Sound prompt method, device, equipment and storage medium in virtual world
By displaying the compass information's azimuth scale and sound indicator in the virtual character's surrounding environment, the problem of limited information in the minimap control is solved, accurate judgment and information acquisition of the sound source's spatial location are achieved, and the immersiveness of the user interface is enhanced.
Patent Information
- Application Number
- CN202110898406.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-08-05
- Publication Date
- 2025-09-26
- Estimated Expiration
- 2041-08-05
AI Technical Summary
In the prior art, the small map control in the virtual world can only roughly indicate the map location of the sound, providing limited effective information and unable to accurately determine the spatial location of the sound source.
By displaying the azimuth scale in the compass information in the surrounding environment of the virtual character, a sound indicator is displayed based on the compass information to indicate the horizontal and vertical directions of the sound source.
In hearing-limited scenarios where there is no need to play sound externally or use headphones, users can accurately determine the spatial location of the sound source and obtain sufficient effective spatial information, thereby improving the immersion and information density of the user interface.
Smart Images

Figure CN115703011B_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a method, apparatus, device, and storage medium for sound prompts in a virtual world. Background Art
[0002] Users can operate game characters in the game program to compete against each other. The game program provides a virtual world, and the game characters are virtual characters in the virtual world.
[0003] The terminal displays a game screen and a mini-map control. The game screen represents the virtual world from the perspective of the current game character, while the mini-map control displays a bird's-eye view of the virtual world. If other game characters are present around the current game character and they make sounds while moving in the virtual world, a sound icon will appear on the mini-map control. This icon identifies the location and type of sound. For example, if a sound icon representing a pair of footprints appears at point A on the mini-map control, this indicates that another game character is walking at point A in the virtual world.
[0004] Since the display area of the mini-map control is limited, the above-mentioned sound icon can only roughly indicate the map location of the sound and can only provide limited effective information. Summary of the Invention
[0005] This application provides a method, device, equipment, and storage medium for sound prompts in a virtual world, which can simultaneously indicate the horizontal and vertical positions of a sound source in the virtual world through a sound indicator. The technical solution is as follows:
[0006] According to one aspect of the present application, a method for providing a sound prompt in a virtual world is provided, the method comprising:
[0007] Displaying a perspective image of a first virtual character, wherein the perspective image displays compass information, wherein the compass information includes at least one azimuth scale, and the azimuth scale is used to indicate the horizontal direction facing the first virtual character in the virtual world;
[0008] controlling the first virtual character to move in the virtual world;
[0009] When a first sound source generates a first sound in the surrounding environment of the first virtual character, a first sound indicator is displayed based on a first orientation scale in the compass information, where the first sound indicator is used to indicate the horizontal orientation and vertical orientation corresponding to the first sound source.
[0010] According to another aspect of the present application, a sound prompt device in a virtual world is provided, the device comprising:
[0011] A display device, configured to display a perspective image of a first virtual character, wherein the perspective image displays compass information, wherein the compass information includes at least one azimuth scale, and wherein the azimuth scale is configured to indicate a horizontal direction facing the first virtual character in the virtual world;
[0012] A control device, configured to control the first virtual character to move in the virtual world;
[0013] The display device is further configured to display a first sound indicator based on a first azimuth scale in the compass information when a first sound source generates a first sound in the surrounding environment of the first virtual character, wherein the first sound indicator is configured to indicate the horizontal and vertical directions corresponding to the first sound source.
[0014] The beneficial effects of the technical solution provided by this application include at least:
[0015] By displaying a first sound indicator based on the first azimuth scale in the compass information when a first sound source exists in the surrounding environment of the first virtual character, the first sound indicator can simultaneously indicate the horizontal and vertical directions corresponding to the first sound source, allowing the user to accurately determine the spatial position of the first sound source solely by visual representation. Even in hearing-limited scenarios without the need for external sound or the use of headphones, sufficient effective spatial information about the sound source can be obtained. BRIEF DESCRIPTION OF THE DRAWINGS
[0016] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0017] Figure 1 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;
[0018] Figure 2 is a flowchart of a sound prompt method in a virtual world provided by an exemplary embodiment of the present application;
[0019] Figure 3 This is a schematic diagram of an interface of a virtual environment screen provided by an exemplary embodiment of the present application;
[0020] Figure 4 is a schematic diagram of three types of sound prompts in the vertical direction provided by an exemplary embodiment of the present application;
[0021] Figure 5is a flowchart of a sound prompt method in a virtual world provided by an exemplary embodiment of the present application;
[0022] Figure 6 This is a schematic diagram of an interface for prompting an upper sound provided by an exemplary embodiment of the present application;
[0023] Figure 7 This is a schematic diagram of an interface for prompting two types of sounds provided by an exemplary embodiment of the present application;
[0024] Figure 8 This is a schematic diagram of an interface for prompting sound using an icon style provided by an exemplary embodiment of the present application;
[0025] Figure 9 is a schematic diagram of prompt sounds at different distances provided by an exemplary embodiment of the present application;
[0026] Figure 10 is a schematic diagram of an interface of a second sound indicator provided by an exemplary embodiment of the present application;
[0027] Figure 11 is a schematic diagram of vertical direction sound confirmation provided by an exemplary embodiment of the present application;
[0028] Figure 12 This is a configuration diagram of the effect of helmet headphones on sound prompts provided by an exemplary embodiment of the present application;
[0029] Figure 13 is a configuration diagram of the effect of a muffler on a sound prompt provided by an exemplary embodiment of the present application;
[0030] Figure 14 This is a configuration diagram of the effect of stepping material on sound prompts provided by an exemplary embodiment of the present application;
[0031] Figure 15 is a configuration diagram of influence coefficients of different sound types provided by an exemplary embodiment of the present application;
[0032] Figure 16 is a configuration diagram of parameters of different firearm types provided by an exemplary embodiment of the present application;
[0033] Figure 17 is a configuration diagram of general configuration parameters of a prompt sound provided by an exemplary embodiment of the present application;
[0034] Figure 18 is a flowchart of a sound prompt method in a virtual world provided by an exemplary embodiment of the present application;
[0035] Figure 19 is a structural block diagram of a terminal provided by an exemplary embodiment of the present application;
[0036] Figure 20 It is a structural diagram of a server provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0037] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0038] First, the nouns involved in the embodiments of this application are introduced:
[0039] Shooting games: include all games that use hot or cold weapons for long-range attacks. For example, first-person shooter games (FPS), third-person shooter games (TPS), etc. Optionally, first-person shooter games are shooting games played from the player's perspective. Unlike other game types, players no longer control the virtual characters displayed on the screen to play the game. Instead, they experience the visual impact of the game from an immersive perspective. The difference between third-person shooter games and first-person shooter games is that in first-person shooter games, only the protagonist's field of view is displayed on the screen, while in third-person shooter games, the game character controlled by the player is visible on the game screen, which places more emphasis on the sense of action.
[0040] A virtual world is a virtual world displayed (or provided) when an application is running on a terminal. This virtual world can be a three-dimensional virtual world or a two-dimensional virtual world. This three-dimensional virtual world can be a simulation of the real world, a semi-simulated and semi-fictitious environment, or a purely fictitious environment. The following embodiments illustrate a three-dimensional virtual world, but this is not a limitation. Optionally, this virtual world is also used for virtual scene battles between at least two virtual characters. Optionally, this virtual scene is also used for battles between at least two virtual characters using virtual firearms.
[0041] Virtual character: refers to an movable object in the virtual world. The movable object can be a simulated human character or an animated character in the virtual world. Optionally, when the virtual world is a three-dimensional virtual environment, the virtual object is a three-dimensional model created based on animation skeletal technology. Each virtual object has its own shape and volume in the three-dimensional virtual scene and occupies a part of the space in the three-dimensional virtual scene. In the embodiment of the present application, the virtual character is an individual in the virtual world that can independently emit different sounds, including a first virtual character, a second virtual character, etc., each representing an independent individual that emits different sounds.
[0042] Sound indicator: A visual control used to indicate sound information in the virtual world. The visual control has one or more visual representations, each of which is used to represent a type of sound information. The types of sound information include: horizontal direction, vertical direction, sound type, sound volume, sound distance, and at least one of the action frequency of the sound source.
[0043] The visual representation of a sound indicator refers to the visual effects displayed on the sound indicator that are visually perceptible to the user. Each visual representation includes one or more combinations of shape, pattern, color, texture, text, animation, start time, duration, and end time. Different types of visual representations vary. Optionally, visual representations of different dimensions can be overlaid on the same sound indicator to present different information.
[0044] Figure 1 The computer system 100 includes a first terminal 120 , a server cluster 140 , and a second terminal 160 .
[0045] The first terminal 120 has a game program installed and running that supports a virtual environment. This game program can be a first-person shooter or a third-person shooter, for example. The first terminal 120 is used by a first user, who uses the first terminal 120 to manipulate a first virtual character in the virtual world to perform activities, including but not limited to: sprinting, crawling, crouching and walking, walking quietly, crawling quietly, crouching and walking quietly, firing a single shot, firing continuously, a non-player character (NPC) shouting, scratching against the grass, shouting when injured, shouting when dying, explosions, and walking. Illustratively, the first virtual character is a first avatar.
[0046] The first terminal 120 is connected to the server cluster 140 via a wireless network or a wired network.
[0047] Server cluster 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server cluster 140 provides backend services for applications that support virtual environments. Optionally, server cluster 140 performs primary computing tasks, while first terminal 120 and second terminal 160 perform secondary computing tasks. Alternatively, server cluster 140 performs secondary computing tasks, while first terminal 120 and second terminal 160 perform primary computing tasks. Alternatively, server cluster 140, first terminal 120, and second terminal 160 utilize a distributed computing architecture for collaborative computing.
[0048] Second terminal 160 has a game program installed and running that supports a virtual environment. This game program can be a first-person shooter or a third-person shooter, for example. Second terminal 160 is used by a second user, who uses this terminal to manipulate a second virtual character in the virtual world to perform activities, including but not limited to: sprinting, crawling, squatting, walking quietly, crawling quietly, squatting quietly, firing a single shot, firing continuously, NPC shouting, scratching the grass, shouting when injured, shouting when dying, explosions, and walking. Illustratively, the second virtual character is a second avatar. The first and second virtual characters can belong to the same team, the same organization, be friends, or have temporary communication permissions.
[0049] Optionally, the applications installed on the first terminal 120 and the second terminal 160 are the same, or are applications of the same type on different platforms. The first terminal 120 may generally refer to one of multiple terminals, and the second terminal 160 may generally refer to one of multiple terminals. This embodiment only uses the first terminal 120 and the second terminal 160 as examples.
[0050] The first terminal 120 and the second terminal 160 can be desktop devices or mobile devices. In the case where the first terminal 120 and the second terminal 160 are mobile devices, the types of the first terminal 120 and the second terminal 160 are the same or different. The mobile devices include: smartphones, tablet computers, and all portable electronic devices including but not limited to these.
[0051] Figure 2 A flowchart of a sound prompt method in a virtual world provided by an exemplary embodiment of the present application is shown. Figure 1 The terminal 120 or the terminal 160 shown is executed, and the method includes the following steps:
[0052] Step 202: Displaying a perspective image of the first virtual character, wherein compass information is displayed on the perspective image, and the compass information includes at least one azimuth scale;
[0053] The compass information (or compass control) is used to indicate various horizontal directions that the first virtual character is facing in the virtual world, with the first virtual character's foothold in the virtual world as a reference point. For example, the horizontal directions are represented by longitude in the virtual world, such as 20 degrees east longitude, 160 degrees west longitude, etc.
[0054] For example, Figure 3As shown, the perspective screen displays a first virtual character 10, a movement wheel 12, skill buttons 14, and compass information 16. The first virtual character 10 is a character in the virtual world. The movement wheel 12 is used to control the movement of the first virtual character 10 in the virtual world, and the skill buttons 14 are used to control the first virtual character 10 in the virtual world. The compass information 16 displays a sequence of azimuth scales. This sequence of azimuth scales includes seven azimuth scales: 165 degrees, south, 195 degrees, 215 degrees, southwest, 240 degrees, and 255 degrees. The 215-degree azimuth scale indicates the horizontal direction directly in front of the first virtual character 10.
[0055] Step 204: controlling the first virtual character to move in the virtual world;
[0056] The user controls the movement of the first virtual character 10 by moving the wheel 12, and can also control the first virtual character to release skills or use items by pressing one or more preset skill buttons 14. The user can also control the first virtual character by long pressing, clicking, double-clicking, and / or sliding on the touch screen to generate signals.
[0057] Step 206: When there is a first sound source in the surrounding environment of the first virtual character, display a first sound indicator based on the first orientation scale in the compass information, where the first sound indicator is used to indicate the horizontal orientation and vertical orientation of the first sound source.
[0058] Illustratively, the surrounding environment of the first virtual character is a virtual environment within a three-dimensional spherical range with the first virtual character as the center and a preset distance as the radius. Alternatively, the surrounding environment of the first virtual character is a virtual environment within a three-dimensional hemispherical range with the first virtual character as the center and a preset distance as the radius and located on the ground plane.
[0059] The first sound source is a virtual element capable of emitting sound, such as a second virtual character (friendly, enemy, or NPC), a virtual vehicle, a virtual flying object, various offensive weapons, or a virtual animal. Since the virtual world is a digitally simulated environment, the sound in this application refers to a sound event in the digital world, which is represented by a set of parameters. The set of parameters for the sound event includes, but is not limited to, at least one of the following: the three-dimensional coordinates of the sound source in the virtual world, the type of sound source, the type of material the sound source contacts, the sound type, the original sound volume, and the equipment worn by the sound source.
[0060] The first sound indicator is used to indicate the presence of a first sound source and the sound type of a first sound triggered by the first sound source at a first horizontal direction indicated by the first direction scale.
[0061] The second virtual object is another virtual object other than the first virtual object in the virtual world, and the number of the second virtual object is at least one.
[0062] The horizontal direction is the direction divided horizontally with the first virtual object as the center, such as longitude in the virtual world. The vertical direction is the direction divided vertically with the first virtual object as the center, such as the pitch angle of the sound source relative to the first virtual character. Optionally, the vertical direction is represented using a vertical direction scale, similar to latitude; alternatively, the vertical direction can be represented using altitude; or, because the virtual character has limited vertical movement space, the vertical direction can be simplified or abstracted into: top, middle, and bottom.
[0063] The first horizontal position of the first sound source is indicated by a first position scale, and the first vertical position of the first sound source is indicated by a first visual representation of the first sound indicator, and the first visual representation is at least one of a shape, pattern, color, texture, text and animation effect of the first sound indicator.
[0064] Illustratively, the terminal displays a first sound indicator having a first visual representation based on a first azimuth scale in the compass information. The center of the first sound indicator is aligned with the first azimuth scale. The first azimuth scale indicates the horizontal direction of the first sound source, and the first visual representation indicates the vertical direction of the first sound source. The first visual representation includes at least one of a shape, a pattern, a color, a texture, text, and an animation effect.
[0065] For example, Figure 3 As shown, when a first sound source exists in the surrounding environment of the first virtual character 10, a first sound indicator 19 is displayed based on the first direction scale "Southwest" in the compass information 16. The first direction scale "Southwest" indicates that the horizontal direction of the first sound source is southwest. The shape of the first sound indicator 19 indicates that the vertical direction of the first sound source is the middle direction.
[0066] For example, taking the shape as an example, combined with the reference Figure 4 In implementation method (a), when the shape of the first sound indicator 19 is an upward triangle, it represents that the first sound source is located in the upper position of the first virtual character; when the shape of the first sound indicator 19 is a shuttle shape, it represents that the first sound source is located in the middle position of the first virtual character; when the shape of the first sound indicator 19 is a downward triangle, it represents that the first sound source is located in the lower position of the first virtual character.
[0067] For example, taking the arrow on the left side of the first sound indicator 19 as an example, in combination with the reference Figure 4In implementation method (b), when the arrow on the left side of the first sound indicator 19 is pointing upward, it means that the first sound source is located in the upper position of the first virtual character; when the arrow on the left side of the first sound indicator 19 is circular, it means that the first sound source is located in the middle position of the first virtual character; when the arrow on the left side of the first sound indicator 19 is pointing downward, it means that the first sound source is located in the lower position of the first virtual character.
[0068] For example, taking the first visual representation as the fill color of the first sound indicator 19 as an example, combined with reference Figure 4 In implementation (c), the first sound indicator 19 includes three grids arranged vertically. If the top grid of the three grids is filled with color, it indicates that the first sound source is located above the first avatar; if the middle grid of the three grids is filled with color, it indicates that the first sound source is located in the middle of the first avatar; if the bottom grid of the three grids is filled with color, it indicates that the first sound source is located below the first avatar.
[0069] For example, taking the first visual representation as the shape and additional number of the first sound indicator 19 as an example, in combination with reference Figure 4 In the implementation method (d), when the first sound indicator 19 is in the shape of an upper triangle and carries the number "+100m", it represents that the first sound source is located above the first virtual character and is 100 meters above the ground; when the first sound indicator 19 is in the shape of a shuttle, it represents that the first sound source is located in the middle of the first virtual character; when the first sound indicator 19 is in the shape of a lower triangle and carries the number "-15m", it represents that the first sound source is located below the first virtual character and is 15 meters below the ground.
[0070] To summarize, the method provided in this embodiment displays a first sound indicator based only on the first azimuth scale in the compass information when there is a first sound source in the surrounding environment of the first virtual character, without a small map to prompt the location. The first sound indicator can also simultaneously indicate the first horizontal azimuth and the first vertical azimuth corresponding to the first sound source, so that the user can accurately judge the spatial position of the first sound source only by visual performance, and can obtain sufficient effective spatial information for the sound source in a hearing-limited scenario without the need to play sound externally or use headphones.
[0071] The method provided in this embodiment can, even without a mini-map control on the user interface, display various sound information from the first sound source based on a first sound indicator near the compass information. When the first sound source is present, multiple visual representations of the first sound indicator can be used to provide multifaceted sound prompts, while minimizing screen real estate. When the first sound source is absent, the HUD controls on the entire user interface are minimized, resulting in a more concise and effective user interface and a more immersive user experience.
[0072] Figure 5 A flowchart of a sound prompt method in a virtual world provided by an exemplary embodiment of the present application is shown. Figure 1 The terminal 120 or the terminal 160 shown is executed, and the method includes the following steps:
[0073] Step 202: Displaying a perspective image of the first virtual character, wherein compass information is displayed on the perspective image, and the compass information includes at least one azimuth scale;
[0074] The first virtual character is a virtual object controlled by the first user. The first virtual character's perspective image is an image obtained by observing the virtual world from the perspective of the first virtual character during the running of the application on the terminal. Optionally, the first virtual character's perspective image is an image obtained by observing the virtual world from the first-person perspective of the first virtual character.
[0075] Optionally, the first-person perspective of the first virtual character will automatically follow the movement of the virtual character in the virtual world, that is, when the position of the first virtual character in the virtual world changes, the first-person perspective of the first virtual character changes at the same time, and the first-person perspective of the first virtual character is always within a preset distance range of the first virtual character in the virtual world.
[0076] The compass information includes a sequence of azimuth scales indicating the horizontal directions that the first virtual character is facing in the virtual world. For example, the azimuth scales for each horizontal direction observable from the first virtual character's perspective in the virtual world are displayed in the azimuth scale sequence. The azimuth scales for horizontal directions not observable from the current perspective may not be displayed in the azimuth scale sequence. Alternatively, the azimuth scales within a preset range centered on the horizontal direction directly in front of the first virtual character are displayed in the azimuth scale sequence.
[0077] For example, Figure 3As shown, the perspective screen displays a first virtual character 10, a movement wheel 12, skill buttons 14, and compass information 16. The first virtual character 10 is a character in the virtual world. The movement wheel 12 is used to control the movement of the first virtual character 10 in the virtual world, and the skill buttons 14 are used to control the first virtual character 10 in the virtual world. The compass information 16 displays a sequence of azimuth scales. This sequence of azimuth scales includes seven azimuth scales: 165 degrees, south, 195 degrees, 215 degrees, southwest, 240 degrees, and 255 degrees. The 215-degree azimuth scale indicates the horizontal direction directly in front of the first virtual character 10.
[0078] Step 204: controlling the first virtual character to move in the virtual world;
[0079] The user controls the movement of the first virtual character 10 by moving the wheel 12, and can also control the first virtual character to release skills or use items by pressing one or more preset skill buttons 14. The user can also control the first virtual character by long pressing, clicking, double-clicking, and / or sliding on the touch screen to generate signals.
[0080] Step 206: When a first sound source generates a first sound in the surrounding environment of the first virtual character, determine a visual representation of a first sound indicator according to sound parameters of the first sound;
[0081] The visual representation of the first sound indicator includes at least one of the following visual representations:
[0082] a first visual representation for indicating a vertical location of the first sound;
[0083] a second visual representation for indicating a sound type of the first sound;
[0084] a third visual representation for indicating the loudness of the first sound;
[0085] a fourth visual representation for indicating a sonic distance of the first sound;
[0086] A fifth visual representation is used to indicate the motion frequency of the first sound.
[0087] Each visual representation is a different type of visual representation. Each visual representation is one of the following: shape, pattern, color, texture, text, animation effect, start display time, duration of display, and blanking time of the first sound indicator. Different visual representations can be superimposed on the same sound indicator to convey different sound information.
[0088] The start display time is the moment the first sound indicator appears on the user interface. The continuous display time is the total length of time the first sound indicator is displayed on the user interface. The blanking time is the length of time it takes for the first sound indicator to decrease in transparency and disappear from the user interface.
[0089] When a first sound source generates a first sound in the surrounding environment of a first virtual character, the first sound source triggers a sound event. If the first sound source is a sound source corresponding to another client, the other client synchronizes the sound event to the current client via the server; if the first sound source is a sound source corresponding to the current client, the current client generates the sound event.
[0090] The sound event has sound parameters, which include but are not limited to: at least one of the type of the first sound source, the material of the first sound source, the equipment status of the first sound source, the position of the first sound source, the sound type of the first sound, the sound volume of the first sound, and the action frequency of the first sound.
[0091] The client determines a visual representation of the first sound indicator according to the sound parameters of the first sound.
[0092] Optionally, when the first sound source generates at least two sounds and a generation time difference between the at least two sounds is less than a threshold, the sound with the highest volume among the at least two sounds is determined as the first sound.
[0093] For example, when the first virtual character is walking and firing, since the volume of the firing event is greater than that of the walking event, the firing event is determined as the first sound event, the sound indicator of the firing event is displayed, and the sound indicator of the walking event is shielded.
[0094] For example, if a new sound event is emitted by the first sound source and the volume of the new sound event is greater than the volume of the current sound event, only the sound indicator for the new sound event will be displayed. For example, if the first avatar walks a few steps and then immediately fires a gun, the firing event will be determined to be the first sound event because the volume of the firing event is greater than the volume of the walking event. The sound indicator for the walking event will disappear, and only the sound indicator for the firing event will be displayed.
[0095] Step 208: Displaying a first sound indicator having a visual representation based on the first bearing scale in the compass information;
[0096] The client displays a first sound indicator having at least one visual representation based on the first bearing scale in the compass information.
[0097] When the compass information is displayed at the top of the user interface, the first sound indicator is displayed below the first azimuth scale in the compass information; when the compass information is displayed at the bottom of the user interface, the first sound indicator is displayed above the first azimuth scale in the compass information. Optionally, the center position of the first sound indicator is aligned with the first azimuth scale. That is, the central axis of the first sound indicator is aligned with the first azimuth scale.
[0098] Illustratively, the client displays a first sound indicator having a first visual representation and other visual representations based on the first orientation scale in the compass information. The other visual representations include at least one of the following visual representations:
[0099] a second visual representation for indicating a sound type of the first sound;
[0100] a third visual representation for indicating the loudness of the first sound;
[0101] a fourth visual representation for indicating a sonic distance of the first sound;
[0102] A fifth visual representation is used to indicate the motion frequency of the first sound.
[0103] For first visual performance:
[0104] The first visual representation includes n first visual representations, each corresponding to n vertical orientations, where n is a positive integer greater than 1. The client displays a first sound indicator for the i-th first visual representation based on the first orientation scale in the compass information, where i is a positive integer not greater than n. The i-th first visual representation indicates that the first sound source corresponds to the i-th vertical orientation. Exemplarily, the i-th visual representation may include a first sound indicator with an altitude marker corresponding to the i-th vertical orientation at the height of the first sound source.
[0105] Illustratively, the n vertical orientations may include an upper orientation, a middle orientation, and a lower orientation.
[0106] Exemplarily, the first visual representation includes at least one of the following: a shape of the first sound indicator, a vertical orientation scale in the first sound indicator, an arrow in the first sound indicator, and a text prompt in the first sound indicator.
[0107] Taking the first visual representation including shape as an example, this step includes one of the following three steps:
[0108] Displaying a first sound indicator in an upward shape based on the first direction scale in the compass information, the first sound indicator is used to indicate that the vertical direction of the first sound source is an upward direction.
[0109] Schematic reference Figure 6Assuming that the first sound source is an enemy virtual character located on the rooftop, since the enemy virtual character is located above the first virtual character 10 in the vertical direction, a first sound indicator with an upward shape is displayed below the first direction scale "215" in the compass information 16 to indicate that the vertical direction of the first sound is the upper direction.
[0110] A first sound indicator is displayed in a vertically symmetrical shape based on the first orientation scale in the compass information, and the first sound indicator is used to indicate that the vertical orientation of the first sound source is the middle orientation.
[0111] Displaying a first sound indicator in a downward shape based on the first direction scale in the compass information, the first sound indicator is used to indicate that the vertical direction of the first sound source is a downward direction.
[0112] and Figure 6 On the contrary, if the first virtual character 10 is located on the rooftop and the enemy virtual character is located on the ground below, the vertical direction of the first sound source is the downward direction.
[0113] Taking the example of a first visual representation including a vertical azimuth scale, a first sound indicator having a vertical azimuth scale is displayed based on the first azimuth scale in the compass information. The vertical azimuth scale is used to indicate the vertical azimuth of the first sound source, or the vertical azimuth scale is used to indicate the pitch angle of the first sound source relative to the first avatar. In other words, the vertical azimuth scale is represented by the pitch angle of the first sound source relative to the first avatar.
[0114] Taking the first visual representation including an arrow as an example, a first sound indicator including an arrow is displayed based on the first direction scale in the compass information, with the direction of the arrow indicating the vertical direction of the first sound source. For example, an upward arrow represents an upward direction that is higher than the plane where the first avatar is located, and a downward arrow represents a downward direction that is lower than the plane where the first avatar is located.
[0115] Taking the case where the first visual representation includes a text prompt as an example, a first sound indicator with a text prompt is displayed based on the first orientation scale in the compass information, where the text prompt is used to indicate the vertical orientation of the first sound source.
[0116] A combination of at least two of the above-mentioned shapes, vertical orientation scales, arrows, and text prompts may also be used to achieve the first visual representation, which is not limited to this.
[0117] Regarding second vision performance:
[0118] The second visual representation is used to indicate a sound type of the first sound.
[0119] In some embodiments, the second visual representation is color, that is, different colors of first sound indicators are used to indicate the sound type of the first sound. For example, white is used to indicate the footsteps of the virtual character / NPC shouting, and red is used to indicate the sound of gunfire / explosion.
[0120] Schematic reference Figure 7 For two sounds from different sound sources, two sound indicators 19a and 19b are displayed on the user interface. Sound indicator 19a is white, representing footsteps; sound indicator 19b is red, representing gunshots.
[0121] In some embodiments, the second visual representation is an icon style, that is, a first sound indicator with a different icon style is used to indicate the sound type of the first sound.
[0122] Schematic reference Figure 8 , a gun icon style 191 is used to represent the sound type "gunshot"; a footprint icon style 192 is used to represent the sound type "footsteps"; a head icon style 193 is used to represent the sound type "human voice"; and an explosion icon style 194 is used to represent the sound type "explosion".
[0123] In some embodiments, the second visual representation is the continuous display duration of the first sound indicator. The continuous display duration includes: a first duration in which the first sound indicator is displayed in an opaque manner, and a second duration in which the opaque manner is gradually changed to a transparent manner and the display is canceled (i.e., a blanking duration). That is, different continuous display durations are used to indicate the sound type of the first sound. For example, different sound types correspond to different first durations, or different sound types correspond to different second durations, or both the first duration and the second duration corresponding to different sound types are different.
[0124] Regarding third vision performance:
[0125] The third visual representation is used to indicate the volume of the first sound. Schematically, the volume of the first sound refers to the volume of the first sound arriving at the first virtual character, and is used to simulate the volume of the first sound actually heard by the first virtual character, rather than the original volume of the first sound.
[0126] Schematic reference Figure 7The sound indicator is represented by a sound wave amplitude spectrum, with the height of the spectrum representing the sound wave amplitude. For two sounds emitted from different sources, the user interface displays two sound indicators 19a and 19b. If the sound wave amplitude of sound indicator 19a is smaller than that of sound indicator 19b, the sound corresponding to sound indicator 19a is smaller than the sound corresponding to sound indicator 19b. This means that for footsteps and gunshots at the same distance, the sound wave amplitude of sound indicator 19a on the left is smaller, while the sound wave amplitude of sound indicator 19b on the right is larger.
[0127] Schematic reference Figure 9 The sound indicator uses a sound wave amplitude spectrum to represent the sound wave amplitude. The height of the sound wave amplitude spectrum is used to represent the sound wave amplitude. For two sounds of different sound levels, different sound wave amplitudes are used to represent them. Figure 9 It shows that when the gunshot becomes weaker with distance in the range of 100-200m, the amplitude of the first sound indicator also becomes weaker.
[0128] Regarding the fourth vision:
[0129] The fourth visual representation is used to indicate the sound distance of the first sound. Illustratively, the fourth visual representation is represented by the start time of the first sound indicator. That is, upon receiving the sound event of the first sound, the first sound indicator is not displayed immediately, but rather after a certain delay. The length of this delay is related to the sound distance, which is the distance between the first sound source and the first avatar.
[0130] Regarding the manifestation of the fifth vision:
[0131] The fifth visual representation is used to indicate the frequency of the first sound. Illustratively, the sound indicator is represented by a sound wave amplitude spectrum. The height of the sound wave amplitude spectrum represents the sound wave amplitude. This sound wave amplitude spectrum can dynamically scale to represent the jitter of the sound wave. Because the amplitude of the action generating the first sound varies, the frequency of the first sound also varies.
[0132] For example, when the avatar at the first sound source is running, the sound wave amplitude spectrum will be displayed in white, and the jitter frequency of the sound wave amplitude spectrum will be higher to indicate the urgency of running. When the avatar at the first sound source lowers its pace and squats, the jitter frequency of the sound wave amplitude spectrum will be lower to indicate a sense of slow progress and distinguish it from running.
[0133] Step 210: When a second sound source exists in the surrounding environment of the first virtual character and the horizontal direction of the second sound source is outside the visible direction range, display a second sound indicator based on the edge direction scale closest to the second horizontal direction in the direction scale sequence, wherein the second sound indicator is used to indicate that the second sound source exists at the horizontal direction indicated by the second direction scale.
[0134] There may be a second sound source in the surrounding environment of the first virtual character. Before displaying the second sound indicator below the horizontal scale sequence of the compass, it is determined whether the second horizontal direction corresponding to the second sound source is within the visible direction range of the first virtual character.
[0135] When the second horizontal direction corresponding to the second sound source is within the visible direction range of the first virtual character, a second sound indicator is displayed based on the second direction scale in the horizontal scale sequence of the compass, for example, by using a second sound wave amplitude spectrum to indicate the horizontal and vertical directions of the second sound.
[0136] When the second horizontal direction corresponding to the second sound source is outside the visible direction range of the first virtual character, a second sound indicator is displayed based on the edge direction scale closest to the second horizontal direction in the direction scale sequence to indicate the presence of the second sound source or the second sound.
[0137] Indicatively, Figure 10 As shown, within the visible range of the first avatar 10, a second sound indicator 19 is displayed based on the edge bearing scale on the compass information 18. The second sound indicator 19 can be aligned with the edge bearing scale or can be beyond the edge bearing scale. The second sound indicator 19 is used to indicate that there is a second sound source in the invisible area to the right of the first avatar 10, and the second sound source is emitting a second sound.
[0138] Optionally, the second sound indicator 19 has at least one of the five visual representations described above. The second sound indicator 19 has the same or fewer visual representations than the first sound indicator. For example, the second sound indicator 19 may only use color or icon style to indicate the sound type of the second sound.
[0139] Step 212: When the first virtual character enters the deaf state, cancel or ignore the display of the (first) sound prompter.
[0140] When the first virtual character is attacked by the first sound projectile, the first virtual character becomes deaf due to the loudness of the sound, and the first virtual character appears to be deaf in the client. While the first virtual character is deaf, the client will disable the display of the first sound indicator below the first horizontal bearing sequence in the compass information, thereby eliminating the display of all sound indicators corresponding to the first virtual character.
[0141] The first sound throwing object is a grenade or a bomb, etc. When the grenade explodes at a close distance of the first virtual character, the first virtual character will enter a deaf state.
[0142] To summarize, the method provided in this embodiment displays a first sound indicator based only on the first azimuth scale in the compass information when there is a first sound source in the surrounding environment of the first virtual character, without a small map to prompt the location. The first sound indicator can also simultaneously indicate the first horizontal azimuth and the first vertical azimuth corresponding to the first sound source, so that the user can accurately judge the spatial position of the first sound source only by visual performance, and can obtain sufficient effective spatial information for the sound source in a hearing-limited scenario without the need to play sound externally or use headphones.
[0143] The method provided in this embodiment also indicates the vertical direction, sound type, sound volume, sound distance and action frequency of the sound through different visual expressions that exist simultaneously on the first sound indicator, so that the user can obtain the vertical direction, sound type, sound volume, sound distance and action frequency of the first sound only by different visual expressions, and can also obtain effective information of the first sound in scenarios with limited hearing without external sound or using headphones. At the same time, since the area occupied by the first sound indicator on the user interface is very small, it can save display space on the user interface. In addition, there is no small map to indicate the location, and only the multiple visual expressions of the first sound indicator based on the compass provide multi-faceted prompts for the sound, which can bring users a more immersive gaming experience.
[0144] The method provided in this embodiment also improves the accuracy of the user's judgment of the spatial position of the first sound source based solely on visual representation by canceling or ignoring the display of the (first) sound prompter when the first virtual character enters a deaf state.
[0145] With respect to the above five visual expressions, the above step 205 may further optionally include at least one of the following steps:
[0146] For first visual performance:
[0147] The pitch angle (picth) of the first sound source relative to the first virtual character is calculated according to the positions of the first sound source and the first virtual character in the virtual environment; and the vertical position of the first sound source is determined based on the value range of the pitch angle.
[0148] For example, Figure 11As shown, the pitch angle is used to determine the vertical position of the first sound source. When the pitch angle of the first sound source relative to the first virtual character is in the range of -17° to 17°, or 163° to 180°, or -163° to -180°, the vertical range of the first sound source is determined to be the middle position relative to the first virtual character; when the pitch angle of the first sound source relative to the first virtual character is in the range of 17° to 163°, the vertical position of the first sound source is determined to be the upper position relative to the first virtual character; when the pitch angle of the first sound source relative to the first virtual character is in the range of -17° to -163°, the vertical position of the first sound source is determined to be the lower position relative to the first virtual character.
[0149] Regarding second vision performance:
[0150] In case the second visual representation includes a color of the first sound indicator, the color of the first sound indicator is determined according to a sound type of the first sound.
[0151] As shown in Table 1, the first correspondence between sound types and colors is shown.
[0152] Table 1
[0153] color Sound Type White footsteps red gunshots orange color Bomb sound blue Shouts
[0154] By querying the first corresponding relationship, the client can determine the color corresponding to the sound type of the first sound, and determine the color as the color of the first sound indicator.
[0155] In a case where the second visual representation includes an icon style of the first sound indicator, the icon style of the first sound indicator is determined according to a sound type of the first sound.
[0156] As shown in Table 2, the second correspondence between sound types and icon styles is shown as an example.
[0157] Table 2
[0158]
[0159]
[0160] By querying the second corresponding relationship, the client can determine the icon style corresponding to the sound type of the first sound, and determine the icon style as the icon style of the first sound indicator.
[0161] Regarding third vision performance:
[0162] In the case where the first sound indicator is represented by a sound wave amplitude spectrum, and the third visual representation includes the amplitude of the first sound wave amplitude spectrum:
[0163] Step 1: Determine the arrival volume of the first sound based on the original volume of the first sound and an impact parameter, where the impact parameter includes at least one of the following conditions:
[0164] The distance between the first sound source and the first avatar;
[0165] The volume of a sound will attenuate over distance. Therefore, the longer the distance between the first sound source and the first avatar, the smaller the volume of the first sound; the shorter the distance between the first sound source and the first avatar, the larger the volume of the first sound.
[0166] Equipment worn by the first avatar;
[0167] The equipment worn by the first avatar and related to the sound volume includes at least one of different types of helmets and headphones. The type of equipment and the wearing condition of the equipment both affect the volume of the first sound.
[0168] For example, for the same original sound volume, the arrival sound volume determined when the first virtual character wears headphones is greater than the arrival sound volume determined when the first virtual character does not wear headphones; the arrival sound volume determined when the first virtual character wears a helmet is less than the arrival sound volume determined when the first virtual character does not wear a helmet.
[0169] If the first sound source is a second avatar, the equipment worn by the second avatar;
[0170] The equipment worn by the second avatar and related to the volume of the sound includes at least one of different types of firearms, different types of ammunition, and a silencer. The type of equipment and the wearing of the equipment both affect the volume of the first sound.
[0171] For example, for the same original sound volume, the arrived sound volume determined when the second virtual character wears a muffler is smaller than the arrived sound volume determined when the second virtual character does not wear a muffler.
[0172] The material of the first sound source or the material that the first sound source touches.
[0173] For example, the sound of the first virtual character's shoes touching different surfaces will affect the volume of the sound, and the sound of the first virtual character's shoes made of different materials touching the same surface will affect the volume of the sound.
[0174] Indicatively, the arriving sound volume = (original sound volume * influence coefficient of original sound volume) * (1-sound distance / (maximum effective distance of sound * influence coefficient of maximum distance)).
[0175] The original sound level is the level of the first sound emitted at the first sound source. For example, the influence coefficient of the original sound level is related to the aforementioned influencing conditions and is typically set by the designer as an empirical value. The influence coefficient at the maximum sound distance indicates the sound attenuation characteristics and is related to the aforementioned influencing conditions and is typically set by the designer as an empirical value.
[0176] For example, suppose the first avatar, wearing a sound-isolating helmet, hears a silenced gunshot from 75 meters away. The original sound level of the gunshot is 100, and the maximum effective distance is 150 meters. The silencer's effect on the original sound level is 1, and its effect at the maximum distance is 0.5. The helmet's effect on the original sound level is 0.5, and its effect at the maximum distance is 0.5.
[0177] Arrived sound level = (100*1*0.5)*(1-75 / (150*0.5*0.5)) = 50*-1 = -50 = negative number returns to zero = no sound can be heard, so no ripple is displayed on the first sound indicator.
[0178] For another example: suppose the first virtual character is wearing a sound-isolating helmet and hears a silenced gunshot from 30 meters away. The original sound level of the gunshot is 100, and the maximum effective distance is 150 meters.
[0179] Arrival sound level = (100*0.5)*(1-30 / (150*0.5*0.5))=50*0.2=25.
[0180] Step 2: Determine the amplitude of the first sound wave amplitude spectrum according to the arrival sound level of the first sound at the first virtual character.
[0181] The client maps the arrival sound size of the first sound into the sound wave amplitude of the first sound wave amplitude spectrum through the "sound size-ripple amplitude" conversion curve.
[0182] For example, the sound of a rifle fire at a distance of 150 meters from the player is 100*(1-150 / 200)=25. The value 25 is converted into a sound wave amplitude of 0.22 through the conversion curve, affecting the sound wave amplitude of the first sound wave amplitude spectrum at a rate of 0.22.
[0183] Regarding the fourth vision:
[0184] In a case where the fourth visual representation includes a start display time of the first sound indicator, the start display time of the first sound indicator is determined based on a sound propagation speed between the first sound source and the first virtual character, the start display time being later than a generation time of the first sound.
[0185] Schematically, the start display time = the time when the first sound is generated + the distance of the sound / the speed of sound propagation in the virtual environment;
[0186] Among them, the first sound generation time is the time when the first sound source emits the first sound, the sound distance is the distance between the first sound source and the first virtual character, and the sound propagation speed in the virtual environment is usually set by the designer as an empirical value.
[0187] Regarding the manifestation of the fifth vision:
[0188] The first sound indicator is represented by a sound wave amplitude spectrum, and the fifth visual representation includes a jitter frequency of the sound wave amplitude spectrum, which is determined according to the operating frequency of the first sound source when generating the first sound.
[0189] For example, when the first avatar is running, the sound wave amplitude spectrum is displayed in white, and the jitter frequency of the sound wave amplitude spectrum is higher to indicate the urgency of running. When the first avatar lowers its pace and squats, the jitter frequency of the sound wave amplitude spectrum is lowered to indicate a sense of slow progress and to distinguish it from running.
[0190] This application does not limit the order of the above calculation processes.
[0191] In some embodiments, developers can configure the influence coefficients of the tactical props and equipment mentioned in the above embodiments on the volume of the arrival of the first sound. Figure 12 , Figure 12 A configuration interface 1200 for the effect of helmet headphones on the volume of a first sound is shown. This interface 1200 includes three configuration items: an increase in sound wave amplitude coefficient 1201, a sound volume effect coefficient 1202, and a maximum sound distance effect coefficient 1203. The increase in sound wave amplitude coefficient 1201 is used to configure the effect of the first virtual character wearing the helmet headphones on the sound wave amplitude of the first sound. The sound volume effect coefficient 1202 is used to configure the effect of the first virtual character wearing the helmet headphones on the volume of the first sound. The maximum sound distance effect coefficient 1203 is used to configure the effect of the maximum distance that the first sound can travel when the first virtual character is wearing the helmet headphones. For example, if both the sound volume effect coefficient 1202 and the maximum sound distance effect coefficient 1203 are 1, the first virtual character wearing the helmet headphones has no effect on the volume of the first sound or the maximum distance of the first sound.
[0192] Figure 13A configuration interface 1300 for the effect of a muffler on the volume of a first sound is shown. This configuration interface 1300 includes two configuration items: a muffler volume effect coefficient 1301 and a muffler maximum distance effect coefficient 1302. The muffler volume effect coefficient 1301 is used to configure the effect of the volume of the first sound on the volume of the first sound when the first virtual character wears the muffler. The muffler maximum distance effect coefficient 1302 is used to configure the effect of the maximum distance that the first sound can propagate when the first virtual character wears the muffler. For example, if the muffler volume effect coefficient 1301 is 1, the volume of the first sound on the volume of the first sound has no effect when the first virtual character wears the muffler.
[0193] Figure 14 A configuration interface 1400 is shown for the influence coefficient of stepping on a material on the arrival volume of a first sound. This configuration interface 1400 includes two configuration items for a marble or metal material 1410: a sound volume influence coefficient 1401 and a sound maximum distance influence coefficient 1402. The sound volume influence coefficient 1401 configuration item is used to configure the influence coefficient on the arrival volume of the first sound when the first virtual character steps on a marble or metal surface. The sound maximum distance influence coefficient 1402 configuration item is used to configure the influence coefficient on the maximum distance that the first sound can propagate when the first virtual character steps on the marble or metal surface. For example, if both the sound volume influence coefficient 1401 and the sound maximum distance influence coefficient 1402 are 1, then the first virtual character stepping on the marble or metal surface has no effect on the arrival volume or the maximum distance of the first sound.
[0194] In some embodiments, developers can configure the influence coefficients of different sound types on the first sound mentioned in the above embodiments. Figure 15 , Figure 15 A configuration interface 1500 is shown for different sound types and basic configuration parameters. The configuration interface 1500 includes eight configurable parameters for different sound types: sprint 1501, crawl 1502, crouch walk 1503, quiet walk 1504, quiet crawl 1505, quiet crouch walk 1506, single shot 1507, continuous shot 1508, NPC shout 1509, scratching grass 1510, injured shout 1511, dying shout 1512, explosion 1513, and walk 1514. The parameters include basic sound volume 1520, sound icon display time 1530, sound icon fade time 1540, icon index 1550, sound icon refresh interval 1560, maximum effective sound range 1570, sound waveform jitter frequency 1580, and opacity curve 1590.
[0195] In some embodiments, developers can configure the configuration parameters corresponding to the different types of firearms mentioned in the above embodiments. Figure 16 , Figure 16 A configuration interface 1600 shows the parameters for different firearm types, which are adjusted based on the firing type. This interface includes a configuration page 1600 for basic single-shot firing parameters, as well as a pistol parameter configuration page 1601 and a bolt-action rifle parameter configuration page 1602. The single-shot firing configuration page includes basic sound volume 1620, sound icon display time 1630, sound icon fade time 1640, icon index 1650, sound icon refresh interval 1660, maximum effective sound range 1670, and sound waveform jitter frequency 1680. The pistol's maximum effective sound range (configuration item 1670) is -100 meters, 100 meters less than the 200-meter maximum effective sound range (configuration item 1670) for single-shot fire. The pistol's maximum effective sound range (configuration item 1670) is 100 meters, while the base sound volume (configuration item 1620), sound icon display time (configuration item 1630), sound icon fade time (configuration item 1640), sound icon refresh interval (configuration item 1660), and sound waveform dither frequency (configuration item 1680) are the same as for single-shot fire. The bolt-action rifle's base sound volume (configuration item 1620) is 20, and the sound icon fade time (configuration item 1640) is 0.3. The bolt-action rifle's maximum effective sound range (configuration item 1670), sound icon display time (configuration item 1630), sound icon refresh interval (configuration item 1660), and sound waveform dither frequency (configuration item 1680) are the same as for single-shot fire.
[0196] In some embodiments, developers can configure the general configuration parameters mentioned in the above embodiments. Figure 17 , Figure 17The configuration interface 1700 of general configuration parameters is shown. The configuration interface 1700 includes the maximum number of sound ripple displays 1710, the Icon display angle threshold 1720, the upper corner threshold 1730, the lower corner threshold 1740, the war sound icon color 1750, the character sound icon color 1760 and the mapping curve 1770 of the sound ripple height and the sound size. The configuration item of the Icon display angle threshold 1720 is 90°, and the default display is the sound icon of the valid sound source within the coverage range of 90° rotated left and right in the direction of the first virtual character's camera; the mapping curve 1770 of the sound ripple height and the sound size, the horizontal axis is the sound intensity, and the numerical axis is the waveform height, which can convert the arrival sound size of the first sound into the mapping curve of the first sound. To summarize, the method provided in this embodiment displays a first sound indicator based on the first azimuth scale in the compass information when a first sound source exists in the surrounding environment of the first virtual character. The first sound indicator can simultaneously indicate the first horizontal azimuth and the first vertical azimuth corresponding to the first sound source, so that the user can accurately judge the spatial position of the first sound source only by visual performance, and can obtain sufficient effective spatial information for the sound source in a hearing-limited scenario without the need to play sound externally or use headphones.
[0197] The method provided in this embodiment can further distinguish the attributes of the first sound source based on the amplitude, jitter frequency, and duration of the sound indicator and the sound wave amplitude spectrum below it; and determine the vertical orientation of the first sound source in the virtual world by comparing the sound source angle with the pitch angle, thereby improving the prompt effect of the sound volume, sound frequency, and sound type.
[0198] The method provided in this embodiment also reduces unnecessary calculations for sound events with lower volume and improves the accuracy of sound effect prompts by determining the sound with the loudest volume among at least two sounds as the first sound when the first sound source generates at least two sounds and the generation time difference between the at least two sounds is less than a threshold.
[0199] Figure 18 A flowchart of a sound prompt method in a virtual world provided by an exemplary embodiment of the present application is shown. Figure 1 The terminal 120 or the terminal 160 shown is executed, and the method includes the following steps:
[0200] Step 1802: Obtain parameters of the first sound;
[0201] The client obtains parameters of a first sound emitted by a first sound source. In other words, the client obtains parameters of a sound event of the first sound emitted by the first sound source.
[0202] When a first sound source generates a first sound in the surrounding environment of a first virtual character, the first sound source triggers a sound event. If the first sound source is a sound source corresponding to another client, the other client synchronizes the sound event to the current client via the server; if the first sound source is a sound source corresponding to the current client, the current client generates the sound event.
[0203] The sound event has sound parameters, which include but are not limited to: at least one of the type of the first sound source, the material of the first sound source, the equipment status of the first sound source, the position of the first sound source, the sound type of the first sound, the sound volume of the first sound, and the action frequency of the first sound.
[0204] Step 1804: Identify the sound type of the first sound;
[0205] The sound type of the first sound is determined according to the sound parameters of the first sound acquired by the client, and the second visual representation carried by the corresponding first sound indicator is determined according to different sound types.
[0206] In some embodiments, the second visual representation is color. If the first sound is determined to be the footsteps of a virtual character / the shout of an NPC based on the sound parameters of the first sound obtained by the client, the first sound indicator is represented by white; if the first sound is determined to be a gunshot / explosion, the first sound indicator is represented by red.
[0207] In some embodiments, the second visual representation is an icon style. The type of the first sound is determined based on the sound parameters of the first sound obtained by the client, and a different icon style corresponding to the first sound is used to represent the first sound indicator. For example, if the first sound is determined to be the footsteps of an avatar, a footprint icon style is used to represent the first sound indicator; if the first sound is determined to be a gunshot, a gun icon style is used to represent the first sound indicator.
[0208] Step 1806a: Calculate the arrival sound volume according to the distance between the first sound source configured according to the type of the first sound and the first virtual character and the original sound volume of the first sound source;
[0209] The first sound event carries the three-dimensional coordinates of the first sound source. The client can calculate the distance between the first sound source and the first virtual character by performing distance calculation on the three-dimensional coordinates of the first sound source and the three-dimensional coordinates of the first virtual character.
[0210] Since the volume of sound attenuates with distance, the longer the distance between the first sound source and the first virtual character, the smaller the volume of the first sound; and the shorter the distance between the first sound source and the first virtual character, the larger the volume of the first sound.
[0211] The sound event of the first sound also carries the original sound volume of the first sound source. The client attenuates the original sound volume of the first sound by taking the distance as an influencing parameter.
[0212] Step 1806ab: Calculate the arrival sound volume based on the influence coefficients of tactical props, equipment, etc.;
[0213] The client also determines the corresponding influence coefficient based on tactical props and equipment, and calculates the final arrival volume of the first sound.
[0214] Exemplary tactical props and equipment (collectively referred to as equipment) include:
[0215] Equipment worn by the first avatar;
[0216] The equipment worn by the first avatar and related to the sound volume includes at least one of different types of helmets and headphones. The type of equipment and the wearing condition of the equipment both affect the volume of the first sound.
[0217] If the first sound source is a second avatar, the equipment worn by the second avatar;
[0218] The equipment worn by the second avatar and related to the volume of the sound includes at least one of different types of firearms, different types of ammunition, and a silencer. The type of equipment and the wearing of the equipment both affect the volume of the first sound.
[0219] The material of the first sound source or the material that the first sound source touches.
[0220] For example, the sound of the first virtual character's shoes touching different surfaces will affect the volume of the sound, and the sound of the first virtual character's shoes made of different materials touching the same surface will affect the volume of the sound.
[0221] Indicatively, the arriving sound volume = (original sound volume * influence coefficient of original sound volume) * (1-sound distance / (maximum effective distance of sound * influence coefficient of maximum distance)).
[0222] The original sound level is the level of the first sound emitted at the first sound source. For example, the influence coefficient of the original sound level is related to the aforementioned influencing conditions and is typically set by the designer as an empirical value. The influence coefficient at the maximum sound distance indicates the sound attenuation characteristics and is related to the aforementioned influencing conditions and is typically set by the designer as an empirical value.
[0223] For example, suppose the first avatar, wearing a sound-isolating helmet, hears a silenced gunshot from 75 meters away. The original sound level of the gunshot is 100, and the maximum effective distance is 150 meters. The silencer's effect on the original sound level is 1, and its effect at the maximum distance is 0.5. The helmet's effect on the original sound level is 0.5, and its effect at the maximum distance is 0.5.
[0224] Arrived sound level = (100*1*0.5)*(1-75 / (150*0.5*0.5)) = 50*-1 = -50 = negative number returns to zero = no sound can be heard, so no ripple is displayed on the first sound indicator.
[0225] For another example: suppose the first virtual character is wearing a sound-isolating helmet and hears a silenced gunshot from 30 meters away. The original sound level of the gunshot is 100, and the maximum effective distance is 150 meters.
[0226] Arrival sound level = (100*0.5)*(1-30 / (150*0.5*0.5))=50*0.2=25.
[0227] It should be noted that step 1806a and step 1806b can be calculated simultaneously, or the sound volume before being affected by tactical props and equipment can be calculated as an intermediate value based on the distance between the first sound source and the first virtual character and the original sound volume of the first sound source, and then the final arrival sound volume after being affected by the tactical props and equipment is calculated.
[0228] Step 1808: Determine whether the horizontal direction of the first sound source is within the direction scale range displayed by the compass information;
[0229] The compass information includes a sequence of azimuth scales indicating the horizontal directions that the first virtual character is facing in the virtual world. For example, the azimuth scales for each horizontal direction observable from the first virtual character's perspective in the virtual world are displayed in the azimuth scale sequence. The azimuth scales for horizontal directions not observable from the current perspective may not be displayed in the azimuth scale sequence. Alternatively, the azimuth scales within a preset range centered on the horizontal direction directly in front of the first virtual character are displayed in the azimuth scale sequence.
[0230] If the horizontal orientation of the first sound source is not within the orientation scale displayed by the compass information, step 1810 is executed to present the sound in the form of a second sound indicator. If the horizontal orientation of the first sound source is within the orientation scale displayed by the compass information, step 1812 is executed to calculate whether it is above / below the first virtual character based on the pitch angle.
[0231] Step 1810: Expressing the sound in the form of a second sound indicator;
[0232] When it is determined that the horizontal bearing of the first sound source is not within the bearing scale range displayed by the compass information, a second sound indicator is displayed based on the edge bearing scale closest to the second horizontal bearing in the bearing scale sequence, and the sound is determined to be a second sound or a second sound source and indicated by the second sound indicator.
[0233] Step 1812: Determine whether the first sound source is above or below the first virtual character based on the pitch angle calculation;
[0234] The pitch angle of the first sound source relative to the first virtual character is calculated based on the position coordinates of the first sound source and the first virtual character in the virtual environment obtained by the client; and the vertical orientation of the first sound source is determined based on the value range of the pitch angle.
[0235] When the first sound source is above / below the first virtual character, step 1814 is executed, that is, when the first sound source is above the first virtual character, the upper first sound indicator is displayed to represent the upper information; when the first sound source is below the first virtual character, the lower first sound indicator is displayed to represent the lower information; when the first sound source is not above / below the first virtual character, step 1816 is executed, the first sound source is in the middle of the first virtual character, and the middle first sound indicator is displayed to represent the middle information.
[0236] For example, Figure 11 As shown, when the pitch angle of the first sound source relative to the first virtual character is in the range of -17° to 17°, or 163° to 180°, or -163° to -180°, it is determined that the first character is in the middle of the first virtual character; when the pitch angle of the first sound source relative to the first virtual character is in the range of 17° to 163°, it is determined that the first character is above the first virtual character; when the pitch angle of the first sound source relative to the first virtual character is in the range of -17° to -163°, it is determined that the first character is below the first virtual character.
[0237] Step 1818: Determine whether the first sound is a gunshot;
[0238] Determine whether the first sound is a gunshot based on the sound parameters of the first sound obtained by the client. If it is a gunshot, execute step 1820 to distinguish and express the first sound based on the type of gunshot sound. If it is determined that the first sound is not a gunshot, execute step 1822 to distinguish and express the first sound based on the type of person and other sounds.
[0239] Step 1820: Differentiate and represent the first sound according to the type of the firearm sound;
[0240] An exemplary client determines that the first sound is a gunshot based on the sound parameters of the first sound, and confirms the first sound indicator of the first sound as red or as the icon style of a gun, and then determines the sound wave amplitude, sound wave vibration frequency and sound wave duration of the first sound indicator based on the first sound parameters.
[0241] Step 1822: Differentiate and express the first voice according to the type of the virtual character and other voices.
[0242] An exemplary client determines that the first sound source is a virtual character based on the sound parameters of the first sound, and confirms the first sound indicator of the first sound as white or as a footprint icon style or a human head icon style, and then determines the sound wave amplitude, sound wave vibration frequency and sound wave duration of the first sound indicator based on the first sound parameters.
[0243] In summary, the method provided in this embodiment obtains the sound parameters of the first sound by the client to identify the type of the first sound, calculates the arrival sound size of the first sound based on the distance between the first sound source and the first virtual character and the original sound size of the first sound source, and determines the horizontal and vertical directions of the first sound by judging whether the first sound is within the azimuth scale range displayed by the compass information, thereby improving the prompt effect on the sound size, sound frequency and sound type.
[0244] Figure 19 A schematic diagram of a sound prompt device in a virtual world provided by an exemplary embodiment of the present application is shown. The device can be implemented as all or part of a computer device through software, hardware, or a combination of both. The device 1900 includes:
[0245] Display module 1901, configured to display a perspective image of a first virtual character, wherein the perspective image displays compass information, wherein the compass information includes at least one azimuth scale, and the azimuth scale is configured to indicate the horizontal direction facing the first virtual character in the virtual world;
[0246] A control module 1902 is configured to control the first virtual character to move in the virtual world;
[0247] The display module 1901 is used to display a first sound indicator based on the first azimuth scale in the compass information when a first sound source generates a first sound in the surrounding environment of the first virtual character, wherein the first sound indicator is used to indicate the horizontal and vertical directions corresponding to the first sound source.
[0248] In an optional design of this embodiment, the display module 1901 is used to display a first sound indicator with a first visual representation based on the first azimuth scale in the compass information, the center position of the first sound indicator is aligned with the first azimuth scale, the first azimuth scale is used to indicate the horizontal azimuth of the first sound source, and the first visual representation is used to indicate the vertical azimuth of the first sound source.
[0249] In an optional design of this embodiment, the first visual representation includes at least one of the following: the shape of the first sound indicator; the vertical orientation scale in the first sound indicator; the arrow in the first sound indicator; and the text prompt in the first sound indicator.
[0250] In an optional design of this embodiment, the first visual representation includes: n first visual representations, the n first visual representations correspond one-to-one to n vertical orientations, and n is a positive integer greater than 1;
[0251] The display module 1901 is used to display a first sound indicator with an i-th first visual representation based on the first orientation scale in the compass information, where the i-th first visual representation is used to indicate that the first sound source corresponds to an i-th vertical orientation, where i is a positive integer not greater than n.
[0252] In an optional design of this embodiment, the vertical orientation includes: an upper orientation, a middle orientation, and a lower orientation;
[0253] The display module 1901 is used to display a first sound indicator in an upward shape based on the first orientation scale in the compass information, and the first sound indicator is used to indicate that the vertical orientation of the first sound source is the upper orientation; or, based on the first orientation scale in the compass information, display a first sound indicator in an upwardly symmetrical shape, and the first sound indicator is used to indicate that the vertical orientation of the first sound source is the middle orientation; or, based on the first orientation scale in the compass information, display a first sound indicator in a downward shape, and the first sound indicator is used to indicate that the vertical orientation of the first sound source is the lower orientation.
[0254] In an optional design of this embodiment, the display module 1901 is used to display a first sound indicator with the vertical azimuth scale based on the first azimuth scale in the compass information, and the vertical azimuth scale is used to indicate the pitch angle of the first sound source relative to the first virtual character; or, based on the first azimuth scale in the compass information, display a first sound indicator with the arrow, and the direction of the arrow is used to indicate the vertical azimuth of the first sound source; or, based on the first azimuth scale in the compass information, display a first sound indicator with the text prompt, and the text prompt is used to indicate the vertical azimuth of the first sound source.
[0255] In an optional design of this embodiment, the display module 1901 is configured to display a first sound indicator having both the first visual representation and other visual representations based on the first orientation scale in the compass information;
[0256] The first visual representation and the other visual representation are different types of visual representations, and the other visual representation is at least one of the following visual representations:
[0257] a second visual representation indicating a sound type of the first sound;
[0258] a third visual representation for indicating a loudness of the first sound;
[0259] a fourth visual representation for indicating a distance of the first sound;
[0260] A fifth visual representation is provided for indicating a frequency of motion of the first sound.
[0261] In an optional design of this embodiment, the second visual representation includes the color of the first sound indicator, and the device further includes:
[0262] The determination module 1903 is configured to determine the color of the first sound indicator according to the sound type of the first sound.
[0263] In an optional design of this embodiment, the second visual representation includes an icon style of the first sound indicator, and the determination module 1903 is used to determine the icon style of the first sound indicator according to the sound type of the first sound.
[0264] In an optional design of this embodiment, the first sound indicator is represented by a sound wave amplitude spectrum, the third visual representation includes the amplitude of the first sound wave amplitude spectrum, and the determination module 1903 is used to determine the amplitude of the first sound wave amplitude spectrum based on the arrival sound size of the first sound at the first virtual character.
[0265] In an optional design of this embodiment, the determining module 1903 is configured to determine the arrival volume of the first sound according to the original volume of the first sound and an impact parameter, where the impact parameter includes at least one of the following parameters:
[0266] The distance between the first sound source and the first virtual character;
[0267] equipment worn by the first virtual character;
[0268] In the case where the first sound source is a second virtual character, the equipment worn by the second virtual character;
[0269] The material of the first sound source or the material that the first sound source contacts.
[0270] In an optional design of this embodiment, for the same original sound volume, the arrival sound volume determined when the first virtual character is wearing headphones is greater than the arrival sound volume determined when the first virtual character is not wearing headphones; or, for the same original sound volume, the arrival sound volume determined when the first virtual character is wearing a helmet is smaller than the arrival sound volume determined when the first virtual character is not wearing a helmet; or, for the same original sound volume, the arrival sound volume determined when the second virtual character is wearing a muffler is smaller than the arrival sound volume determined when the first virtual character is not wearing a muffler.
[0271] In an optional design of this embodiment, the fourth visual representation includes the start display time of the first sound indicator, and the determination module 1903 is used to determine the start display time of the first sound indicator based on the sound propagation speed between the first sound source and the first virtual character, and the start display time is later than the generation time of the first sound.
[0272] In an optional design of this embodiment, the first sound indicator is represented by a sound wave amplitude spectrum, the fifth visual representation includes a jitter frequency of the sound wave amplitude spectrum, and the determination module 1903 is used to determine the jitter frequency of the sound wave amplitude spectrum based on the action frequency of the first sound source when generating the first sound.
[0273] In an optional design of this embodiment, each visual representation of the first sound indicator includes at least one of shape, pattern, color, texture, text, animation effect, start display time, continuous display time, and blanking time.
[0274] In an optional design of this embodiment, the azimuth scale sequence in the compass information corresponds to the visible azimuth range of the first virtual character, and the display module 1901 is used to display a second sound indicator based on the edge azimuth scale closest to the second horizontal azimuth in the azimuth scale sequence when there is a second sound source in the surrounding environment of the first virtual character and the horizontal azimuth of the second sound source is outside the visible azimuth range. The second sound indicator is used to indicate that the second sound source exists along the horizontal azimuth indicated by the second azimuth scale.
[0275] In an optional design of this embodiment, the display module 1901 is used to cancel the display of the first sound prompter when the first virtual character enters a deaf state.
[0276] In an optional design of this embodiment, the determination module 1903 is used to determine the sound with the highest volume among the at least two sounds as the first sound when the first sound source generates at least two sounds and the generation time difference between the at least two sounds is less than a threshold.
[0277] The present application also provides a computer device, which includes a processor and a memory, wherein the memory stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the sound prompt method of the virtual world provided by each of the above method embodiments. It should be noted that the computer device can be as follows Figure 20 The terminal provided.
[0278] Figure 20 The following is a block diagram of a computer device 2000 according to an exemplary embodiment of the present application. The computer device 2000 may be a smartphone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer, or a desktop computer. The computer device 2000 may also be referred to as a user device, a portable terminal, a laptop terminal, a desktop terminal, or other similar names.
[0279] Typically, the computer device 2000 includes a processor 2001 and a memory 2002 .
[0280] The processor 2001 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2001 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), or a PLA (Programmable Logic Array). The processor 2001 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2001 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2001 may also include an AI (Artificial Intelligence) processor, which is used to handle computing operations related to machine learning.
[0281] Memory 2002 may include one or more computer-readable storage media, which may be non-transitory. Memory 2002 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in memory 2002 is used to store at least one instruction, which is executed by processor 2001 to implement the virtual world sound prompt method provided in the method embodiment of the present application.
[0282] In some embodiments, computer device 2000 may optionally include a peripheral device interface 2003 and at least one peripheral device. Processor 2001, memory 2002, and peripheral device interface 2003 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 2003 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 2004, a display screen 2005, a camera 2006, an audio circuit 2007, and a power supply 2008.
[0283] The peripheral device interface 2003 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 2001 and the memory 2002. In some embodiments, the processor 2001, the memory 2002, and the peripheral device interface 2003 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2001, the memory 2002, and the peripheral device interface 2003 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0284] The RF circuit 2004 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 2004 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 2004 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the RF circuit 2004 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The RF circuit 2004 can communicate with other terminals via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 2004 may also include circuitry related to Near Field Communication (NFC), although this application does not limit this.
[0285] The display screen 2005 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 2005 is a touch screen display, the display screen 2005 also has the ability to collect touch signals on the surface or above the surface of the display screen 2005. The touch signal can be input as a control signal to the processor 2001 for processing. In this case, the display screen 2005 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one display screen 2005, which is set on the front panel of the computer device 2000; in other embodiments, there can be at least two display screens 2005, which are respectively set on different surfaces of the computer device 2000 or in a folding design; in still other embodiments, the display screen 2005 can be a flexible display screen, which is set on the curved surface or folding surface of the computer device 2000. In fact, the display screen 2005 can also be set into a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 2005 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0286] The camera assembly 2006 is used to capture images or videos. Optionally, the camera assembly 2006 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal, and the rear camera is arranged on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 2006 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.
[0287] The audio circuit 2007 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 2001 for processing, or input into the radio frequency circuit 2004 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each located in different parts of the computer device 2000. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 2001 or the radio frequency circuit 2004 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as distance measurement. In some embodiments, the audio circuit 2007 may also include a headphone jack.
[0288] Power supply 2008 is used to power various components in computer device 2000. Power supply 2008 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 2008 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, while a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0289] In some embodiments, the computer device 2000 further includes one or more sensors 2009 , including but not limited to: an acceleration sensor 2010 , a gyroscope sensor 2011 , a pressure sensor 2012 , an optical sensor 2013 , and a proximity sensor 2014 .
[0290] The accelerometer 2010 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the computer device 2000. For example, the accelerometer 2010 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 2001 can control the touch screen display 2005 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 2010. The accelerometer 2010 can also be used to collect game or user motion data.
[0291] The gyroscope sensor 2011 can detect the orientation and rotation angle of the computer device 2000. It can also work with the accelerometer 2010 to collect 3D motions of the user on the computer device 2000. Based on the data collected by the gyroscope sensor 2011, the processor 2001 can implement the following functions: motion sensing (for example, changing the UI based on the user's tilting operation), image stabilization during shooting, game control, and inertial navigation.
[0292] The pressure sensor 2012 can be located on the side frame of the computer device 2000 and / or below the touchscreen display 2005. When the pressure sensor 2012 is located on the side frame of the computer device 2000, it can detect the user's gripping signal on the computer device 2000. The processor 2001 then performs left-hand or right-hand identification or shortcut operations based on the gripping signal collected by the pressure sensor 2012. When the pressure sensor 2012 is located below the touchscreen display 2005, the processor 2001 controls the operable controls on the UI based on the user's pressure on the touchscreen display 2005. Operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0293] Fingerprint sensor 2014 is used to collect a user's fingerprint. Processor 2001 identifies the user based on the fingerprint collected by fingerprint sensor 2014, or alternatively, fingerprint sensor 2014 identifies the user based on the collected fingerprint. Upon determining that the user's identity is trusted, processor 2001 authorizes the user to perform relevant sensitive operations, including unlocking the screen, viewing encrypted information, downloading software, making payments, and changing settings. Fingerprint sensor 2014 can be located on the front, back, or side of computer device 2000. If physical buttons or a manufacturer logo are provided on computer device 2000, fingerprint sensor 2014 can be integrated with the physical buttons or manufacturer logo.
[0294] Optical sensor 2013 is used to detect ambient light intensity. In one embodiment, processor 2001 can control the display brightness of touchscreen display 2005 based on the ambient light intensity detected by optical sensor 2013. Specifically, when the ambient light intensity is high, the display brightness of touchscreen display 2005 is increased; when the ambient light intensity is low, the display brightness of touchscreen display 2005 is decreased. In another embodiment, processor 2001 can also dynamically adjust the shooting parameters of camera assembly 2006 based on the ambient light intensity detected by optical sensor 2013.
[0295] Proximity sensor 2014, also known as a distance sensor, is typically located on the front panel of computer device 2000. Proximity sensor 2014 is used to detect the distance between the user and the front of computer device 2000. In one embodiment, when proximity sensor 2014 detects that the distance between the user and the front of computer device 2000 is gradually decreasing, processor 2001 controls touchscreen display 2005 to switch from the screen-on state to the screen-off state. When proximity sensor 2014 detects that the distance between the user and the front of computer device 2000 is gradually increasing, processor 2001 controls touchscreen display 2005 to switch from the screen-off state to the screen-on state.
[0296] Those skilled in the art will understand that Figure 20 The structure shown in the figure does not constitute a limitation on the computer device 2000, and the computer device 2000 may include more or fewer components than shown in the figure, or combine some components, or adopt a different component arrangement.
[0297] According to another aspect of the present application, a computer storage medium is provided. The computer-readable storage medium stores at least one program code. The program code is loaded and executed by a processor to implement the above-mentioned sound prompt method in the virtual world.
[0298] According to another aspect of the present application, a computer program product or computer program is provided. The computer program product or computer program includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the aforementioned method for providing a sound prompt in a virtual world.
[0299] It should be understood that the term "plurality" used herein refers to two or more. "And / or" describes a relationship between associated objects, indicating that three possible relationships exist. For example, "A and / or B" can mean: A exists alone, A and B exist simultaneously, or B exists alone. The character " / " generally indicates an "or" relationship between the associated objects.
[0300] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.
[0301] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A sound prompt method in a virtual world, characterized in that: The method comprises: Displaying a perspective picture of a first virtual character, wherein the perspective picture displays compass information, wherein the compass information includes at least one azimuth scale, and the azimuth scale is used to indicate the horizontal direction facing the first virtual character in the virtual world; controlling the first virtual character to move in the virtual world; In a case where a first sound source generates a first sound in the surrounding environment of the first virtual character, if the vertical orientation of the first sound source is an upper orientation, a first sound wave amplitude spectrum with ripples in an upward triangular shape is displayed based on a first orientation scale in the compass information; if the vertical orientation of the first sound source is a middle orientation, a first sound wave amplitude spectrum with ripples in a spindle shape is displayed based on the first orientation scale in the compass information; if the vertical orientation of the first sound source is a lower orientation, a first sound wave amplitude spectrum with ripples in a downward triangular shape is displayed based on the first orientation scale in the compass information; a center position of the first sound wave amplitude spectrum is aligned with the first orientation scale, and the first orientation scale is used to indicate the horizontal orientation of the first sound source; Displaying a first sound wave amplitude spectrum having other visual representations based on the first bearing scale in the compass information; wherein the other visual representations include at least one of the following visual representations: a second visual representation indicating a sound type of the first sound; a third visual representation for indicating a loudness of the first sound; a fourth visual representation for indicating a distance of the first sound; A fifth visual representation is provided for indicating a frequency of motion of the first sound.
2. The method according to claim 1, characterized in that The method further comprises: displaying a first sound wave amplitude spectrum having a first visual representation based on the first bearing scale in the compass information, wherein the first visual representation is used to indicate the vertical bearing of the first sound source; The first visual representation includes at least one of the following: a vertical azimuth scale in the first acoustic wave amplitude spectrum; an arrow in the first acoustic wave amplitude spectrum; The text prompt in the first sound wave amplitude spectrum.
3. The method according to claim 2, characterized in that The displaying of a first sound wave amplitude spectrum having a first visual representation based on the first bearing scale in the compass information comprises: displaying a first sound wave amplitude spectrum having the vertical azimuth scale based on the first azimuth scale in the compass information, wherein the vertical azimuth scale is used to indicate a pitch angle of the first sound source relative to the first virtual character; or, displaying a first sound wave amplitude spectrum having the arrow based on the first azimuth scale in the compass information, wherein the direction of the arrow is used to indicate the vertical azimuth of the first sound source; or, A first sound wave amplitude spectrum with the text prompt is displayed based on the first azimuth scale in the compass information, where the text prompt is used to prompt the vertical azimuth of the first sound source.
4. The method according to any one of claims 1 to 3, characterized in that: The second visual representation includes a color of the first sound wave amplitude spectrum, the method further comprising: The color of the first sound wave amplitude spectrum is determined according to the sound type of the first sound.
5. The method according to any one of claims 1 to 3, characterized in that: The second visual representation includes an iconic representation of the first sound wave amplitude spectrum, the method further comprising: An icon style of the first sound wave amplitude spectrum is determined according to the sound type of the first sound.
6. The method according to any one of claims 1 to 3, characterized in that: The third visual representation includes the magnitude of the first sound wave amplitude spectrum, and the method further includes: The amplitude of the first sound wave amplitude spectrum is determined according to the arrival sound volume of the first sound at the first virtual character.
7. The method according to claim 6, characterized in that The method further comprises: The arrival sound volume of the first sound is determined according to the original sound volume of the first sound and an impact parameter, where the impact parameter includes at least one of the following parameters: The distance between the first sound source and the first virtual character; equipment worn by the first virtual character; In the case where the first sound source is a second virtual character, the equipment worn by the second virtual character; The material of the first sound source or the material that the first sound source contacts.
8. The method according to claim 7, characterized in that For the same original sound volume, the arrived sound volume determined when the first virtual character wears headphones is greater than the arrived sound volume determined when the first virtual character does not wear headphones; or, For the same original sound volume, the arrival sound volume determined when the first virtual character is wearing a helmet is smaller than the arrival sound volume determined when the first virtual character is not wearing a helmet; or, For the same original sound volume, the arrival sound volume determined when the second virtual character wears a muffler is smaller than the arrival sound volume determined when the first virtual character does not wear a muffler.
9. The method according to any one of claims 1 to 3, characterized in that: The fourth visual representation includes a start time of displaying the first sound wave amplitude spectrum, and the method further includes: A start display time of the first sound wave amplitude spectrum is determined based on a sound propagation speed between the first sound source and the first virtual character, and the start display time is later than a generation time of the first sound.
10. The method according to any one of claims 1 to 3, characterized in that: The fifth visual representation includes a jitter frequency of the first sound wave amplitude spectrum, the method further comprising: The jitter frequency of the first sound wave amplitude spectrum is determined according to the operation frequency of the first sound source when generating the first sound.
11. The method according to any one of claims 1 to 3, characterized in that: Each visual representation of the first sound wave amplitude spectrum includes at least one of shape, pattern, color, texture, text, animation effect, start display time, continuous display time, and blanking time.
12. The method according to any one of claims 1 to 3, characterized in that: The azimuth scale sequence in the compass information corresponds to a visible azimuth range of the first virtual character, and the method further includes: When there is a second sound source in the surrounding environment of the first virtual character and the horizontal direction of the second sound source is outside the visible direction range, a second sound indicator is displayed based on the edge direction scale closest to the horizontal direction of the second sound source in the direction scale sequence, and the second sound indicator is used to indicate that the second sound source exists at the horizontal direction indicated by the second direction scale.
13. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: When the first virtual character enters a deaf state, the first sound wave amplitude spectrum is canceled from being displayed.
14. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: When the first sound source generates at least two sounds and a generation time difference between the at least two sounds is smaller than a threshold, the sound with the loudest volume among the at least two sounds is determined as the first sound.
15. A sound prompt device in a virtual world, characterized in that: The device comprises: A display module, configured to display a perspective image of a first virtual character, wherein the perspective image displays compass information, wherein the compass information includes at least one azimuth scale, and wherein the azimuth scale is configured to indicate a horizontal direction facing the first virtual character in the virtual world; A control module, configured to control the first virtual character to move in the virtual world; The display module is further configured to, when a first sound source generates a first sound in the surrounding environment of the first virtual character, display a first sound wave amplitude spectrum with ripples in an upward triangular shape based on a first azimuth scale in the compass information if the vertical orientation of the first sound source is upward; display a first sound wave amplitude spectrum with ripples in a spindle shape based on the first azimuth scale in the compass information if the vertical orientation of the first sound source is central; and display a first sound wave amplitude spectrum with ripples in a downward triangular shape based on the first azimuth scale in the compass information if the vertical orientation of the first sound source is downward; a center position of the first sound wave amplitude spectrum is aligned with the first azimuth scale, and the first azimuth scale is used to indicate the horizontal orientation of the first sound source. The display module is further configured to display a first sound wave amplitude spectrum having other visual representations based on the first azimuth scale in the compass information; wherein the other visual representations include at least one of the following visual representations: a second visual representation indicating a sound type of the first sound; a third visual representation for indicating a loudness of the first sound; a fourth visual representation for indicating a distance of the first sound; A fifth visual representation is provided for indicating a frequency of motion of the first sound.
16. A computer device, characterized in that: The computer device includes: a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the sound prompt method in the virtual world according to any one of claims 1 to 14.
17. A computer-readable storage medium, characterized in that The computer-readable storage medium stores at least one program, and the at least one program is loaded and executed by a processor to implement the sound prompt method in a virtual world according to any one of claims 1 to 14.
Citation Information
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