] In the context of this disclosure, a machine-readable medium can be a tangible medium that may contain or store a program for use by or in conjunction with an instruction execution system, apparatus, or device. A machine-readable medium can be a machine-readable signal medium or a machine-readable storage medium. Machine-readable media can be, but is not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatus, or devices, or any suitable combination of the foregoing. More specific examples of machine-readable storage media include electrical connections based on one or more wires, portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination of the foregoing.
[0124] The above description is merely a preferred embodiment of this disclosure and an explanation of the technical principles employed. Those skilled in the art should understand that the scope of this disclosure is not limited to technical solutions formed by specific combinations of the above-described technical features, but should also cover other technical solutions formed by arbitrary combinations of the above-described technical features or their equivalents without departing from the above-described concept. For example, technical solutions formed by substituting the above features with (but not limited to) technical features disclosed in this disclosure that have similar functions.
[0125] Furthermore, while the operations are described in a specific order, this should not be construed as requiring these operations to be performed in the specific order shown or in a sequential order. In certain environments, multitasking and parallel processing may be advantageous. Similarly, while several specific implementation details are included in the above discussion, these should not be construed as limiting the scope of this disclosure. Certain features described in the context of individual embodiments may also be implemented in combination in a single embodiment. Conversely, various features described in the context of a single embodiment may also be implemented individually or in any suitable sub-combination in multiple embodiments.
[0126] Although the subject matter has been described using language specific to structural features and / or methodological logic, it should be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or actions described above. Rather, the specific features and actions described above are merely illustrative forms of implementing the claims. Regarding the apparatus in the above embodiments, the specific manner in which the various modules perform their operations has been described in detail in the embodiments relating to the method, and will not be elaborated upon here.
Claims
1. A method for playing game voiceovers, characterized in that, include: Determine the role type of the virtual character that triggers voice in the virtual scene; When the character type is a first preset character type, the sound field width parameter is determined according to the character type; Based on the sound field width parameter, the original voice material corresponding to the virtual character is subjected to sound field width expansion processing to obtain the first target voice. Play the first target audio; The step of performing sound field width expansion processing on the original voice material corresponding to the virtual character according to the sound field width parameter to obtain the first target voice includes: Obtain the original voice material corresponding to the virtual character; The original audio material is subjected to audio-visual processing to obtain the left channel audio signal and the right channel audio signal; The left channel speech signal is processed sequentially by the first equalizer and the first exciter to obtain the first speech signal; The first speech signal is processed by a first reverb effect processor to obtain a second speech signal; The right channel speech signal is processed sequentially by the second equalizer and the second exciter to obtain the third speech signal; The third speech signal is processed by a second reverb effect unit to obtain a fourth speech signal; The first speech signal, the second speech signal, the third speech signal, and the fourth speech signal are mixed to obtain the first target speech; The sound field width parameter includes parameter setting information for at least one of the following effects: the first equalizer, the second equalizer, the first exciter, the second exciter, the first reverb, and the second reverb.
2. The game voice playback method according to claim 1, characterized in that, The step of determining the sound field width parameter based on the character type includes: Based on the character type, determine the proportion of the screen occupied by the virtual character in the virtual scene; The sound field width parameter is determined based on the aspect ratio of the image.
3. The game voice playback method according to claim 2, characterized in that, The magnitude of the sound field width parameter is positively correlated with the aspect ratio of the image.
4. The game voice playback method according to claim 1, characterized in that, The method further includes: When the character type is a second preset character type, the second target voice corresponding to the virtual character is obtained from the voice database. The second target voice includes voice obtained by performing sound field width expansion processing on the original voice material corresponding to the virtual character according to the sound field width parameter corresponding to the character type. Play the second target audio.
5. The game voice playback method according to any one of claims 1 to 3, characterized in that, Playing the first target audio includes: Determine the target playback position in the virtual scene based on the role type to which the virtual character belongs; At the target playback position, the first target audio is played.
6. A game voice playback device, characterized in that, include: The type determination module is configured to determine the role type of the virtual character that triggers voice in the virtual scene; The parameter determination module is configured to determine the sound field width parameter based on the character type when the character type is a first preset character type. The sound field widening module is configured to perform sound field width widening processing on the original voice material corresponding to the virtual character according to the sound field width parameter to obtain the first target voice. The playback module is configured to play the first target audio. The sound field widening module is specifically configured as follows: Obtain the original voice material corresponding to the virtual character; The original audio material is subjected to audio-visual processing to obtain the left channel audio signal and the right channel audio signal; The left channel speech signal is processed sequentially by the first equalizer and the first exciter to obtain the first speech signal; The first speech signal is processed by a first reverb effect processor to obtain a second speech signal; The right channel speech signal is processed sequentially by the second equalizer and the second exciter to obtain the third speech signal; The third speech signal is processed by a second reverb effect unit to obtain a fourth speech signal; The first speech signal, the second speech signal, the third speech signal, and the fourth speech signal are mixed to obtain the first target speech; The sound field width parameter includes parameter setting information for at least one of the following effects: the first equalizer, the second equalizer, the first exciter, the second exciter, the first reverb, and the second reverb.
7. The game voice playback device according to claim 6, characterized in that, The parameter determination module includes: The first determining unit is configured to determine the proportion of the screen occupied by the virtual character in the virtual scene based on the character type; The second determining unit is configured to determine the sound field width parameter based on the aspect ratio of the image.
8. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the program is executed by the processing device, it implements the steps of the method according to any one of claims 1 to 5.
9. An electronic device, characterized in that, include: A storage device on which computer programs are stored; A processing device for executing the computer program in the storage device to implement the steps of the method according to any one of claims 1 to 5.
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