Method, device and storage medium for processing audio information in games
By establishing a music element library and obtaining target music elements that match the game attributes, the problem of single game music processing is solved, and the unity of game music style and the creation of the overall world view is achieved.
Patent Information
- Application Number
- CN202211465571.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-11-22
- Publication Date
- 2025-08-12
- Estimated Expiration
- 2042-11-22
AI Technical Summary
The game music processing method is relatively single, and there are often not many relationships between each music, which leads to inconsistent game music style and tone, which is not conducive to creating an overall unified game worldview.
By establishing a music element library, determine the music attributes of the game music to be made in the game, and obtain the target music elements that match the attributes, and output them to the music production end to make it into game music to ensure the unity of the game music style.
It realizes the unity of the game music style, helps to create an overall unified game world view, and enriches the way game music is produced.
Smart Images

Figure CN115779406B_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of information processing technology, and in particular to a method, device, and storage medium for processing audio information in a game. Background Art
[0002] At present, the game music used in games on the market mainly consists of interface music, scene music, combat music, plot music, animation music, etc. The design of these game music is usually based on some created music clips. Each piece of music in the game can be an independent individual. Based on this, when there are new scenes, new gameplay or new plots in the game, you only need to add matching music for the new content. The processing method of game music is relatively simple, and there is often not much connection between each piece of music, which leads to inconsistent game music style and tone, which is not conducive to creating an overall unified game worldview.
[0003] With respect to the technical problem of the relatively single method of processing game music, no effective solution has been proposed so far. Summary of the Invention
[0004] At least some embodiments of the present disclosure provide a method, device, and storage medium for processing audio information in a game, so as to at least solve the technical problem of a relatively single method for processing game music.
[0005] According to one embodiment of the present disclosure, a method for processing audio information in a game is provided, comprising: determining music attributes of game music to be produced in the game, wherein the music attributes are used to represent a target running stage of the game; calling a music element library that matches the game, wherein the music element library includes a plurality of music elements, each music element being used to represent game running information of the game in a corresponding running stage; obtaining at least one target music element that matches the music attributes from the music element library; outputting the at least one target music element to a music production end, wherein the at least one target music element is produced as game music on the music production end, and the game music is used to prompt game running information in the target running stage.
[0006] According to one embodiment of the present disclosure, an audio information processing device for a game is provided, comprising: a determination unit for determining music attributes of game music to be produced in the game, wherein the music attributes are used to characterize a target running stage of the game; a calling unit for calling a music element library that matches the game, wherein the music element library includes a plurality of music elements, and each music element is used to characterize game running information of the game in a corresponding running stage; a first acquisition unit for acquiring at least one target music element that matches the music attributes from the music element library; and an output unit for outputting the at least one target music element to a music production end, wherein the at least one target music element is used to be produced as game music on the music production end, and the game music is used to prompt game running information.
[0007] According to one embodiment of the present disclosure, a computer-readable storage medium is further provided, in which a computer program is stored. The computer program is configured to execute any of the above-mentioned audio information processing methods in the game when running.
[0008] According to one embodiment of the present disclosure, an electronic device is further provided, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute any of the above-mentioned audio information processing methods in the game.
[0009] In at least some embodiments of the present disclosure, the musical attributes of the game music to be produced in the game are first determined, and then a music element library matching the game is called, the music element library including multiple music elements, each music element being used to represent the game running information of the game in the corresponding running stage; at least one target music element matching the musical attributes of the game music to be produced can be obtained from the music element library, and then the at least one target music element is output to the music production end, wherein the at least one target music element is used to be produced as game music on the music production end, and the game music is used to prompt the game running information in the target running stage. That is to say, in the embodiments of the present disclosure, the game music of each running stage in the game can be designed based on the music element library matching the game. The game music designed in this way has a more unified style, which is conducive to creating an overall unified game world view and achieves the purpose of unifying the game music style. Designing game music based on music elements achieves the technical effect of enriching the game music production method, thereby solving the technical problem of the relatively single game music processing method. BRIEF DESCRIPTION OF THE DRAWINGS
[0010] The drawings described herein are used to provide a further understanding of the present disclosure and constitute a part of the present disclosure. The exemplary embodiments of the present disclosure and their descriptions are used to explain the present disclosure and do not constitute an improper limitation of the present disclosure. In the drawings:
[0011] Figure 1 This is a hardware structure block diagram of a mobile terminal for a method for processing audio information in a game according to an embodiment of the present disclosure;
[0012] Figure 2 is a flowchart of a method for processing audio information in a game according to one embodiment of the present disclosure;
[0013] Figure 3 is a flow chart of a method for automatically constructing game music using a music palette according to one embodiment of the present disclosure;
[0014] Figure 4 is a schematic diagram of a basic color palette according to one embodiment of the present disclosure;
[0015] Figure 5 is another schematic diagram of a basic color palette according to one embodiment of the present disclosure;
[0016] Figure 6 is another schematic diagram of a basic color palette according to one embodiment of the present disclosure;
[0017] Figure 7 is a schematic diagram of another music palette corresponding to game music according to one embodiment of the present disclosure;
[0018] Figure 8 is a schematic diagram of an audio information processing device in a game according to one embodiment of the present disclosure;
[0019] Figure 9 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION
[0020] In order to enable those skilled in the art to better understand the solutions of the present disclosure, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of the embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of the present disclosure.
[0021] It should be noted that the terms "first", "second", etc. in the specification and claims of the present disclosure and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that the numbers used in this way can be interchanged where appropriate, so that the embodiments of the present disclosure described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0022] In one possible implementation, in the field of information processing technology, a common method for designing game music is to select music that best matches the game scene from existing music clips as the game music. When a new scene or plot is added to the game, only music that matches the new scene or plot needs to be selected from the existing music clips. However, the game music designed using this method lacks much correlation between each other, and each piece of music can be an independent entity, which can lead to technical problems such as inconsistent game music styles and tones. Based on this, the disclosed embodiments provide a method for processing audio information in a game. First, the musical attributes of the game music to be produced in the game are determined, wherein the musical attributes can be used to represent a target running stage of the game. Then, a music element library matching the game can be called, wherein the music element library includes multiple music elements, each of which is used to represent game running information in a corresponding running stage. At least one target music element matching the music attribute can be obtained from the music element library, and then the at least one target music element can be output to a music production terminal. The at least one target music element is used to be produced as game music on the music production terminal, and the game music is used to prompt game running information in the target running stage. Since the game music is designed based on a music element library that matches the game, the style of the game music is relatively unified. This is conducive to creating an overall unified game world view, achieving the goal of unifying the game music style, and realizing the technical effect of enriching the game music production method.
[0023] The above method embodiments involved in the present disclosure can be executed in a mobile terminal, a computer terminal, or a similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smart phone, a tablet computer, a PDA, a mobile Internet device, a PAD, a game console, or other terminal device. Figure 1 FIG. 1 is a hardware structure block diagram of a mobile terminal of an audio information processing method in a game according to an embodiment of the present disclosure. Figure 1As shown, the mobile terminal may include one or more ( Figure 1 Only one is shown in the figure) a processor 102 (the processor 102 may include but is not limited to a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processing (DSP) chip, a microprocessor (MCU), a field-programmable logic device (FPGA), a neural network processor (NPU), a tensor processing unit (TPU), an artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data. In one embodiment of the present disclosure, it may also include: a transmission device 106 for communication functions, an input and output device 108, and a display device 110.
[0024] In some optional embodiments mainly based on gaming scenarios, the above-mentioned device can also provide a human-computer interaction interface with a touch surface, which can sense finger contact and / or gestures to perform human-computer interaction with a graphical user interface (GUI). The human-computer interaction functions may include the following interactions: creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving emails, call interface, playing digital videos, playing digital music and / or web browsing, etc. The executable instructions for executing the above-mentioned human-computer interaction functions are configured / stored in a computer program product or readable storage medium executable by one or more processors.
[0025] Those skilled in the art will understand that Figure 1 The structure shown is only for illustration and does not limit the structure of the mobile terminal. Figure 1 More or fewer components than shown, or with Figure 1 Different configurations shown.
[0026] According to one embodiment of the present disclosure, an embodiment of a method for processing audio information in a game is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.
[0027] In a possible implementation, the present disclosure provides a method for processing audio information in a game. Figure 2 is a flowchart of a method for processing audio information in a game according to one embodiment of the present disclosure. Figure 2 As shown, the method may include the following steps:
[0028] Step S201 : determining the music attributes of the game music to be produced in the game, wherein the music attributes are used to characterize the target running stage of the game.
[0029] In the technical solution provided in the above step S201 of the present disclosure, game music is the background music used in the game, which may include interface music, battle music, plot music, scene music, theme music, animation music, etc., wherein each type of game music corresponds to a music attribute, and the music attribute is used to represent the current target operation stage of the game. For example, the interface game music attribute is used to represent that the target operation stage of the game is the player login stage.
[0030] Optionally, when determining the musical attributes of the game music to be produced in the game, the game music required to be produced in the target running stage can be determined based on the target running stage of the game to which the game music to be produced is to be applied, and then the game music attributes corresponding to the game music to be produced can be determined based on the game music to be produced.
[0031] Step S202: calling a music element library that matches the game, wherein the music element library includes a plurality of music elements, and each music element is used to represent game running information of the game in a corresponding running stage.
[0032] In the technical solution provided in the above step S202 of the present disclosure, multiple music element libraries can be established, and each music element can correspond to a game type, wherein the game type can include action games, adventure games, simulation games, role-playing games, etc. Based on this, after determining the music attributes of the game music to be produced in the game, it is also possible to call a music element library that matches the game, and then create game music based on the music element library, wherein matching means that the game type of the game is consistent with the game type corresponding to the music element library.
[0033] Optionally, when establishing a music element library, multiple music element type sets can be obtained, such as an instrument symbol set, an instrument suggestion set, an orchestration set, a special design set or an Easter egg design set, wherein the instrument symbol set mainly includes instruments corresponding to the main melody in the game music, the instrument suggestion set mainly includes instruments or instrument groups corresponding to the atmosphere layer in the game music, the orchestration set mainly includes instruments or sounds corresponding to the melody layer, percussion layer and rhythm layer in the game, the special design set mainly includes instruments corresponding to special plots or special gameplay in the game, and the Easter egg design music set mainly includes instruments or sounds corresponding to special scenes or special plots in the game. Each music element type set is used to represent the expression type of the corresponding music element for the game operation information in the running stage. Each music element type set can include different sub-music element types. For example, the instrument symbol set can include instruments used by the protagonist in the game, instruments used by the hostile group in the game, instruments corresponding to the plot keywords in the game, instruments corresponding to the game world view keywords, etc. Different sub-music element types have different expression contents for the game operation information in the game running stage. The music elements that meet each music element type set can be established into a music element library, wherein the music element library can be called a music palette library or a music color matching system.
[0034] Optionally, the music element library may be updated. For example, a plurality of music element type sets may be adjusted; and the music element library may be updated based on the adjusted music element type sets.
[0035] Optionally, each music element library can correspond to a game type. Based on this, a music element library corresponding to a game type consistent with the game type can be determined from multiple music element libraries based on the game type, and then the music element library can be used as a music element library matching the game and called.
[0036] Step S203: Acquire at least one target music element that matches the music attribute from the music element library.
[0037] In the technical solution provided in the above step S203 of the present disclosure, after the music element library is determined, at least one target music element matching the music attribute can be further obtained from the music element library.
[0038] Optionally, in this embodiment, after determining the music element library, the key information in the music attributes can be determined based on the music attributes of the game music to be produced, and then at least one target music element can be selected from the music element library based on the key information, wherein the key information is used to represent the style key, scene atmosphere key, emotional key or audio key of the game music played in the target running stage.
[0039] For example, assuming that the game music to be produced is the interface music of the game, after determining the music element library corresponding to the game, the tone information in the interface music attributes can be determined based on the interface music attributes to be produced, that is, the style tone, scene atmosphere tone, emotional tone or audio tone in the interface music attributes can be determined.
[0040] Optionally, after determining the key information in the music attributes, at least one music element type set that conforms to the key information can be further determined, and at least one target music element can be selected from the music element library based on the at least one music element type set, wherein each music element type set is used to represent the expression type of the corresponding music element for the game operation information in the target operation stage.
[0041] Optionally, when selecting at least one target music element from the music element library based on at least one music element type, at least one sub-target music element type that matches the game operation information in the target operation stage can be determined in at least one music element type set, wherein different sub-target music element types have different expression contents of the game operation information in the target operation stage. For example, when the music element type set selected from the music element library is the main melody music set, and the sub-target music element type selected from the main melody music set is the instrument used by the protagonist, then when the game music corresponding to the instrument is played, the protagonist in the game appears. Based on this, the target music element belonging to each sub-target music element type can be selected in the music element library to obtain at least one target music element.
[0042] Step S204: outputting at least one target music element to the music production end, wherein the at least one target music element is used to be produced as game music on the music production end, and the game music is used to prompt game running information in the target running stage.
[0043] In the technical solution provided in the above step S204 of the present disclosure, after determining the target music element, at least one target music element can be output to the music production end. After receiving the target music element, the music production end can produce game music based on the target music element, wherein the game music is used to prompt the game operation information in the target operation stage, and the game operation information includes at least one of the following of the game: the group to which the virtual game character belongs, game keywords, game theme, competition season, game plot, game style and game operation.
[0044] Optionally, the audio playback result corresponding to each target music element may be determined first, and in response to the audio playback result satisfying the target audio playback result corresponding to the game music, at least one target music element may be output to the music production end.
[0045] Optionally, when determining the audio playback result corresponding to each target music element, the audio performance tool corresponding to each target music element can be controlled to perform, and / or the target natural audio corresponding to each target music element can be played to obtain the playback result.
[0046] For example, if the target music element corresponds to an instrument, such as a piano, the piano can be controlled to play a pre-set track to obtain the playback result. If the target music element corresponds to a target natural audio, such as a metal percussion sound or a sound of nature, the pre-recorded target natural audio can be directly played to obtain the playback result.
[0047] Optionally, since the music elements are used to represent the game running information of the game in the corresponding running stage, based on this, after the music production end produces the game music based on the target music elements, the game music can also be used to prompt the game running information in the target running stage.
[0048] For example, since music elements are used to represent the game operation information of the game in the corresponding operation stage, that is, there is a correspondence between the music elements and the game operation information, based on this, there is also a correspondence between the game music produced by the music production end based on the music elements and the game operation information. After the music production end produces the game music, the user can obtain the correspondence between the game music and the game operation information. In this way, during the game, when the user hears the game music, he can perceive the game operation information in the current operation stage.
[0049] For example, since the game operation information includes at least the group to which the virtual game character belongs, game keywords, game themes, competition seasons, game plots, game styles and one of the game operations, based on this, when the game operation information of the target operation stage is the game keyword "destruction", and the music element corresponding to the game keyword is "erhu", then after the music production end produces the game music based on the music element "erhu", when the game music is played in the game, the user can perceive that the game operation information of the current game operation stage is relatively sad, which corresponds to the game operation information of the game operation stage, thereby achieving the purpose of prompting the game operation information of the target operation stage of the game based on the game music.
[0050] For example, when the game operation information of the target operation stage includes the game style, and the game style is "suspense exploration game", and the music elements corresponding to the game style are harp and string music, then after the music production end produces the game music based on the music elements, when the game music is played, the user can perceive the sense of desolation and mystery of the game operation information of the current game operation stage, which corresponds to the game operation information of the game.
[0051] Optionally, after creating the game music, the music production end may also add a music tag to each piece of game music. The music tag can be used to indicate game operation information for the target game operation stage. The music tag can be displayed on the game interface corresponding to the corresponding game operation stage. Based on this, even if the game music is not playing during the game, the user can still obtain game operation information for the current game operation stage through the music tag displayed on the game interface. Of course, other prompting methods can also be used to indicate game operation information for the game operation stage based on the game music, and no specific limitations are set here.
[0052] In at least some embodiments of the present disclosure, a music element library can be established, which can include multiple music elements, each music element is used to represent the game operation information of the game in the corresponding operation stage. Based on this, when making game music for the game, you can first determine the music element library that matches the game, and then make game music based on the music elements in the music element library. In this way, making game music based on the same music element library can largely ensure the uniformity of the musical style of the game music, help to build an overall unified game world view, achieve the purpose of unifying the game music style, realize the technical effect of enriching the game music production method, and solve the technical problem of the relatively single game music processing method.
[0053] The above method of this embodiment is further introduced below.
[0054] As an optional implementation, step S203, obtaining at least one target music element that matches the music attributes from the music element library, includes: determining the key information in the music attributes, wherein the key information is used to represent the key of the game music played in the target running stage; and selecting at least one target music element from the music element library based on the key information.
[0055] In this embodiment, the music element library includes multiple music elements, each music element is used to represent the game operation information of the game in the corresponding operation stage. Based on this, after determining the music attributes of the game music to be produced in the game, the tone information of the music attributes can be further determined, wherein the tone information is used to represent the style tone, scene atmosphere tone, emotional tone or audio tone of the game music played in the target operation stage, and then at least one target music element is selected from the music element library based on the tone information.
[0056] For example, assuming that the game music to be produced in the game is interface music, the tone information of the interface music attributes can be determined based on the interface music attributes corresponding to the interface music, wherein the tone information may include the style tone, emotional tone, scene atmosphere tone, audio tone, etc. of the game music.
[0057] Optionally, after determining the key information of the game music to be produced, at least one set of music element types that conforms to the key information can be determined, wherein each set of music element types is used to represent the expression type of the corresponding music element to the game operation information in the target operation stage.
[0058] For example, still taking the game music to be produced as interface music as an example, based on the style tone, emotional tone, scene atmosphere tone, and audio tone included in the tone information of the interface music attributes, at least one set of music element types that conforms to the tone information can be determined from the music element library.
[0059] Optionally, after determining at least one set of music element types, at least one sub-target music element type that matches the game operation information in the target operation stage can be determined in the at least one music element type set, wherein different sub-target music element types have different expression contents for the game operation information in the target operation stage; in the music element library, the target music element belonging to each sub-target music element type is selected to obtain at least one target music element, and the target music element is the instrument, instrument group or natural audio required to produce the game music to be produced.
[0060] For example, as described above, each music element type set includes multiple sub-music element types. Each sub-music element type can be used to represent game execution information during a target execution phase. Based on this information, at least one sub-target music element type that matches the game music to be produced can be determined from at least one music element type set based on the game execution information during the target execution phase of the game music to be produced. Subsequently, based on the at least one sub-target music element type, a target music element belonging to each sub-target music element type can be selected from the music element library.
[0061] As an optional implementation, step S204 outputs at least one target music element to the music production end, including: determining the audio playback result corresponding to each target music element; in response to the audio playback result satisfying the target audio playback result corresponding to the game music, outputting at least one target music element to the music production end.
[0062] In this embodiment, if the target music element is the sound of an instrument, the audio performance tool corresponding to each target music element can be controlled to perform, so as to obtain the audio playback result. If the target music element is natural audio, such as the sound of metal collision or wind, rain, etc., the natural audio corresponding to each target music element can be played directly to obtain the playback result.
[0063] Optionally, after obtaining the playback result of the target music element, it can be determined whether the audio playback result satisfies the target audio playback result corresponding to the game music. If the audio playback result satisfies the target audio playback result corresponding to the game music, at least one target music element can be output to the music production end to produce the game music; if the audio playback result does not satisfy the target audio playback result corresponding to the game music, the step of selecting the target music element can be redirected until the playback result of the selected target music element satisfies the target audio playback result corresponding to the game music, and then the target music element is output to the music production end to produce the game music.
[0064] As an optional implementation, before executing the above steps S201 to S204, it also includes: obtaining multiple music element type sets, wherein each music element type set is used to represent the expression type of the corresponding music element for the game operation information of the operation phase, and different sub-music element types in each music element type set have different expression contents for the game operation information of the operation phase; the music elements that conform to each music element type set are established into a music element library, wherein the number of types of sub-music elements included in each music element type set can be pre-set.
[0065] In this embodiment, the multiple music element type sets can be multiple music palettes, for example, the music palette corresponding to the instrument used for the main melody, the music palette corresponding to the instrument group used for the atmosphere layer or music background, the music palette corresponding to the instrument used for orchestration, the music palette corresponding to the special design, and the music palette corresponding to the Easter eggs in the game.
[0066] Optionally, each music element set in the multiple music element type sets may further include multiple sub-music element types, that is, each music palette may further include multiple sub-music element types, wherein the music palette corresponding to the instrument used for the main melody may include the music type corresponding to the instrument used by the protagonist in the game, the music type corresponding to the instrument used by the hostile group in the game, the music type corresponding to the overall plot of the game, the music type corresponding to the world view constructed by the game, etc.; the music palette corresponding to the instrument group used for the atmosphere layer or music background may include the music type matching the art style of the game, the music type matching the scene atmosphere of the game, the music type matching the gameplay, and the music type matching the plot of the game; the music palette corresponding to the instrument used for orchestration may include the music type corresponding to the melody layer, the music type corresponding to the percussion layer, and the music type corresponding to the rhythm layer; the music palette corresponding to the special design may include the music type corresponding to the special plot of the game, the music type corresponding to the special gameplay of the game, and the music type corresponding to the special scene of the game; the music palette corresponding to the easter egg in the game may include the music type corresponding to the special gameplay and the music type corresponding to the special plot.
[0067] Optionally, the music elements that conform to each music element type set can be established into a music element library. In addition, multiple music element type sets can be adjusted, and then the music element library can be updated based on the adjusted music element type sets.
[0068] In at least some embodiments of the present disclosure, a music element library can be established, which contains multiple music elements. Each music element can be used to represent the game operation information of the game in the corresponding operation stage. Therefore, game music can be produced based on the music elements in the music element library that matches the game. Since the game music of the same game is produced based on the music elements in the same music element library, this can ensure that the produced game music is related to each other, achieve the purpose of unifying the musical style of the game music, realize the technical effect of enriching the game music production method, and solve the technical problem of the relatively single game music processing method.
[0069] The technical solution of the embodiment of the present disclosure is further introduced below with examples in combination with preferred implementation methods.
[0070] In related technologies, the design of games is usually based on some pre-composed music clips. Each piece of music in the game can be an independent individual. Based on this, when there are new scenes, new gameplay or new plots in the game, it is only necessary to add corresponding music for the new content. The processing method of game music is relatively simple, and there is often no need for too much connection between each piece of music, resulting in inconsistent game music style and tone, which is not conducive to creating an overall unified game world view.
[0071] However, the disclosed embodiment provides a method for processing audio information in a game, which can establish a music element library. The music element library can include multiple music elements, each music element is used to represent the game operation information of the game in the corresponding operation stage. Based on this, the music attributes of the game music to be produced in the game can be determined, wherein the music attributes can be used to represent the target operation stage of the game. After that, at least one target music element matching the music attributes can be obtained from the music element library, and then the at least one target music element can be output to the music end to produce game music. Since the game music is generated based on the music element library matching the game, this can ensure that the produced game music is related to each other, achieve the purpose of unifying the musical style of the game music, realize the technical effect of enriching the production method of game music, and solve the technical problem of a single game music processing method.
[0072] The following is a further introduction to the music element library in the game music provided by this disclosure:
[0073] In this embodiment, the music element library can be called a music palette, and game music can be produced based on the music palette, wherein the music palette can include 5 basic palettes and 2 special palettes. There is no specific limit on the number of music palettes.
[0074] Optionally, the five basic palettes can be palettes corresponding to instrument symbolism, instrument suggestion, melody layer, percussion layer, and rhythm layer; and the two special palettes can be palettes corresponding to special designs and Easter egg designs. The palette corresponding to instrument symbolism includes instruments that can be used to design the main melody of the game music, the palette corresponding to instrument suggestion includes instruments that can be used to design the atmosphere layer music in the game, the palette corresponding to the melody layer includes instruments or instrument groups that can be used to design the game's theme melody, the palette corresponding to the percussion layer includes instruments or instrument groups used to design the fight between the protagonist group and the enemy group in the game, the palette corresponding to the rhythm layer includes instruments or instrument groups used to design the key rhythms in the battle music between the protagonist group and the enemy group, the palette corresponding to the special design includes instruments or natural audio used to design music corresponding to special plots, special gameplay, and special scenes in the game, and the palette corresponding to the Easter egg design includes special instruments used to design music corresponding to special gameplay in the game.
[0075] Optionally, the color palette corresponding to the symbol of the musical instrument is mainly obtained by analyzing the core of the overall concept of the game, extracting keywords of the game music concept, and the number of keywords is no more than 7, and then setting a corresponding musical instrument for each extracted keyword. For example, in a Chinese style game, if the extracted keyword is "destruction", Chinese folk instruments such as erhu and Xiao that are easy to render tragic colors can be used as the instruments corresponding to the keyword.
[0076] Optionally, the color palette corresponding to the instrument hints can avoid directly using instruments that are clearly associated with characters, scenes, etc., and instead provide a more imaginative instrument hint palette for certain unique atmospheres. For example, in a suspense exploration game, a harp with a worn-out timbre can be used in combination with plucking strings to create a sense of desolation and mystery; in the game's safe camp, wind instruments can be used to play the melody of the background part to create a soothing sense of a safe place and a slow sense of the passage of time.
[0077] Optionally, the palette corresponding to the melody layer can use a certain range of the instrument group as a fixed palette for creating atmosphere. For example, in a doomsday escape game, the low, rough range of the cello and double bass in the string section can be used to play the melody to evoke the desolation and danger of the apocalypse; the soft mid-range timbre of the human chorus can be used to sing the melody to represent the lingering hope in the apocalypse. The specific usage can be selected based on the game's worldview.
[0078] Optionally, the color palette corresponding to the percussion layer can use a special percussion group as a fixed color palette for certain monsters, races, and hostile groups. For example, in a horror adventure game, metallic percussion can be used in conjunction with a glockenspiel to play the percussion layer to render the arrival of the protagonist.
[0079] Optionally, the color palette corresponding to the rhythm layer can use some fixed rhythm patterns as a color palette to represent special components, mechanisms, information, etc. in the game. For example, in a role-playing game (RPG), the speed and rhythm of the countdown alarm can be analyzed, and percussion instruments can be used to play the speed to imitate the sound of the alarm, while implying some potential dangers.
[0080] Optionally, specially designed color palettes can be used to create a unique atmosphere using variations in sound and image. For example, in a space-themed game, electronic synthesizers can be used to simulate the ethereal feeling of space, and the slow movement of sound and image can be added to demonstrate the sense of space. In the background, some special, occasional texture changes can be used to create a unique atmosphere. For example, in a space-themed game, some occasional electronic synthesizers and string instruments can be used to simulate the sound of a machine engine. Because they are set in the background, they are not easy to notice, but they have a good effect on shaping the overall three-dimensional worldview.
[0081] Optionally, the color palette corresponding to the Easter egg design can be based on the concept of the game world view, using some special instruments and sounds as a fixed color palette to match the gameplay as the Easter egg design. For example: in an RPG game, add a layer of marimba to the scene music. This layer will not be triggered in daily life. When the player approaches the treasure chest point, the special layer is triggered to gain a sense of accomplishment in treasure hunting and exploration.
[0082] The following describes a method for automatically constructing game music using a music palette provided by an embodiment of the present disclosure:
[0083] Figure 3 This is a flow chart of a method for automatically constructing game music using a music palette according to one embodiment of the present disclosure. The method may include the following steps.
[0084] Step S301, setting a basic color palette 1 according to the overall concept of the game.
[0085] In this embodiment, a basic palette 1 can be set according to the overall concept of the game. The basic palette 1 is a palette corresponding to the symbolic instruments. The instruments in the basic palette 1 can be used as instruments to play the main melody, which can ensure the unity of the game music style and the integrity of the narrative.
[0086] Optionally, the basic palette 1 may include: basic palette 101, instruments used by the protagonist group; basic palette 102, instruments used by the hostile group; basic palette 103, instruments used by the core 01 of the overall concept copy; basic palette 104, instruments used by the core 02 of the overall concept copy; basic palette 105, instruments used by the core 03 of the overall concept copy; basic palette 106, instruments corresponding to the overall plot keywords of the game; basic palette 107, instruments corresponding to the overall game world view keywords.
[0087] Step S302: setting a basic color palette 2 according to the game art style and scene atmosphere.
[0088] In this embodiment, a basic color palette 2 can be set according to the game's art style and scene atmosphere. The basic color palette 2 is a color palette corresponding to the instrument hints. The basic color palette 2 mainly includes some instrument groups, which are used to design game music according to the game background and game world view, and provide a suggestive emotion and audio tone.
[0089] Optionally, the basic palette 2 may include: basic palette 201, a musical instrument group corresponding to the art style of the play; basic palette 202, a musical instrument group corresponding to the scene atmosphere; basic palette 203, a musical instrument group corresponding to the gameplay; basic palette 204, a musical instrument group corresponding to the game plot.
[0090] Optionally, Figure 4 is a schematic diagram of a basic color palette according to one embodiment of the present disclosure, such as Figure 4 As shown, after the above steps S301 and S302 , the information included in the basic color palettes 101 - 107 and the information included in the basic color palettes 201 - 204 can be obtained.
[0091] Step S303: setting a basic color palette 3 corresponding to the melody layer according to the game theme.
[0092] In this embodiment, a basic palette 3 can be set according to the theme melody of the game. The basic palette 3 is the palette corresponding to the melody layer. The basic palette 3 may include instruments or instrument groups used for the main theme melody, and instruments or instrument groups used for quarterly or seasonal melodies. Unlike the basic palette 1, the basic palette 3 does not need to be specific to a certain instrument, and a certain instrument group can be used to represent a certain group or game keyword.
[0093] Optionally, the basic palette 3 may include: basic palette 301, theme melody (unlimited range); basic palette 302, quarter / season melody (unlimited range); basic palette 303, high-pitched area corresponding to the game world view keywords; basic palette 304, middle-pitched area corresponding to the game world view keywords; basic palette 305, low-pitched area corresponding to the game world view keywords.
[0094] Step S304: setting the basic color palette 4 corresponding to the percussion layer according to the playing style of the game participants.
[0095] In this embodiment, a basic palette 4 can be designed according to the fight between the protagonist group and the enemy group in the game. The basic palette 4 is the palette corresponding to the percussion layer. The basic palette 4 can include some natural audio, such as metal knocking sounds or sounds of nature such as wind and rain.
[0096] Optionally, the basic palette 4 may include: basic palette 401, instruments corresponding to the protagonist; basic palette 402, instruments corresponding to the protagonist group; basic palette 403, instruments corresponding to the enemy group 01; basic palette 404, instruments corresponding to the enemy group 02; basic palette 405, instruments corresponding to the enemy group 03.
[0097] Step S305: setting the basic color palette 5 according to the game rhythm.
[0098] In this embodiment, a basic palette 5 can be set according to the game rhythm. The basic palette 5 is a palette corresponding to the rhythm layer. The basic palette 5 can include instruments or instrument groups for designing the key rhythm of the battle music between the protagonist group and the enemy group.
[0099] Optionally, the basic palette 5 may include: basic palette 501, instruments corresponding to the protagonist; basic palette 502, instruments corresponding to the protagonist group; basic palette 503, instruments corresponding to the enemy group 01; basic palette 504, instruments corresponding to the enemy group 02; basic palette 505, instruments corresponding to the enemy group 03.
[0100] Optionally, Figure 5 is another basic color palette schematic diagram according to one embodiment of the present disclosure, such as Figure 5 As shown, after the above steps S301 to S305, the information contained in the basic palettes 101 to 107, the information contained in the basic palettes 201 to 204, the information contained in the basic palettes 301 to 305, the information contained in the basic palettes 401 to 405, and the information contained in the basic palettes 501 to 505 can be obtained.
[0101] Step S306, setting a special design palette 6 according to the game keywords.
[0102] In this embodiment, a special design palette 6 can be designed based on keywords of the plot, gameplay, and scenes in the game. The special design palette 6 can design game music based on the details or atmosphere background of the game, and is not limited to percussion instruments, but can be any sound.
[0103] Optionally, the special design palette 6 may include: a special palette 601, sounds corresponding to plot keywords; a special palette 602, sounds corresponding to gameplay keywords; and a special palette 603, sounds corresponding to scene keywords.
[0104] Step S307, setting a special design palette 7 according to the game keywords.
[0105] In this embodiment, a special design palette 7 can be designed according to the keywords of the game play and the plot, which can be a certain rhythm type or a certain special musical instrument, to provide players with a feeling of decrypting and discovering Easter eggs.
[0106] Optionally, the special design palette 7 may include: a special palette 701, sounds corresponding to gameplay keywords; and a special palette 702, sounds corresponding to plot keywords.
[0107] Optionally, Figure 6 is another basic color palette schematic diagram according to one embodiment of the present disclosure, such as Figure 6 As shown, after the above steps S301 to S305, the information contained in the basic palettes 101 to 107, the information contained in the basic palettes 201 to 204, the information contained in the basic palettes 301 to 305, the information contained in the basic palettes 401 to 405, the information contained in the basic palettes 501 to 505, the information contained in the basic palettes 601 to 603, and the information contained in the basic palettes 701 to 702 can be obtained.
[0108] Optionally, the above steps S301 to S307 are only one possible execution order. Of course, there may be other execution orders, which are not specifically limited here.
[0109] The following is a further introduction to the design method of the interface music to be produced in the game.
[0110] Method for designing interface music: trigger the above 301 to obtain the theme melody of the game music to be produced, trigger the above 101 to obtain the instrument corresponding to the protagonist in the main melody, and according to the current plot of the game, selectively trigger one of 103 to 105, trigger one of 401 to 402, or trigger one of 501 to 502 to obtain the orchestration used for the main melody, and produce interface music based on the obtained instruments and sounds.
[0111] The following is a further introduction to the design method of the battle music to be produced in the game.
[0112] Method for designing gameplay combat music: trigger the above 101 to obtain the instrument used by the protagonist in the game, trigger the above 102 to obtain the instrument used by the hostile group in the game, trigger the above 203 to obtain the instrument group corresponding to the gameplay of the game, trigger one of the above 303 to 305 to obtain the sound zone corresponding to the game world view, trigger one of the above 403 to 405 to obtain the instrument used by the hostile group in the percussion layer, and make combat music based on the obtained instruments and sounds.
[0113] The following is a further introduction to the design methods of the plot music to be produced in the game.
[0114] Design method of plot music: Taking the design of main plot music as an example, trigger the above 101 to obtain the instrument used by the protagonist in the game, trigger one of the above 106 to 107 to obtain the instrument corresponding to the game's plot keywords, trigger one of the above 303 to 305 to obtain the sound zone corresponding to the game world, trigger one of the above 401 to 402 to obtain the instrument corresponding to the protagonist group in the percussion layer, trigger one of the above 501 to 502 to obtain the instrument corresponding to the protagonist group in the rhythm layer; trigger the above 601 to obtain the sound corresponding to the plot keyword, and produce plot music based on the obtained instruments and sounds.
[0115] The following is a further introduction to the design method of the scene music to be produced in the game.
[0116] Method for designing scene music: Taking the design of special scene music as an example, trigger the above 101 to obtain the instrument used by the protagonist in the game, trigger one of the above 401 to 402 to obtain the instrument corresponding to the protagonist group in the percussion layer, trigger one of 501 to 502 to obtain the instrument corresponding to the protagonist group in the rhythm layer, and produce scene music based on the obtained instruments and sounds.
[0117] The following is a further introduction to the design method of the theme music to be produced in the game.
[0118] Method for designing theme music: Taking the design of the main game music corresponding to the protagonist as an example, trigger the above 101 to obtain the instrument used by the protagonist in the game, and trigger the above 401 to obtain the instrument used by the protagonist in the percussion layer.
[0119] The following is an introduction to the palette used to automatically construct game music. Figure 7 FIG. 1 is a schematic diagram of a music palette corresponding to another game music according to one embodiment of the present disclosure. Figure 7 As shown, the music palettes that can be used to design a game music include the instrument symbol palette, the instrument suggestion palette, the orchestration palette, the special design palette, and the easter egg design palette. Among them, the instrument symbol palette is mainly used to design the main melody of the game, the instrument suggestion palette is mainly used for the atmosphere layer music or music background in the game music, the orchestration palette is mainly used to design the rhythm layer, percussion layer, and melody layer music in the game, the special design palette is mainly used to design music for special gameplay in the game, and the easter egg design palette is also used to design music for special gameplay in the game to add a sense of mystery to the game. Among them, the instrument symbol palette includes the instruments used by the protagonist group and the enemy group, the instruments corresponding to the core of the game concept copy, and the instruments corresponding to the game world view and the overall plot of the game; the instrument suggestion palette includes the instruments or instrument groups corresponding to the gameplay and the game plot, and also includes the instruments corresponding to the game art style and the scene atmosphere tone; the orchestration corresponding palette mainly includes the instruments corresponding to the protagonist group and the enemy group in the rhythm layer, the instruments corresponding to the protagonist group and the enemy group in the percussion layer, and also includes the instruments used for the quarterly or seasonal melodies in the melody layer, and the instruments used for the theme melody; the special design corresponding palette includes the instruments or audio corresponding to the gameplay, game plot and game scene; the easter egg design corresponding palette includes the instruments corresponding to the gameplay and game plot. Based on the various instruments or audio provided in the above-mentioned music palettes, game music can be designed, which can enrich the design method of game music and solve the technical problem of a single design method for game music.
[0120] Through the description of the above implementation methods, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus the necessary general hardware platform, and of course it can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present disclosure is essentially or the part that contributes to the prior art can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), including a number of instructions for enabling a terminal device (which can be a mobile phone, computer, server, or network device, etc.) to execute the methods described in each embodiment of the present disclosure.
[0121] This embodiment also provides an audio information processing device for use in gaming, which is used to implement the above-described embodiments and preferred implementations. Details already described will not be repeated. As used below, the terms "unit" and "module" may refer to a combination of software and / or hardware that implements a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, implementation using hardware, or a combination of software and hardware, is also possible and contemplated.
[0122] Figure 8 is a structural block diagram of an audio information processing device in a game according to one embodiment of the present disclosure, such as Figure 8 As shown, the device includes: a determining unit 801, a calling unit 802, a first obtaining unit 803, and an output unit 804.
[0123] A determination unit 801 is configured to determine music attributes of the game music to be produced in the game, wherein the music attributes are used to represent a target running stage of the game;
[0124] The calling unit 802 is configured to call a music element library that matches the game, wherein the music element library includes a plurality of music elements, each of which is used to represent game operation information of the game in a corresponding operation phase;
[0125] A first acquiring unit 803 is configured to acquire at least one target music element that matches the music attribute from the music element library;
[0126] The output unit 804 is used to output at least one target music element to the music production end, wherein the at least one target music element is used to be produced into game music on the music production end, and the game music is used to prompt game running information.
[0127] Optionally, the first acquisition unit 803 includes: a first determination module, used to determine the key information in the music attributes, wherein the key information is used to represent the key of the game music played in the target running stage; a selection module, used to select at least one target music element from the music element library based on the key information.
[0128] Optionally, the selection module includes: a determination submodule for determining at least one set of music element types that conform to the key information, wherein each set of music element types is used to represent the expression type of the corresponding music element for the game operation information in the target operation stage; and a selection submodule for selecting at least one target music element from the music element library based on at least one music element type set.
[0129] Optionally, the selection submodule is also used to: determine at least one sub-target music element type that matches the game operation information in the target operation stage in at least one music element type set, wherein different sub-target music element types have different expression contents for the game operation information in the target operation stage; in the music element library, select the target music element belonging to each sub-target music element type to obtain at least one target music element.
[0130] Optionally, the device 800 also includes: a second acquisition unit, used to acquire multiple music element type sets, wherein each music element type set is used to represent the expression type of the corresponding music element for the game running information of the running stage, and different sub-music element types in each music element type set have different expression contents for the game row information of the running stage; and an establishment unit, used to establish the music elements that conform to each music element type set into a music element library.
[0131] Optionally, the apparatus 800 further includes: an adjusting unit configured to adjust the plurality of music element type sets; and an updating unit configured to update the music element library based on the adjusted music element type sets.
[0132] Optionally, the output unit 804 includes: a second determination module for determining the audio playback result corresponding to each target music element; and an output module for outputting at least one target music element to the music production end in response to the audio playback result satisfying the target audio playback result corresponding to the game music.
[0133] Optionally, the second determination module includes: a control submodule, which is used to control the audio performance tool corresponding to each target music element to perform, and / or play the target natural audio corresponding to each target music element to obtain a playback result.
[0134] Optionally, the music attributes include at least one of the following: interface music attributes, battle music attributes, plot music attributes, scene music attributes, theme music attributes, and animation music attributes.
[0135] Optionally, the game running information includes at least one of the following of the game: the group to which the virtual game character belongs, game keywords, game theme, game season, game plot, game style and game operation.
[0136] In the audio information processing device in the game of this embodiment, a determination unit is used to determine the music attributes of the game music to be produced in the game; a calling unit is used to call a music element library that matches the game, wherein the music element library includes multiple music elements, and each music element is used to represent the game operation information of the game in the corresponding operation stage; a first acquisition unit is used to obtain at least one target music element that matches the music attributes from the music element library; an output unit is used to output at least one target music element to the music production end, wherein the at least one target music element is used to be produced as game music on the music production end. That is to say, in the embodiment of the present disclosure, the game music in each operation stage of the game is designed based on the music element library that matches the game. The game music designed in this way has a relatively unified style, which is conducive to creating an overall unified game world view, achieves the purpose of unifying the game music style, and realizes the technical effect of enriching the game music production method, thereby solving the technical problem of the relatively single game music processing method.
[0137] It should be noted that the above-mentioned units and modules can be implemented through software or hardware. For the latter, it can be implemented in the following ways, but not limited to this: the above-mentioned units and modules are all located in the same processor; or the above-mentioned units and modules are located in different processors in any combination.
[0138] An embodiment of the present disclosure further provides a computer-readable storage medium, in which a computer program is stored. The computer program is configured to execute the steps of any one of the above method embodiments when run.
[0139] Optionally, in this embodiment, the above-mentioned computer-readable storage medium may include but is not limited to: a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk, and other media that can store computer programs.
[0140] Optionally, in this embodiment, the computer-readable storage medium may be located in any computer terminal in a computer terminal group in a computer network, or in any mobile terminal in a mobile terminal group.
[0141] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:
[0142] S1, determining the music attributes of the game music to be produced in the game, wherein the music attributes are used to represent the target running stage of the game;
[0143] S2, calling a music element library that matches the game, wherein the music element library includes multiple music elements, each music element is used to represent game running information of the game in a corresponding running stage;
[0144] S3, obtaining at least one target music element matching the music attribute from the music element library;
[0145] S4, outputting at least one target music element to a music production end, wherein the at least one target music element is used to be produced as game music on the music production end, and the game music is used to prompt game running information in the target running stage.
[0146] Optionally, the computer-readable storage medium may be configured to store a computer program for executing the following steps: determining key information in music attributes, wherein the key information is used to represent the key of the game music played during the target running phase; and selecting at least one target music element from a music element library based on the key information.
[0147] Optionally, the computer-readable storage medium may be configured to store a computer program for executing the following steps: determining at least one set of music element types that conform to the key information, wherein each set of music element types is used to represent the expression type of the corresponding music element to the game operation information in the target operation stage; and selecting at least one target music element from the music element library based on at least one set of music element types.
[0148] Optionally, the computer-readable storage medium may be configured to store a computer program for executing the following steps: determining, in at least one music element type set, at least one sub-target music element type that matches the game operation information in the target operation phase, wherein different sub-target music element types have different expression contents for the game operation information in the target operation phase; and selecting, in the music element library, a target music element belonging to each sub-target music element type to obtain at least one target music element.
[0149] Optionally, the computer-readable storage medium may be configured to store a computer program for executing the following steps: obtaining a plurality of music element type sets, wherein each music element type set is used to represent the expression type of the corresponding music element for the game operation information of the operation phase, and different sub-music element types in each music element type set have different expression contents for the game operation information of the operation phase; and establishing the music elements that conform to each music element type set into a music element library.
[0150] Optionally, the computer-readable storage medium may be configured to store a computer program for executing the following steps: adjusting a plurality of music element type sets; and updating the music element library based on the adjusted music element type sets.
[0151] Optionally, the computer-readable storage medium may be configured to store a computer program for executing the following steps: determining the audio playback result corresponding to each target music element; and outputting at least one target music element to the music production end in response to the audio playback result satisfying the target audio playback result corresponding to the game music.
[0152] Optionally, the computer-readable storage medium may be configured to store a computer program for performing the following steps: controlling the audio performance tool corresponding to each target music element to perform, and / or playing the target natural audio corresponding to each target music element to obtain a playback result.
[0153] In the computer-readable storage medium of this embodiment, a method for processing audio information in a game is provided, which can generate a music element library. The music element library contains multiple music elements, and each music element can be used to represent the game operation information of the game in the corresponding operation stage. Therefore, game music can be produced based on the music elements in the music element library that matches the game. Since the game music of the same game is produced based on the music elements in the same music element library, this can ensure that the produced game music is related to each other, achieving the purpose of unifying the game music style. Using the music element library to design game music can also achieve the technical effect of enriching the game music, solving the technical problem of a relatively single game music processing method.
[0154] Through the description of the above embodiments, it is easy for those skilled in the art to understand that the example embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure can be embodied in the form of a software product, which can be stored in a computer-readable storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the embodiments of the present disclosure.
[0155] In exemplary embodiments of the present disclosure, a computer-readable storage medium stores a program product capable of implementing the aforementioned method of the present embodiment. In some possible implementations, various aspects of the present disclosure may also be implemented in the form of a program product comprising program code. When the program product is executed on a terminal device, the program code is configured to cause the terminal device to execute the steps described in the "Exemplary Method" section of the present embodiment according to various exemplary embodiments of the present disclosure.
[0156] According to an embodiment of the present disclosure, a program product for implementing the above-mentioned method can be a portable compact disc read-only memory (CD-ROM) and include program code, and can be run on a terminal device, such as a personal computer. However, the program product of the embodiment of the present disclosure is not limited thereto. In the embodiment of the present disclosure, a computer-readable storage medium can be any tangible medium containing or storing a program, which can be used by or in conjunction with an instruction execution system, apparatus, or device.
[0157] The program product may be implemented in any combination of one or more computer-readable media. The computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or device, or any combination thereof. More specific examples (non-exhaustive) of computer-readable storage media include: an electrical connection having one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.
[0158] It should be noted that the program code contained in the computer-readable storage medium can be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF, etc., or any appropriate combination of the above.
[0159] An embodiment of the present disclosure further provides an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to run the computer program to perform the steps in any of the above method embodiments.
[0160] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor, and the input / output device is connected to the processor.
[0161] Optionally, in this embodiment, the processor may be configured to execute the following steps through a computer program:
[0162] S1, determining the music attributes of the game music to be produced in the game, wherein the music attributes are used to represent the target running stage of the game;
[0163] S2, calling a music element library that matches the game, wherein the music element library includes multiple music elements, each music element is used to represent game running information of the game in a corresponding running stage;
[0164] S3, obtaining at least one target music element matching the music attribute from the music element library;
[0165] S4, outputting at least one target music element to a music production end, wherein the at least one target music element is used to be produced as game music on the music production end, and the game music is used to prompt game running information in the target running stage.
[0166] Optionally, the processor may be configured to execute the following steps through a computer program: determining key information in the music attributes, wherein the key information is used to represent the key of the game music played during the target running phase; and selecting at least one target music element from the music element library based on the key information.
[0167] Optionally, the processor may be configured to store a computer program for executing the following steps: determining at least one set of music element types that conform to the key information, wherein each set of music element types is used to represent the expression type of the corresponding music element to the game operation information in the target operation stage; and selecting at least one target music element from the music element library based on at least one set of music element types.
[0168] Optionally, the processor may be configured to store a computer program for executing the following steps: determining, in at least one music element type set, at least one sub-target music element type that matches the game running information in the target running stage, wherein different sub-target music element types have different expression contents for the game running information in the target running stage; and selecting, in the music element library, a target music element belonging to each sub-target music element type to obtain at least one target music element.
[0169] Optionally, the processor may be configured to store a computer program for executing the following steps: obtaining a plurality of music element type sets, wherein each music element type set is used to represent the expression type of the corresponding music element for the game operation information of the operation phase, and different sub-music element types in each music element type set have different expression contents for the game operation information of the operation phase; and establishing the music elements that conform to each music element type set into a music element library.
[0170] Optionally, the processor may be configured to store a computer program for executing the following steps: adjusting a plurality of music element type sets; and updating the music element library based on the adjusted music element type sets.
[0171] Optionally, the processor may be configured to store a computer program for executing the following steps: determining an audio playback result corresponding to each target music element; and outputting at least one target music element to a music production end in response to the audio playback result satisfying the target audio playback result corresponding to the game music.
[0172] Optionally, the processor may be configured to store a computer program for executing the following steps: controlling the audio performance tool corresponding to each target music element to perform, and / or playing the target natural audio corresponding to each target music element to obtain a playback result.
[0173] In the processor of this embodiment, a method for processing audio information in a game is provided, which can generate a music element library. The music element library contains multiple music elements, and each music element can be used to represent the game operation information of the game in the corresponding operation stage. Therefore, game music can be produced based on the music elements in the music element library that matches the game. Since the game music of the same game is produced based on the music elements in the same music element library, this can ensure that the produced game music is related to each other, achieving the purpose of unifying the game music style. Using the music element library to design game music can also achieve the technical effect of enriching the game music, solving the technical problem of a relatively single game music processing method.
[0174] Figure 9 Schematic diagram of an electronic device according to an embodiment of the present disclosure. Figure 9 As shown, the electronic device 900 is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0175] like Figure 9 As shown, the electronic device 900 is implemented as a general-purpose computing device. Components of the electronic device 900 may include, but are not limited to, the aforementioned at least one processor 910, the aforementioned at least one memory 920, a bus 930 connecting various system components (including the memory 920 and the processor 910), and a display 940.
[0176] The memory 920 stores program codes, which can be executed by the processor 910 , so that the processor 910 executes the steps described in the method section of the embodiment of the present disclosure according to various exemplary embodiments of the present disclosure.
[0177] The memory 920 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 9201 and / or a cache memory unit 9202, and may further include a read-only memory unit (ROM) 9203, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
[0178] In some examples, the memory 920 may also include a program / utility 9204 having a set (at least one) of program modules 9205. Such program modules 9205 include, but are not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. The memory 920 may further include a memory remotely located relative to the processor 910. These remote memories may be connected to the electronic device 900 via a network. Examples of the aforementioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.
[0179] Bus 930 may represent one or more of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, a local bus to processor 910, or any of a variety of bus architectures.
[0180] The display 940 may be, for example, a touch screen liquid crystal display (LCD) that enables a user to interact with a user interface of the electronic device 900 .
[0181] Optionally, the electronic device 900 may also communicate with one or more external devices 900 (e.g., keyboards, pointing devices, Bluetooth devices, etc.), one or more devices that enable a user to interact with the electronic device 900, and / or any device that enables the electronic device 900 to communicate with one or more other computing devices (e.g., routers, modems, etc.). Such communication may be performed through an input / output (I / O) interface 950. Furthermore, the electronic device 900 may also communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network, such as the Internet) through a network adapter 960. Figure 9 As shown, the network adapter 960 communicates with other modules of the electronic device 900 via the bus 930. Figure 9 Not shown, other hardware and / or software modules may be used in conjunction with the electronic device 900, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0182] The electronic device 900 may further include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply and / or a camera.
[0183] It can be understood by those skilled in the art that Figure 9 The structure shown is only for illustration and does not limit the structure of the above electronic device. Figure 9 More or fewer components than shown, or with Figure 1 The memory 920 can be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the audio information processing method in the game in the embodiment of the present disclosure. The processor 910 executes the computer program stored in the memory 920 to perform various functional applications and data processing, that is, to implement the audio information processing method in the game described above.
[0184] The serial numbers of the above-mentioned embodiments of the present disclosure are for description only and do not represent the advantages or disadvantages of the embodiments.
[0185] In the above embodiments of the present disclosure, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0186] In the several embodiments provided in the present disclosure, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only exemplary. For example, the division of the units can be a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.
[0187] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple units. Some or all of the units may be selected according to actual needs to achieve the purpose of the present embodiment.
[0188] In addition, the functional units in the various embodiments of the present disclosure may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.
[0189] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for enabling a computer device (which can be a personal computer, a server or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk.
[0190] The above is only a preferred embodiment of the present disclosure. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present disclosure. These improvements and modifications should also be regarded as within the scope of protection of the present disclosure.
Claims
1. A method for processing audio information in a game, characterized in that: include: Determining music attributes of game music to be produced in the game, wherein the music attributes are used to represent a target running stage of the game; Calling a music element library that matches the game, wherein the music element library includes a plurality of music elements, each of the music elements being used to represent game running information of the game in a corresponding running stage; Acquire at least one target music element matching the music attribute from the music element library; Outputting the at least one target music element to a music production end, wherein the at least one target music element is used to be produced as the game music on the music production end, and the game music is used to prompt game running information in the target running stage; The music element library is composed of music elements that conform to a plurality of music element type sets, wherein the plurality of music element type sets include at least a musical instrument symbol set, a musical instrument suggestion set, an orchestration set, a special design set, or an Easter egg design set; Among them, outputting the at least one target music element to the music production end includes: determining the audio playback result corresponding to each target music element; in response to the audio playback result satisfying the target audio playback result corresponding to the game music, outputting the at least one target music element to the music production end.
2. The method according to claim 1, characterized in that Acquiring at least one target music element matching the music attribute from the music element library includes: Determining key information in the music attribute, wherein the key information is used to represent the key of the game music played during the target running phase; The at least one target music element is selected from the music element library based on the key information.
3. The method according to claim 2, characterized in that Selecting the at least one target music element from the music element library based on the key information includes: Determining at least one set of music element types that conforms to the keynote information, wherein each set of music element types is used to represent an expression type of a corresponding music element for game running information in the target running phase; The at least one target music element is selected from the music element library based on the at least one music element type set.
4. The method according to claim 3, characterized in that Selecting the at least one target music element from the music element library based on the at least one music element type includes: Determining, from the at least one music element type set, at least one sub-target music element type that matches the game execution information in the target execution phase, wherein different sub-target music element types express different content regarding the game execution information in the target execution phase; In the music element library, a target music element belonging to each of the sub-target music element types is selected to obtain the at least one target music element.
5. The method according to claim 1, wherein The method further comprises: Acquire multiple music element type sets, wherein each of the music element type sets is used to represent the expression type of the corresponding music element for game operation information in the operation phase, and different sub-music element types in each of the music element type sets express different content for the game operation information in the operation phase; The music elements that conform to each of the music element type sets are established into the music element library.
6. The method according to claim 5, characterized in that The method further comprises: Adjusting the multiple music element type sets; The music element library is updated based on the adjusted music element type set.
7. The method according to claim 1, characterized in that Determining the audio playback result corresponding to each target music element includes: The audio performance tool corresponding to each target music element is controlled to perform the performance, and / or the target natural audio corresponding to each target music element is played to obtain the playing result.
8. The method according to any one of claims 1 to 7, characterized in that The music attributes include at least one of the following: interface music attributes, battle music attributes, plot music attributes, scene music attributes, theme music attributes, and animation music attributes.
9. The method according to any one of claims 1 to 7, characterized in that The game running information includes at least one of the following of the game: the group to which the virtual game character belongs, game keywords, game theme, game season, game plot, game style and game operation.
10. An audio information processing device in a game, characterized in that: include: a determining unit, configured to determine a music attribute of the game music to be produced in the game, wherein the music attribute is used to represent a target running stage of the game; a calling unit, configured to call a music element library matching the game, wherein the music element library includes a plurality of music elements, each of which is used to represent game running information of the game in a corresponding running phase; A first acquiring unit, configured to acquire at least one target music element matching the music attribute from the music element library; an output unit, configured to output the at least one target music element to a music production terminal, wherein the at least one target music element is used to be produced as the game music on the music production terminal, and the game music is used to prompt the game running information; The music element library is composed of music elements that conform to a plurality of music element type sets, wherein the plurality of music element type sets include at least a musical instrument symbol set, a musical instrument suggestion set, an orchestration set, a special design set, or an Easter egg design set; In which, the output unit is also used to output the at least one target music element to the music production end through the following steps: determining the audio playback result corresponding to each target music element; in response to the audio playback result satisfying the target audio playback result corresponding to the game music, outputting the at least one target music element to the music production end.
11. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the method according to any one of claims 1 to 9 when executed by a processor.
12. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to run the computer program to perform the method according to any one of claims 1 to 9.
Citation Information
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