Game audio processing method and device, storage medium and electronic device
By identifying target events and extracting features in game scenes, and using audio parameters to reconstruct game audio, the problems of long game music development time and high cost are solved, and efficient audio resource utilization and player immersion experience are achieved.
Patent Information
- Application Number
- CN202211349989.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-10-31
- Publication Date
- 2025-10-17
- Estimated Expiration
- 2042-10-31
AI Technical Summary
Game music development takes a long time, has high production costs, and the fragmented music styles affect the player experience.
By identifying the target events of the virtual game character in the game scene, extracting scene features, selecting target sub-segments from the preset audio collection, and reorganizing them using audio parameters, the target audio is generated to be played during the event advancement process.
It improves the utilization rate of music resources, shortens the development time, reduces production costs, strengthens the intrinsic connection between music, and improves the player's gaming experience.
Smart Images

Figure CN115624751B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present disclosure relates to the field of audio technology, and in particular, to a game audio processing method and device, a storage medium and an electronic device. BACKGROUND
[0002] At present, with the increasing expansion of the game market, the development scale of games is gradually inclined to large volume and high cost, which results in the increasing demand for game music volume and quality.
[0003] In related technologies, when developing a game, a "title" is usually taken as a basic unit for dividing game music, and the game music involved in the entire game is composed of different battle music, plot music, scene music and animation music. The design of game music itself and the corresponding playback rules by the developer is independently carried out for different target carriers, so that each piece of music has a single way of expression in the game, and there is a lack of logical connection between different music, which easily causes the fragmentation of music style and affects the player's immersive experience. In addition, when developing large volume game music, a large amount of resource production cost and time cost is required.
[0004] For the above problems, no effective solution has been proposed so far. SUMMARY
[0005] The embodiments of the present disclosure at least provide a game audio processing method and device, a storage medium and an electronic device to at least solve the technical problem of long development time and high production cost of game music in related technologies.
[0006] According to an embodiment of the present disclosure, a game audio processing method is provided, the game including a game scene and a virtual game character performing a game behavior in the game scene under the input of a player, the method comprising: identifying a target event triggered by the virtual game character in the game scene, wherein the target event is used to represent a game progress of the virtual game character in the game scene; performing feature extraction on the target event to obtain a scene feature corresponding to the target event; selecting at least one target sub-fragment from a preset audio set based on the scene feature, wherein the preset audio set is used to store a plurality of audio sub-fragments obtained by splitting an original audio resource; and recombining the at least one target sub-fragment by using at least one audio parameter to obtain a target audio, wherein the audio parameter is used to set an audio attribute of the at least one target sub-fragment; and playing the target audio in the process of advancing the target event.
[0007] According to one of the embodiments of the present disclosure, a game audio processing device is provided. The game includes a game scene and a virtual game character performing a game action in the game scene under the input of a player. The device includes: an identification module configured to identify a target event triggered by the virtual game character in the game scene, wherein the target event is used to represent a game progress of the virtual game character in the game scene; an extraction module configured to perform feature extraction on the target event to obtain a scene feature corresponding to the target event; a selection module configured to select at least one target sub-fragment from a preset audio set based on the scene feature, wherein the preset audio set is configured to store a plurality of audio sub-fragments obtained by splitting an original audio resource; a recombination module configured to recombine the at least one target sub-fragment by using at least one audio parameter to obtain a target audio, wherein the audio parameter is used to set an audio attribute of the at least one target sub-fragment; and a playing module configured to play the target audio in a process of advancing the target event.
[0008] According to one of the embodiments of the present disclosure, a computer readable storage medium is provided. The computer readable storage medium stores a computer program. The computer program is configured to be executed by a processor to perform the game audio processing method provided in the embodiments of the present disclosure.
[0009] According to one of the embodiments of the present disclosure, an electronic device is also provided. The electronic device includes a memory and a processor. The memory stores a computer program. The processor is configured to execute the computer program to perform the game audio processing method provided in the embodiments of the present disclosure.
[0010] In at least some embodiments of the present disclosure, by identifying a target event triggered by a virtual game character in a game scene, and then performing feature extraction on the target event to obtain a scene feature corresponding to the target event, subsequently selecting at least one target sub-fragment from a preset audio set based on the scene feature, and recombining the at least one target sub-fragment by using at least one audio parameter to obtain a target audio, and finally playing the target audio in a process of advancing the target event, the purpose of efficiently generating the target audio by fully utilizing the original audio resource is achieved, thereby realizing the technical effects of shortening the development time of game music and reducing the production cost, and further solving the technical problems of long development time and high production cost of game music in the related art. BRIEF DESCRIPTION OF DRAWINGS
[0011] The accompanying drawings, which are included to provide a further understanding of the present disclosure and constitute a part of this application, illustrate certain illustrative embodiments of the present disclosure and are used to explain the present disclosure, but should not be construed as an improper limitation on the present disclosure. In the drawings:
[0012] Figure 1 FIG. 1 is a hardware structure block diagram of a mobile terminal according to one of the embodiments of the present disclosure;
[0013] Figure 2 is a flow chart of a processing method of game audio according to one of the embodiments of the present disclosure;
[0014] Figure 3 is a schematic diagram of a processing method of game audio according to one of the embodiments of the present disclosure;
[0015] Figure 4 is a schematic diagram of another processing method of game audio according to one of the embodiments of the present disclosure;
[0016] Figure 5 is a structural block diagram of a processing device of game audio according to one of the embodiments of the present disclosure;
[0017] Figure 6 is a schematic diagram of an electronic device according to one of the embodiments of the present disclosure. DETAILED DESCRIPTION
[0018] In order to enable persons skilled in the art to better understand the present disclosure scheme, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only a part of the embodiments of the present disclosure, not all the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by persons skilled in the art without creative labor should be within the scope of protection of the present disclosure.
[0019] It should be noted that the terms "first", "second", etc. in the specification and claims of the present disclosure and the above-mentioned drawings are used to distinguish similar objects, and do not necessarily describe a specific order or sequence. It should be understood that the data thus used can be interchanged under appropriate circumstances, so that the embodiments of the present disclosure described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "include" and "have" and any variations thereof are intended to cover non-exclusive inclusion, for example, a process, method, system, product or device including a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but can include other steps or units not clearly listed or inherent to these processes, methods, products or devices.
[0020] In the conventional art, the development process for game music typically involves music designers designing and producing the music using relevant text and concept art. When new content is added to the game, such as expansion packs, scenes, gameplay, or the main storyline, the music designers then add corresponding music. From a specific perspective, these game music singles don't necessarily need to be closely related; they can be designed and produced by different music designers, and each piece is essentially a standalone entity. However, with the increasing volume of resources, it's common for the total number of music tracks to exceed dozens or even hundreds. This increase in the number of tracks has led to a geometric increase in production costs. Furthermore, each piece of music is typically played only at specific locations in the game, resulting in low audio resource utilization. Projects that don't strictly control the overall music can also suffer from a range of issues, such as fragmented musical styles and excessively diverse styles.
[0021] The method embodiments of the present disclosure may be executed on a mobile terminal, a computer terminal, or a similar computing device. For example, the mobile terminal may be a smartphone, a tablet computer, a PDA, a mobile internet device, a PAD, a game console, or other terminal device. Figure 1 FIG. 1 is a hardware structure diagram of a mobile terminal according to a method for processing game audio according to an embodiment of the present disclosure. Figure 1 As shown, the mobile terminal may include one or more ( Figure 1 Only one is shown in the figure) a processor 102 (the processor 102 may include but is not limited to a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processing (DSP) chip, a microprocessor (MCU), a field-programmable logic device (FPGA), a neural network processor (NPU), a tensor processing unit (TPU), an artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data. In one embodiment of the present disclosure, it may also include: an input and output device 108 and a display device 110.
[0022] In some optional embodiments mainly based on gaming scenarios, the above-mentioned device can also provide a human-computer interaction interface with a touch-sensitive surface, which can sense finger contact and / or gestures to perform human-computer interaction with a graphical user interface (GUI). The human-computer interaction functions may include the following interactions: creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving emails, call interface, playing digital videos, playing digital music and / or web browsing, etc. The executable instructions for executing the above-mentioned human-computer interaction functions are configured / stored in a computer program product or readable storage medium executable by one or more processors.
[0023] The game audio processing method in the embodiments of the present disclosure can also run on a local terminal device or a server. When the game audio processing method runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0024] In an optional embodiment, various cloud applications can run under the cloud interaction system, for example, cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the game audio processing method are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the cloud game server in the cloud end performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.
[0025] In an optional embodiment, taking games as an example, the local terminal device stores a game program and is used for presenting a game picture. The local terminal device is used for interacting with the player through a graphical user interface, that is, a conventional game program is downloaded and installed on an electronic device and is run. The way in which the local terminal device provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection.
[0026] For example, the local terminal device can be a mobile terminal, a computer terminal or a similar computing device, which can include a display screen used for presenting a graphical user interface including a game picture and a processor used for running the game, generating the graphical user interface and controlling the display of the graphical user interface on the display screen.
[0027] Those skilled in the art can understand that, Figure 1 The structures shown are only schematic and do not limit the structure of the mobile terminal described above. For example, the mobile terminal can also include more or less components than those shown, or have a different configuration of components than those shown. Figure 1 The structures shown are only schematic and do not limit the structure of the mobile terminal described above. For example, the mobile terminal can also include more or less components than those shown, or have a different configuration of components than those shown. Figure 1 The structures shown are only schematic and do not limit the structure of the mobile terminal described above. For example, the mobile terminal can also include more or less components than those shown, or have a different configuration of components than those shown.
[0028] According to an embodiment of the present disclosure, an embodiment of a method for processing game audio is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.
[0029] In one possible implementation, an embodiment of the present disclosure provides a method for processing game audio, and a graphical user interface is provided by a terminal device. The terminal device can be a local terminal device as mentioned above, or a client device in a cloud interaction system as mentioned above. Figure 2 is a flowchart of a method for processing game audio according to an embodiment of the present disclosure. The game includes a game scene and a virtual game character performing a game behavior in the game scene under the input of a player, as shown in Figure 2 The method includes the following steps:
[0030] Step S21, identifying a target event triggered by the virtual game character in the game scene, wherein the target event is used to represent a game progress of the virtual game character in the game scene;
[0031] The game can be a Massively Multiplayer Online (MMO) type game, in which a game map is generally set, and different game play, plot, task and game copy are distributed in the game map. The virtual game character can perform corresponding game behavior in the game map through touch operation of the player on the graphical user interface, so as to enable the player to obtain immersive game experience.
[0032] Specifically, the target event can be any one or more of a specific play, a game task, a game plot, and a game copy in the game. By identifying the target event triggered by the virtual game character in the game scene, the game progress of the virtual game character in the current game scene can be obtained.
[0033] Taking different game processes in which the player explores in the game scene as an example, when the player controls the scene exploration through the touch operation on the graphical user interface, the virtual game character first enters the scene to explore freely, and in this process, no battle occurs, which can be identified as a target event 1; the virtual game character continues to explore freely, and in the exploration process, a battle occurs, which can be identified as a target event 2; the virtual game character triggers a phased task in the exploration process, which can be identified as a target event 3; the virtual game character executes a first task phase, which can be identified as a target event 4; the virtual game character executes a second task phase, which can be identified as a target event 5; and finally, the virtual game character completes the game phased task and returns to the normal free exploration process, which can be identified as a target event 6. In the exploration process, the target event 1 to the target event 6 represent different game processes in which the virtual game character is in the current game scene.
[0034] In step S22, the target event is characterized to obtain the scene features corresponding to the target event.
[0035] Specifically, the scene features can be enemy game characters mainly distributed in a game map, or important game characters (Bosses), or certain specific terrain features, and the like.
[0036] Continuing the above example of different game processes in which the player explores in the game scene, for the target event 1, the scene features corresponding to the target event 1 are obtained through feature extraction, such as the terrain features of the free exploration position; for the target event 2, the scene features corresponding to the target event 2 are obtained through feature extraction, such as the intensity level of the battle in the exploration process; for the target event 3, the scene features corresponding to the target event 3 are obtained through feature extraction, such as the Boss type corresponding to the triggered phased task; for the target event 4, the scene features corresponding to the target event 4 are obtained through feature extraction, such as the task content of the first task phase; for the target event 5, the scene features corresponding to the target event 5 are obtained through feature extraction, such as the task content of the second task phase; and for the target event 6, the scene features corresponding to the target event 6 are obtained through feature extraction, such as the completion status of the phased task.
[0037] In step S23, at least one target sub-fragment is selected from a preset audio set based on the scene features, where the preset audio set is used to store a plurality of audio sub-fragments obtained by splitting the original audio resource.
[0038] Optionally, the plurality of audio sub-fragments in the preset audio set have the same playing speed.
[0039] The preset audio set can adapt to various gameplay contents, and includes a plurality of audio subsegments which can be freely split and recombined, each of which can be a single phrase. The preset audio set is an internal coherent music system. Taking an MMO type game as an example, the plurality of audio subsegments in the system can cover all target events occurring on a large game map.
[0040] In the entire system, the playing speeds of the plurality of audio subsegments need to be consistent to obtain better playing effects. For example, when music paragraphs are instantaneously switched, it is difficult to achieve a very natural and smooth switching effect if the speeds are not uniform. In addition, when the execution, splitting and recombination steps of the original audio resource are involved, only when the same speed is ensured can the original audio resource be given greater splitting and recombination space, thereby further improving the utilization rate of the audio resource.
[0041] In an optional implementation, the preset audio set can further include a plurality of preset subsegments with different playing speeds, wherein the preset subsegments are used to generate customized audio which can be used at positions not involving instantaneous switching of music paragraphs. For example, in a 15-minute system, there can be 1-2 minutes of preset subsegments with playing speeds different from those of most audio subsegments. The 1-2 minutes of preset subsegments can be used to generate customized audio for a preset bridge segment, and there are no other audio segments closely connected before and after the customized audio played at the preset bridge segment, so that the inconsistency of the playing speed does not cause a sense of fragmentation when the music is switched.
[0042] In step S24, at least one target subsegment is recombined using at least one audio parameter to obtain target audio, wherein the audio parameter is used to set an audio attribute of the at least one target subsegment.
[0043] Specifically, the implementation process of recombining the at least one target subsegment using the at least one audio parameter to obtain the target audio can be further described with reference to the embodiments below, and will not be described here.
[0044] In step S25, the target audio is played in the process of advancing the target event.
[0045] Specifically, in the process of advancing the target event, the playing mode of the target audio can be set, which can be played only once (One Shot) or in a seamless loop (Loop). The two playing modes can be used in the System. One shot is mostly used for the intro and the last sentence (outro) before the end of the music. The intro and the outro will only be played once and then stopped. Loop is mostly used in the battle link. Since the specific duration of the player controlling the virtual game character to perform the game action cannot be predicted in the actual game process, the game music needs to be implemented in a seamless loop, so as to always wait for the next action and operation of the player to determine whether to end the current music or switch to the next music. In the process of the player controlling the virtual game character to fight, the game music needs to be looped seamlessly, so that stopping the music at any time point will not make the player feel abrupt, thereby better ensuring the game immersion of the player.
[0046] The game audio processing method of the embodiment of the present application can fundamentally change the state of the game music being divided by "head" in the related art, so that all the music appearing in the game has a strong logical connection and can be dynamically switched very smoothly and naturally according to the actual game situation. Thus, while greatly improving the utilization rate and reuse rate of music resources, the internal relationship between the music is also enhanced, thereby further improving the game experience of the player.
[0047] Based on the steps S21 to S25, by identifying the target event triggered by the virtual game character in the game scene, the target event is characterized to obtain the scene features corresponding to the target event, then at least one target sub-fragment is selected from the preset audio set based on the scene features, and at least one target sub-fragment is reorganized by using at least one audio parameter to obtain the target audio. Finally, the target audio is played in the process of advancing the target event, which achieves the purpose of efficiently generating the target audio by fully utilizing the original audio resources, thereby realizing the technical effects of shortening the development time of game music and reducing the production cost, and further solving the technical problems of long development time and high production cost of game music in the related art.
[0048] The game audio processing method proposed by the embodiment of the present application will be further introduced below.
[0049] Optionally, the game audio processing method of the present application further comprises:
[0050] In step S201, the original audio resources are processed by sentence based on the audio melody rule to obtain a plurality of audio sub-fragments, wherein the audio melody rule is used to represent the natural rhythm rule of the original audio resources, and the original audio resources are associated with each other.
[0051] In step S202, the multiple audio sub-segments are processed in layers to obtain a first audio set and a second audio set, where the first audio set is used to store the melody layer information of the multiple audio sub-segments, and the second audio set is used to store the percussion layer information of the multiple audio sub-segments.
[0052] The original audio resources can be designed and produced by a music designer through relevant script concepts and original drawings. In order to ensure that the multiple audio sub-segments in the preset audio set can cover all target events in the game, it is necessary to plan the entire System in a macroscopic manner, define the music style and tone, and extract the core concept as the theoretical cornerstone of music creation in the world view design, and strengthen the internal connection between music and the game kernel. The original audio resources are associated with each other and have common core concepts. Specifically, the core concept can be an emotion in a certain direction, a representative character, or a certain personified spiritual core. For example, there is a main non-player character (NPC) "a" in the game map. The main plot and the copy of the entire map are developed around a, which can be used as the core concept of the corresponding System of the game. For example, the game content of the entire map is developed around the emotion keywords such as "hope" or "betrayal", which can also be regarded as the core concept of the System.
[0053] The theme melody of the original audio resources can be designed based on the core concept of the System. The theme melody refers to a melody phrase with distinctive characteristics, which can be expanded into a large music passage through specific composition methods. Specifically, the core concept of the System can be converted into a short melody that can become an important memory point of the game music by using music language. By repeatedly adapting and secondarily creating the theme melody and using it in the game music, important emotional memories of the players can be evoked, and the game experience can be improved. For example, based on the core concept of the System, theme melody A and theme melody B can be designed, where theme melody A can represent an emotion theme, and theme melody B can represent a character theme.
[0054] When the original audio resources are processed based on the audio melody rule, the stems can be split in a split manner, and a single-track phrase can be used as the smallest unit of division, thereby obtaining multiple phrases, where each phrase is an audio sub-segment, and the length of each phrase is adjusted according to the natural law motion cut of the audio melody rule, but generally, the lengths of different phrases are not greatly different.
[0055] After obtaining the plurality of audio sub-segments processed by the sentence processing, the audio sub-segments are further processed by layering processing, and the melody layer (BASE) information set and the percussion layer (ENG) information set of each musical phrase can be obtained by the layering processing. For example, after the original audio resource is processed by the sentence processing, musical phrase 1, musical phrase 2, musical phrase 3,..., and musical phrase N are obtained. Further, the musical phrase 1, the musical phrase 2, the musical phrase 3,..., and the musical phrase N are processed by layering processing respectively, and a first audio set and a second audio set are obtained, wherein the first audio set includes BASE1, BASE2, BASE3,..., and BASEN, and the second audio set includes ENG1, ENG2, ENG3,..., and ENGN. The BASE and the ENG of each musical phrase need to be consistent in length, so that normal playing can be ensured in the case of separate use.
[0056] Based on the steps S201 to S202, the original audio resource is processed by the sentence processing based on the audio melody rule, and a plurality of audio sub-segments are obtained. Further, the plurality of audio sub-segments are processed by layering processing, and a first audio set and a second audio set are obtained. Thus, rich audio recombination materials are obtained for efficient generation of target audio, so that the utilization rate of music resources can be improved, and the production cost of game music can be reduced.
[0057] Optionally, in step S24, at least one target sub-segment is recombined by using at least one audio parameter to obtain the target audio, including:
[0058] In step S241, full-amount evaluation is performed on the at least one target sub-segment to obtain an evaluation result, wherein the evaluation result is used to represent the distribution rule of the at least one target sub-segment.
[0059] In step S242, at least one audio parameter corresponding to the at least one target sub-segment is determined according to the evaluation result.
[0060] In step S243, at least one target sub-segment is adjusted by using at least one audio parameter, and the adjusted at least one target sub-segment is spliced to obtain the target audio.
[0061] Specifically, before recombining the at least one target sub-segment, full-amount evaluation needs to be performed on all target sub-segments to determine the distribution of important melody phrases. In the evaluation process, important melody phrases need to be distributed as important non-reusable resources. In an optional embodiment, important melody phrases can be uniformly distributed in the game, so as to better distinguish the target audio and make the game music more diversified, thereby improving the fatigue threshold of the player's hearing.
[0062] Further, the distribution rule of the at least one target sub-clip is used to determine at least one audio parameter corresponding to the distribution position of the at least one target sub-clip. The at least one audio parameter can include one or more of a first parameter, a second parameter, and a third parameter, and the audio parameter can be used to set the audio attribute of the at least one target sub-clip, such as the combination of the palette, the audio tension, the audio melody layer, and the percussion layer.
[0063] The at least one target sub-clip is adjusted according to the determined at least one audio parameter, and then the adjusted at least one target sub-clip is spliced to obtain the target audio corresponding to the scene feature. Specifically, after adjusting the at least one target sub-clip according to the at least one audio parameter, the musical phrase material and the appropriate places are only needed to be recombined according to the actual needs, and the target audio can be generated.
[0064] Based on the steps S241 to S242, the evaluation result is obtained by evaluating the at least one target sub-clip, the at least one audio parameter of the at least one target sub-clip is determined according to the evaluation result, the at least one target sub-clip is adjusted according to the at least one audio parameter, and the adjusted at least one target sub-clip is spliced to obtain the target audio, which can greatly improve the reuse rate of audio resources and reduce the production cost of game music.
[0065] Optionally, the at least one audio parameter further includes a first parameter, and adjusting the at least one target sub-clip according to the first parameter includes:
[0066] In step S2431, a first preset rule is obtained, wherein the first preset rule is used to record the mapping relationship between the first parameter and the scene feature, and the first parameter is used to set the characteristic expression mode of the scene feature corresponding to the at least one target sub-clip;
[0067] In step S2432, the target feature proportion of the scene feature is determined based on the first preset rule, wherein the target feature proportion is used to represent the proportion of different characteristic expression modes in the at least one target sub-clip;
[0068] In step S2433, the at least one target sub-clip is adjusted according to the target feature proportion by using the first parameter.
[0069] Specifically, the first parameter can be used to set the palette of the at least one target sub-clip. In the music field, the palette is mainly used to represent the musical instrument method, the composition technique, or some characteristic music performance elements. For the extracted scene feature, the musical instrument method, the composition technique, or some characteristic music performance elements corresponding to the scene feature can be determined by using the first preset rule, so that the scene feature is represented by the palette in the at least one target sub-clip.
[0070] The target feature proportion of the scene feature is determined based on the first preset rule. The target feature proportion can represent the palette proportion corresponding to different scene features. By strictly controlling different palette proportions and flexibly adjusting the palette proportion according to actual conditions, more combination possibilities of at least one target sub-fragment can be obtained, thereby further enriching the game audio. For example, in a game map, three types of hostile game characters, i.e., A category, B category and C category, are mainly involved. In the first preset rule, the palettes corresponding to the A category game character, the B category game character and the C category game character are recorded. The A category game character palette is electric guitar sweep, the B category game character palette is metal percussion, and the C category palette is brass ensemble. In the game map where the A category game character has a high occurrence rate and proportion, the frequency of electric guitar sweep is also high.
[0071] Based on the above steps S2431 to S2433, by obtaining the first preset rule, then determining the target feature proportion of the scene feature based on the first preset rule, and finally adjusting at least one target sub-fragment according to the target feature proportion by using the first parameter, the diversity of the target audio spliced can be improved, the utilization rate of the audio resource can be further improved, and the production cost of the game audio can be reduced.
[0072] Optionally, the at least one audio parameter further includes a second parameter, and adjusting at least one target sub-fragment by using the second parameter includes:
[0073] In step S2434, a second preset rule is obtained. The second preset rule is used to record the mapping relationship between the second parameter and the scene feature. The second parameter is used to set the corresponding audio rhythm of the scene feature in at least one target sub-fragment.
[0074] In step S2435, the target audio rhythm corresponding to the scene feature is determined based on the second preset rule.
[0075] In step S2436, at least one target sub-fragment is adjusted according to the target audio rhythm by using the second parameter.
[0076] Specifically, the second parameter can be used to set the tension of the at least one target sub-fragment. Since a System covers more game content, the intensity and experience of the battles encountered by the player in this range are uneven, so a general tension classification of the game audio is needed in the second preset rule, so that the game audio can be dynamically adjusted according to the actual battle experience, so that the player can obtain an immersive game experience. In the second preset rule, the audio tension can be pre-divided into five rhythm levels, such as using "level 1", "level 2", "level 3", "level 4", and "level 5" instead, and the tension corresponding to the five rhythm levels increases in turn.
[0077] For example, in the second preset rule, "level 1" is mainly used for non-battle scene features in the game; "level 2" is mainly used for exploration scene features in the game; "level 3" is mainly used for low-intensity battle scene features in the game; "level 4" is mainly used for medium-intensity battle scene features in the game; and "level 5" is mainly used for high-intensity battle scene features in the game.
[0078] Based on the second preset rule, the target audio rhythm corresponding to the scene feature can be determined, and the target sub-fragment can be flexibly set based on the determined target audio rhythm.
[0079] Further, the increase in tension is determined according to the multi-dimensional standards of the thickness of the music, the rhythm density, the melody fullness, and the overall listening intensity, and the different tension paragraphs are switched while following the specific switching rules. In a continuous and uninterrupted music paragraph, the change range of the tension is preferably only adjacent to the current tension. For example, if the current target sub-fragment is at "level 2", the tension of the next target sub-fragment is preferably selected from "level 1" or "level 3" as the best, which can avoid a sudden large gap in the listening intensity of the music and an unnatural transition. In the case of a large span of intensity switching, a transition phrase can be customized as a transition phrase.
[0080] Based on the above steps S2434 to S2436, by obtaining the second preset rule, and then determining the target audio rhythm corresponding to the scene feature based on the second preset rule, and finally adjusting the at least one target sub-fragment according to the target audio rhythm using the second parameter, the diversity of the target audio spliced can be improved, the utilization rate of the audio resource can be further improved, and the production cost of the game audio can be reduced.
[0081] Optionally, the at least one audio parameter further comprises a third parameter, and adjusting the at least one target sub-fragment by using the third parameter comprises:
[0082] In step S2437, a third preset rule is obtained, wherein the third preset rule is used to record a mapping relationship between a third parameter and a scene feature, and the third parameter is used to set corresponding melody layer information and / or percussion layer information of the scene feature in at least one target sub-fragment;
[0083] In step S2438, a target combination mode corresponding to the scene feature is determined based on the third preset rule, wherein the target combination mode is used to represent a combination situation of the melody layer information and / or the percussion layer information in the at least one target sub-fragment;
[0084] In step S2439, the at least one target sub-fragment is adjusted according to the target combination mode by using the third parameter.
[0085] For example, in the third preset rule, for a non-battle scene feature in the game, the target sub-fragment is mainly melody layer and secondarily percussion layer; for an exploration scene feature in the game, the target sub-fragment is basically without melody layer and with weak percussion layer; for a low-intensity battle scene feature in the game, the target sub-fragment has weak melody layer and medium percussion layer; for a medium-intensity battle scene feature in the game, the target sub-fragment has medium melody layer and strong percussion layer; and for a high-intensity battle scene feature in the game, the target sub-fragment has strong melody layer and strong percussion layer.
[0086] Based on the above steps S2437 to S2439, by obtaining the third preset rule, then determining the target combination mode corresponding to the scene feature based on the third preset rule, and finally adjusting the at least one target sub-fragment according to the target combination mode by using the third parameter, the diversity of the target audio spliced can be improved, the utilization rate of the audio resource is further improved, and the production cost of the game audio is reduced.
[0087] Figure 3 is a schematic diagram of a game audio processing method according to an embodiment of the present disclosure, as shown in Figure 3 During the process of scene exploration of the virtual game character, the main theme melody A is involved, and the A-type game character and the B-type game character are encountered in the exploration process. When the player controls the scene exploration through the touch operation of the graphical user interface, the virtual game character first enters the scene for free exploration, and no battle occurs in this process. The A-type game character appears in the exploration process, which can be identified as a target event 1. After the target event 1 is identified, the corresponding scene feature is extracted, and then at least one target sub-fragment is selected based on the target event 1. After the at least one target sub-fragment is recombined by using the audio parameter, the target audio 1 corresponding to the target event 1 is obtained, wherein the target audio 1 is the BASE layer music including the palette A and the tension of 1. During the advancement of the target event 1, the target audio 1 is played.
[0088] The virtual game character then continues to explore freely. During the exploration, a battle occurs. This event can be identified as target event 2, and then target audio 2 is generated based on a similar process as above, wherein target audio 2 is BASE layer + ENG layer music including palette A and tension of 1; when the virtual game character triggers a phased task during the exploration, this event can be identified as target event 3, and then target audio 3 is generated based on a similar process as above, wherein target audio 3 is ENG layer music including palette B and tension of 2; when the virtual game character is performing the first task stage, this event can be identified as target event 4, and then target audio is generated based on a similar process as above 4, where target audio 4 is ENG-layer music with palette B and a tension level of 3. When the virtual game character performs the second mission stage, this event can be identified as target event 5, and target audio 5 is generated based on a similar process. Target audio 5 is BASE-layer music with palette B and a tension level of 3, plus ENG-layer music. Finally, the virtual game character completes the game phase and returns to normal free exploration. This event can be identified as target event 6, and target audio 6 is generated based on a similar process. Target audio 6 is BASE-layer music with palette B and a tension level of 3, plus ENG-layer music (i.e., outro), and the music ends. The music playback is then determined based on the player's actions. For example, if the player returns to the exploration scene, the above process is repeated.
[0089] Figure 4 is a schematic diagram of another method for processing game audio according to one embodiment of the present disclosure, such as Figure 4 As shown, the dungeon process within the destination primarily involves Theme Melody B, and during exploration, players encounter game characters of Category C and Category D. When the player explores the scene through touch controls on the graphical user interface, the virtual game character first enters the scene for free exploration. No combat occurs during this process. During the exploration, a Category C game character appears, and this event can be identified as Target Event 1. After identifying Target Event 1, the corresponding scene features are extracted. Based on Target Event 1, at least one target sub-segment is selected. After reassembling this at least one target sub-segment using audio parameters, target audio 1 corresponding to Target Event 1 is obtained. Target Audio 1 is base layer music with palette C and a tension of 1. Target Audio 1 is played during the progression of Target Event 1.
[0090] The virtual game character enters the instance, which can be identified as Target Event 2, and the Target Audio 2 is generated based on the similar process described above, where the Target Audio 2 is BASE layer music (i.e. intro) including palette C with tension level 1; the virtual game character encounters a low intensity battle after entering the instance, which can be identified as Target Event 3, and the Target Audio 3 is generated based on the similar process described above, where the Target Audio 3 is ENG layer music including palette C with tension level 2; the virtual game character continues to explore in the instance after the battle, which can be identified as Target Event 4, and the Target Audio 4 is generated based on the similar process described above, where the Target Audio 4 is ENG layer music including palette C with tension level 2 (i.e. outro); the virtual game character encounters a medium intensity battle after entering the instance, which can be identified as Target Event 5, and the Target Audio 5 is generated based on the similar process described above, where the Target Audio 5 is BASE layer + ENG layer music including palette C with tension level 2; the virtual game character continues to explore in the instance after the battle, which can be identified as Target Event 6, and the Target Audio 6 is generated based on the similar process described above, where the Target Audio 6 is BASE layer + ENG layer music including palette C with tension level 2 (i.e. outro).
[0091] The virtual game character enters the instance, which can be identified as Target Event 2, and the Target Audio 2 is generated based on the similar process described above, where the Target Audio 2 is BASE layer music (i.e. intro) including palette C with tension level 1; the virtual game character encounters a low intensity battle after entering the instance, which can be identified as Target Event 3, and the Target Audio 3 is generated based on the similar process described above, where the Target Audio 3 is ENG layer music including palette C with tension level 2; the virtual game character continues to explore in the instance after the battle, which can be identified as Target Event 4, and the Target Audio 4 is generated based on the similar process described above, where the Target Audio 4 is ENG layer music including palette C with tension level 2 (i.e. outro); the virtual game character encounters a medium intensity battle after entering the instance, which can be identified as Target Event 5, and the Target Audio 5 is generated based on the similar process described above, where the Target Audio 5 is BASE layer + ENG layer music including palette C with tension level 2; the virtual game character continues to explore in the instance after the battle, which can be identified as Target Event 6, and the Target Audio 6 is generated based on the similar process described above, where the Target Audio 6 is BASE layer + ENG layer music including palette C with tension level 2 (i.e. outro).
[0092] Based on the game audio processing method provided in the embodiments of the present application, by identifying a target event triggered by a virtual game character in a game scene, and then performing feature extraction on the target event to obtain scene features corresponding to the target event, at least one target sub-fragment is selected from a preset audio set based on the scene features, and at least one target sub-fragment is reorganized using at least one audio parameter to obtain a target audio, and finally the target audio is played in the process of advancing the target event, which can greatly improve the utilization rate of music resources and reduce the production cost of game music.
[0093] Through the description of the above implementation, those skilled in the art can clearly understand that the method according to the above embodiments can be realized by means of software and the necessary general hardware platform, of course, it can also be realized by hardware, but in many cases the former is a better implementation. Based on such understanding, the technical solutions of the present disclosure can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes a plurality of instructions for causing a terminal device (which can be a mobile phone, computer, server, or network device) to execute the method described in the various embodiments of the present disclosure.
[0094] In the present embodiment, a game audio processing device is also provided, which is used to implement the above embodiments and preferred embodiments, and will not be described again. As used below, the term "module" can be a combination of software and / or hardware that implements a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware or a combination of software and hardware is also possible and is contemplated.
[0095] Figure 5 is a structural block diagram of a game audio processing device according to an embodiment of the present disclosure, and the game includes a game scene and a virtual game character performing a game behavior in the game scene under the control of a player's input, as shown in Figure 5 The device includes:
[0096] The identification module 501 is configured to identify a target event triggered by a virtual game character in a game scene, wherein the target event is used to represent a game progress of the virtual game character in the game scene;
[0097] The extraction module 502 is configured to perform feature extraction on the target event to obtain scene features corresponding to the target event;
[0098] The selection module 503 is configured to select at least one target sub-fragment from a preset audio set based on the scene features, wherein the preset audio set is used to store a plurality of audio sub-fragments obtained by splitting original audio resources;
[0099] recombining the at least one target sub-clip by using at least one audio parameter, to obtain target audio, wherein the audio parameter is used to set an audio attribute of the at least one target sub-clip;
[0100] playing the target audio in the process of advancing the target event.
[0101] Optionally, the processing apparatus of the game audio further comprises: a processing module 506 (not shown in the figure) configured to perform sentence processing on the original audio resource based on an audio melody rule to obtain a plurality of audio sub-clips, wherein the audio melody rule is used to represent a natural rhythm rule of the original audio resource, and the original audio resources are associated with each other; and the processing module 506 (not shown in the figure) is further configured to perform hierarchical processing on the plurality of audio sub-clips to obtain a first audio set and a second audio set, wherein the first audio set is used to store melody layer information of the plurality of audio sub-clips, and the second audio set is used to store percussion layer information of the plurality of audio sub-clips.
[0102] Optionally, the recombining module 504 is further configured to: perform full-amount evaluation on the at least one target sub-clip to obtain an evaluation result, wherein the evaluation result is used to represent a distribution rule of the at least one target sub-clip; determine at least one audio parameter corresponding to the at least one target sub-clip according to the evaluation result; adjust the at least one target sub-clip by using the at least one audio parameter; and splice the at least one adjusted target sub-clip to obtain the target audio.
[0103] Optionally, the at least one audio parameter further comprises a first parameter, and the recombining module 504 is further configured to: obtain a first preset rule, wherein the first preset rule is used to record a mapping relationship between the first parameter and a scene feature, and the first parameter is used to set a characteristic expression mode of the scene feature in the at least one target sub-clip; determine a target feature proportion of the scene feature based on the first preset rule, wherein the target feature proportion is used to represent a proportion of different characteristic expression modes in the at least one target sub-clip; and adjust the at least one target sub-clip according to the target feature proportion by using the first parameter.
[0104] Optionally, the at least one audio parameter further comprises a second parameter, and the recombining module 504 is further configured to: obtain a second preset rule, wherein the second preset rule is used to record a mapping relationship between the second parameter and the scene feature, and the second parameter is used to set an audio rhythm of the scene feature in the at least one target sub-clip; determine a target audio rhythm corresponding to the scene feature based on the second preset rule; and adjust the at least one target sub-clip according to the target audio rhythm by using the second parameter.
[0105] Optionally, the at least one audio parameter further comprises a third parameter, and the reorganization module 504 is further configured to: acquire a third preset rule, where the third preset rule is used to record a mapping relationship between the third parameter and the scene feature, and the third parameter is used to set corresponding melody layer information and / or percussion layer information of the scene feature in the at least one target sub-fragment; determine a target combination mode corresponding to the scene feature based on the third preset rule, where the target combination mode is used to represent a combination situation of the melody layer information and / or the percussion layer information in the at least one target sub-fragment; and adjust the at least one target sub-fragment according to the target combination mode by using the third parameter.
[0106] Optionally, the playing speeds of the plurality of audio sub-fragments in the preset audio set are the same.
[0107] It should be noted that the above modules can be implemented by software or hardware, and for the latter, the following implementation manners can be used, but are not limited thereto: the above modules are located in the same processor; or the above modules are located in different processors in any combination.
[0108] Embodiments of the present disclosure further provide a computer readable storage medium, which stores a computer program, where the computer program is configured to execute the steps in any of the above method embodiments when running.
[0109] Optionally, in the present embodiment, the computer readable storage medium can include, but is not limited to: a U disk, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk, and various computer program storage media.
[0110] Optionally, in the present embodiment, the computer readable storage medium can be located in any one of computer terminals in a computer terminal group in a computer network, or in any one of mobile terminals in a mobile terminal group.
[0111] Optionally, in the present embodiment, the computer readable storage medium can be configured to store a computer program for executing the following steps:
[0112] S1, identifying a target event triggered by a virtual game character in a game scene, where the target event is used to represent a game progress of the virtual game character in the game scene;
[0113] S2, performing feature extraction on the target event to obtain a scene feature corresponding to the target event;
[0114] S3, selecting at least one target sub-fragment from a preset audio set based on the scene feature, wherein the preset audio set is used to store a plurality of audio sub-fragments obtained by splitting the original audio resource;
[0115] S4, recombining the at least one target sub-fragment by using at least one audio parameter to obtain the target audio, wherein the audio parameter is used to set the audio attribute of the at least one target sub-fragment;
[0116] S5, playing the target audio in the process of the target event.
[0117] Optionally, the computer readable storage medium is further configured to store program codes for performing the following steps: performing sentence processing on the original audio resource based on an audio melody rule to obtain a plurality of audio sub-fragments, wherein the audio melody rule is used to represent the natural rhythm rule of the original audio resource, and the original audio resources are associated with each other; performing hierarchical processing on the plurality of audio sub-fragments to obtain a first audio set and a second audio set, wherein the first audio set is used to store the melody layer information of the plurality of audio sub-fragments, and the second audio set is used to store the percussion layer information of the plurality of audio sub-fragments.
[0118] Optionally, the computer readable storage medium is further configured to store program codes for performing the following steps: performing full-amount evaluation on the at least one target sub-fragment to obtain an evaluation result, wherein the evaluation result is used to represent the distribution rule of the at least one target sub-fragment; determining at least one audio parameter corresponding to the at least one target sub-fragment according to the evaluation result; adjusting the at least one target sub-fragment by using the at least one audio parameter, and splicing the adjusted at least one target sub-fragment to obtain the target audio.
[0119] Optionally, the at least one audio parameter further includes a first parameter, and the computer readable storage medium is further configured to store program codes for performing the following steps: obtaining a first preset rule, wherein the first preset rule is used to record the mapping relationship between the first parameter and the scene feature, and the first parameter is used to set the feature expression mode of the scene feature in the at least one target sub-fragment; determining a target feature proportion of the scene feature based on the first preset rule, wherein the target feature proportion is used to represent the proportion of different feature expression modes in the at least one target sub-fragment; and adjusting the at least one target sub-fragment according to the target feature proportion by using the first parameter.
[0120] Optionally, the at least one audio parameter further comprises a second parameter, and the computer readable storage medium is further configured to store program code for performing the following step: obtaining a second preset rule, wherein the second preset rule is used to record a mapping relationship between the second parameter and the scene feature, and the second parameter is used to set a corresponding audio rhythm of the scene feature in the at least one target sub-clip; determining the target audio rhythm corresponding to the scene feature based on the second preset rule; and adjusting the at least one target sub-clip according to the target audio rhythm by using the second parameter.
[0121] Optionally, the at least one audio parameter further comprises a third parameter, and the computer readable storage medium is further configured to store program code for performing the following step: obtaining a third preset rule, wherein the third preset rule is used to record a mapping relationship between the third parameter and the scene feature, and the third parameter is used to set corresponding melody layer information and / or percussion layer information of the scene feature in the at least one target sub-clip; determining a target combination mode corresponding to the scene feature based on the third preset rule, wherein the target combination mode is used to represent a combination of the melody layer information and / or the percussion layer information in the at least one target sub-clip; and adjusting the at least one target sub-clip according to the target combination mode by using the third parameter.
[0122] Optionally, the playing speeds of the plurality of audio sub-clips in the preset audio set are the same.
[0123] In the computer readable storage medium of this embodiment, a game audio processing method is provided. By identifying a target event triggered by a virtual game character in a game scene, and then extracting features of the target event to obtain scene features corresponding to the target event, at least one target sub-clip is selected from a preset audio set based on the scene features, and at least one target sub-clip is reorganized by using at least one audio parameter to obtain target audio, and finally the target audio is played in the process of advancing the target event, which achieves the purpose of efficiently generating target audio by making full use of original audio resources, thereby realizing the technical effects of shortening the development time of game music and reducing production costs, and further solving the technical problems of long development time and high production cost of game music in related technologies.
[0124] From the above description of the embodiments, those skilled in the art can easily understand that the example embodiments described herein can be implemented by software, or 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 computer readable storage medium (which can be a CD-ROM, a U disk, a mobile hard disk, etc.) or a network, and includes a number of instructions to make a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) execute the methods according to the embodiments of the present disclosure.
[0125] In the example embodiments of the present application, a computer readable storage medium stores a program product capable of implementing the above-mentioned method of the embodiments. In some possible implementations, various aspects of the embodiments 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 above-mentioned “example method” section according to various example embodiments of the present disclosure when the program product is run on the terminal device.
[0126] The program product for implementing the above-mentioned method according to the embodiments of the present disclosure can take a portable compact disc read-only memory (CD-ROM) and include program codes, and can be run on a terminal device, such as a personal computer. However, the program product of the embodiments of the present disclosure is not limited to this, and in the embodiments of the present disclosure, the computer readable storage medium can be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus or device.
[0127] The above-mentioned program product can take any combination of one or more computer readable media. The computer readable storage medium may, for example, be but is not limited to an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus or device, or any combination of the above. More specific examples (non-exhaustive list) of the computer readable storage medium include an electrical connection having one or more wires, a portable disc, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.
[0128] It should be noted that the program code contained in the computer readable storage medium can be transmitted by any suitable medium, including but not limited to wireless, wired, optical cable, RF, etc., or any suitable combination of the above.
[0129] The embodiments of the present disclosure also provide an electronic device including a memory and a processor, the memory storing a computer program, and the processor being configured to run the computer program to perform the steps in any of the above-mentioned method embodiments.
[0130] Optionally, the above-mentioned electronic device can further include a transmission device connected to the above-mentioned processor and an input and output device connected to the above-mentioned processor.
[0131] Optionally, in the present embodiment, the above-mentioned processor can be configured to perform the following steps by the computer program:
[0132] S1, identifying a target event triggered by the virtual game character in the game scene, wherein the target event is used to represent a game progress of the virtual game character in the game scene;
[0133] S2, performing feature extraction on the target event to obtain scene features corresponding to the target event;
[0134] S3, selecting at least one target sub-fragment from a preset audio set based on the scene features, wherein the preset audio set is used to store a plurality of audio sub-fragments obtained by splitting the original audio resource;
[0135] S4, recombining the at least one target sub-fragment using at least one audio parameter to obtain a target audio, wherein the audio parameter is used to set the audio attribute of the at least one target sub-fragment;
[0136] S5, playing the target audio in the process of advancing the target event.
[0137] Optionally, the processor can also be configured to perform the following steps by computer program: performing sentence processing on the original audio resource based on an audio melody rule to obtain a plurality of audio sub-fragments, wherein the audio melody rule is used to represent the natural rhythm rule of the original audio resource, and the original audio resources are associated with each other; performing hierarchical processing on the plurality of audio sub-fragments to obtain a first audio set and a second audio set, wherein the first audio set is used to store the melody layer information of the plurality of audio sub-fragments, and the second audio set is used to store the percussion layer information of the plurality of audio sub-fragments.
[0138] Optionally, the processor can also be configured to perform the following steps by computer program: performing full-amount evaluation on the at least one target sub-fragment to obtain an evaluation result, wherein the evaluation result is used to represent the distribution rule of the at least one target sub-fragment; determining at least one audio parameter corresponding to the at least one target sub-fragment according to the evaluation result; adjusting the at least one target sub-fragment using the at least one audio parameter, and splicing the adjusted at least one target sub-fragment to obtain the target audio.
[0139] Optionally, the at least one audio parameter further includes a first parameter, and the processor can also be configured to perform the following steps by computer program: obtaining a first preset rule, wherein the first preset rule is used to record the mapping relationship between the first parameter and the scene features, and the first parameter is used to set the feature expression mode of the scene features in the at least one target sub-fragment; determining a target feature proportion of the scene features based on the first preset rule, wherein the target feature proportion is used to represent the proportion of different feature expression modes in the at least one target sub-fragment; adjusting the at least one target sub-fragment using the first parameter according to the target feature proportion.
[0140] Optionally, the at least one audio parameter further comprises a second parameter, and the processor is further configured to execute the following steps by using the computer program: obtaining a second preset rule, wherein the second preset rule is used to record a mapping relationship between the second parameter and the scene feature, and the second parameter is used to set the corresponding audio rhythm of the scene feature in the at least one target sub-clip; determining the target audio rhythm corresponding to the scene feature based on the second preset rule; and adjusting the at least one target sub-clip according to the target audio rhythm by using the second parameter.
[0141] Optionally, the at least one audio parameter further comprises a third parameter, and the processor is further configured to execute the following steps by using the computer program: obtaining a third preset rule, wherein the third preset rule is used to record a mapping relationship between the third parameter and the scene feature, and the third parameter is used to set the corresponding melody layer information and / or percussion layer information of the scene feature in the at least one target sub-clip; determining the target combination mode corresponding to the scene feature based on the third preset rule, wherein the target combination mode is used to represent the combination of the melody layer information and / or the percussion layer information in the at least one target sub-clip; and adjusting the at least one target sub-clip according to the target combination mode by using the third parameter.
[0142] Optionally, the playing speeds of the plurality of audio sub-clips in the preset audio set are the same.
[0143] In the electronic device of the embodiment, a game audio processing method is provided. By identifying a target event triggered by a virtual game character in a game scene, and then extracting features of the target event to obtain scene features corresponding to the target event, at least one target sub-clip is selected from a preset audio set based on the scene features, and at least one target sub-clip is reorganized by using at least one audio parameter to obtain target audio. Finally, the target audio is played in the process of advancing the target event, which achieves the purpose of efficiently generating target audio by fully utilizing original audio resources, thereby realizing the technical effects of shortening the development time of game music and reducing production costs, and further solving the technical problems of long development time and high production cost of game music in related technologies.
[0144] Figure 6 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. As shown in Figure 6 , the electronic device 600 is merely an example and should not impose any limitation on the functions and use range of the embodiments of the present disclosure.
[0145] As shown in Figure 6As shown, the electronic device 600 is in the form of a general computing device. Components of the electronic device 600 can include, but are not limited to, the at least one processor 610 described above, the at least one memory 620 described above, a bus 630 that connects different system components, including the memory 620 and the processor 610, and a display 640.
[0146] The memory 620 described above stores program codes that can be executed by the processor 610, so that the processor 610 performs the steps described in the method part of the embodiments of the present application according to various exemplary embodiments of the present disclosure.
[0147] The memory 620 can include a readable medium in the form of a volatile storage unit, such as a random access memory (RAM) 6201 and / or a cache memory 6202, and can further include a read-only memory (ROM) 6203, and can also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
[0148] In some examples, the memory 620 can also include program / utility 6204 having a set of programs / modules 6205, including but not limited to, an operating system, one or more application programs, other program modules, and program data, each of which or some combination thereof can include implementation of a network environment. The memory 620 can further include a memory that is remotely located with respect to the processor 610, which can be connected to the electronic device 600 through a network. Examples of the network include but are not limited to the Internet, an intranet, a local area network, a mobile communication network, and a combination thereof.
[0149] The bus 630 can be one or more of several types of bus structures, including a storage unit bus or storage unit controller, a peripheral bus, a graphics acceleration port, a processor 610, or a local bus using any of a variety of bus architectures.
[0150] The display 640 can be, for example, a liquid crystal display (LCD) that is touch screen type, which can enable a user to interact with a user interface of the electronic device 600.
[0151] Optionally, the electronic device 600 can also communicate with one or more external devices 700 such as a keyboard or a pointing device, a Bluetooth device, etc.; and / or one or more devices that enable a user to interact with the electronic device 600 and / or one or more devices (e.g. a router, a modem, etc.) that enable the electronic device 600 to communicate with one or more other computing devices. Such communication can occur via Input / Output (I / O) interface 650. Still yet, the electronic device 600 can communicate with one or more networks such as a local area network (LAN), a wide area network (WAN), and / or the Internet through network adapter 660. As Figure 6 illustrated, network adapter 660 can communicate with the other components of the electronic device 600 through bus 630. It should be understood that although not shown, other hardware and / or software components could be used in conjunction with the electronic device 600. These include, but are not limited to, microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data archival storage systems, etc. Figure 6
[0152] The electronic device 600 described above can also include a keyboard, a cursor control device (e.g. a mouse), an input / output interface (I / O interface), a network interface, a power supply, and / or a camera.
[0153] Those skilled in the art can understand that the electronic device 600 described above is only a schematic structure, and does not limit the structure of the electronic device. For example, the electronic device 600 can include more or less components than those shown, or have a different configuration of components than those shown. Figure 6 Figure 6 The memory 620 can be used to store computer programs and corresponding data, such as the computer program and corresponding data of the game audio processing method in the embodiments of the present disclosure. The processor 610 can execute various functional applications and data processing by running the computer programs stored in the memory 620, that is, implement the game audio processing method described above. Figure 6 The above-mentioned serial numbers of the embodiments of the present disclosure are only for description, and do not represent the advantages and disadvantages of the embodiments.
[0154] In the above-mentioned embodiments of the present disclosure, the description of each embodiment has its own focus, and the parts not described in detail in a certain embodiment can be referred to the related description of other embodiments.
[0155]
[0156] In several embodiments provided in the present application, it should be understood that the disclosed technology can be implemented by other ways. Among them, the above-mentioned device embodiments are only schematic, for example, the division of the units can be a logical function division, and actual implementation can have another division mode, for example, a plurality of units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the coupling or direct coupling or communication connection between the displayed or discussed each other can be indirect coupling or communication connection through some interfaces, units or modules, which can be electrical or other forms.
[0157] The units described as separate components can or can not be physically separate, and the components shown as units can or can not be physical units, that is, they can be located in one place, or they can be distributed to multiple units. Part or all of the units can be selected according to actual needs to achieve the purpose of the embodiment.
[0158] In addition, each functional unit in each embodiment of the present disclosure can be integrated in one processing unit, or each unit can exist physically, or two or more units can be integrated in one unit. The integrated unit can be realized in the form of hardware or in the form of a software functional unit.
[0159] The integrated unit, if realized in the form of a software functional unit and sold or used as an independent product, can be stored in a computer readable storage medium. Based on this understanding, the technical solutions of the present disclosure essentially or say the part of the prior art or the whole or part of the technical solutions can be embodied in the form of a software product, which is stored in a storage medium and includes a plurality of instructions for making a computer device (which can be a personal computer, a server or a network device, etc.) execute all or part of the steps of the method described in each embodiment of the present disclosure. The foregoing storage medium includes: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, magnetic disk or optical disk and various program codes that can be stored in the medium.
[0160] The above is only the preferred embodiment of the present disclosure, and it should be pointed out that for ordinary skilled in the art, without departing from the principles of the present disclosure, a number of improvements and refinements can be made, which should be considered as the protection scope of the present disclosure.
Claims
1. A method for processing game audio, wherein the game includes a game scene and a virtual game character that is controlled by a player's input and performs game actions in the game scene, characterized in that: The method comprises: Identifying a target event triggered by the virtual game character in the game scene, wherein the target event is used to indicate a game process of the virtual game character in the game scene; Extracting features of the target event to obtain scene features corresponding to the target event; Selecting at least one target sub-segment from a preset audio set based on the scene feature, wherein the preset audio set is used to store multiple audio sub-segments obtained by splitting the original audio resource; Recombining the at least one target sub-segment using at least one audio parameter to obtain target audio, wherein the audio parameter is used to set audio properties of the at least one target sub-segment, and the at least one audio parameter includes: a first parameter, a second parameter, and a third parameter, the first parameter being used to set a characteristic expression corresponding to the scene feature in the at least one target sub-segment, the second parameter being used to set an audio rhythm corresponding to the scene feature in the at least one target sub-segment, and the third parameter being used to set melody layer information and / or percussion layer information corresponding to the scene feature in the at least one target sub-segment; The target audio is played during the advancement of the target event.
2. The method for processing game audio according to claim 1, wherein: The method further comprises: Segmenting the original audio resource based on an audio melody rule to obtain the multiple audio sub-segments, wherein the audio melody rule is used to represent the natural rhythm of the original audio resource, and the original audio resources are mutually related; The multiple audio sub-segments are layered to obtain a first audio set and a second audio set, wherein the first audio set is used to store melody layer information of the multiple audio sub-segments, and the second audio set is used to store percussion layer information of the multiple audio sub-segments.
3. The method for processing game audio according to claim 1, wherein: Recombining the at least one target sub-segment using the at least one audio parameter to obtain the target audio includes: Performing a full evaluation on the at least one target sub-segment to obtain an evaluation result, wherein the evaluation result is used to represent a distribution rule of the at least one target sub-segment; determining, according to the evaluation result, the at least one audio parameter corresponding to the at least one target sub-segment; The at least one target sub-segment is adjusted using the at least one audio parameter, and the at least one adjusted target sub-segment is spliced to obtain the target audio.
4. The method for processing game audio according to claim 3, wherein: Adjusting the at least one target sub-segment using the first parameter includes: Obtaining a first preset rule, wherein the first preset rule is used to record a mapping relationship between the first parameter and the scene feature; Determining a target feature ratio of the scene feature based on the first preset rule, wherein the target feature ratio is used to represent a proportion of different feature expressions in the at least one target sub-segment; The at least one target sub-segment is adjusted according to the target feature ratio using the first parameter.
5. The method for processing game audio according to claim 3, wherein: Adjusting the at least one target sub-segment using the second parameter includes: Obtaining a second preset rule, wherein the second preset rule is used to record a mapping relationship between the second parameter and the scene feature; Determining a target audio rhythm corresponding to the scene feature based on the second preset rule; The at least one target sub-segment is adjusted according to the target audio rhythm using the second parameter.
6. The method for processing game audio according to claim 3, wherein: Adjusting the at least one target sub-segment using the third parameter includes: Obtaining a third preset rule, wherein the third preset rule is used to record a mapping relationship between the third parameter and the scene feature; determining a target combination mode corresponding to the scene feature based on the third preset rule, wherein the target combination mode is used to represent a combination of the melody layer information and / or the percussion layer information in the at least one target sub-segment; The at least one target sub-segment is adjusted using the third parameter according to the target combination manner.
7. The method for processing game audio according to claim 1, wherein: The playback speeds of the multiple audio sub-segments in the preset audio set are the same.
8. A device for processing game audio, wherein the game includes a game scene and a virtual game character that is controlled by a player's input and performs game actions in the game scene, characterized in that: The device comprises: an identification module, configured to identify a target event triggered by the virtual game character in the game scene, wherein the target event is used to indicate the game process of the virtual game character in the game scene; An extraction module, configured to extract features of the target event to obtain scene features corresponding to the target event; a selection module, configured to select at least one target sub-segment from a preset audio set based on the scene feature, wherein the preset audio set is used to store multiple audio sub-segments obtained by splitting the original audio resource; a recombining module, configured to recombine the at least one target sub-segment using at least one audio parameter to obtain target audio, wherein the audio parameter is used to set audio properties of the at least one target sub-segment, and the at least one audio parameter includes: a first parameter, a second parameter, and a third parameter, wherein the first parameter is used to set a characteristic expression mode corresponding to the scene feature in the at least one target sub-segment, the second parameter is used to set an audio rhythm corresponding to the scene feature in the at least one target sub-segment, and the third parameter is used to set melody layer information and / or percussion layer information corresponding to the scene feature in the at least one target sub-segment; The playing module is used to play the target audio during the advancement of the target event.
9. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the game audio processing method according to any one of claims 1 to 7 when executed by a processor.
10. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to run the computer program to execute the game audio processing method according to any one of claims 1 to 7.
Citation Information
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