Method and device for processing interactive animation, storage medium and electronic device

By pre-configuring the virtual character's voice values ​​to determine the target frame animation, the problem of low audio visualization efficiency in games is solved, and efficient display of audio changes is achieved.

CN115937364BActive Publication Date: 2026-06-02NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2022-12-12
Publication Date
2026-06-02

AI Technical Summary

Technical Problem

Existing audio visualization methods are computationally intensive in game development, resulting in low efficiency and difficulty in effectively displaying audio changes in complex environments.

Method used

By pre-configuring the sound values ​​of the controlled virtual character before and after game actions, the target frame animation is determined and rendered and played in the graphical user interface, avoiding the need to acquire audio data in real time and directly simulating audio changes.

Benefits of technology

It enables efficient display of audio changes in games, reduces computation and latency, and improves the efficiency of audio visualization.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a kind of interactive animation processing method, device, storage medium and electronic equipment.The method comprises: in response to controlled virtual character executes first game behavior in game scene, obtains the first sound value before controlled virtual character executes first game behavior and the second sound value after executing first game behavior;According to first sound value and second sound value, determine target frame animation from pre-configured for representing the multiple frames of sound animation of sound size, wherein, multiple frames of sound animation include from the first animation frame corresponding to the first minimum sound value to the second animation frame corresponding to the maximum sound value between all animation frames;Display a sound interface control in graphical user interface, and control rendering and playing target frame animation in sound interface control, to prompt the sound size change of controlled virtual character in the process of executing first game behavior.The application solves the technical problem that the efficiency is lower when audio is visualized in related art.
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Description

Technical Field

[0001] This invention relates to the field of computers, and more specifically, to a method, apparatus, storage medium, and electronic device for processing interactive animation. Background Technology

[0002] Currently, the most common solutions for visualizing sound volume in internet products involve first capturing the audio signal input from a microphone or audio file, then generating a data set with frequency and level information based on the audio's spectrum, and finally converting the data set into a visual pattern that changes according to the current pitch and frequency of the audio. However, this method is only suitable for audio with a relatively simple signal source, such as voice input or music playback. When used in game development, the computational complexity becomes extremely high, resulting in low efficiency when visualizing audio.

[0003] There is currently no effective solution to the above problems. Summary of the Invention

[0004] At least some embodiments of the present invention provide a method, apparatus, storage medium and electronic device for processing interactive animation, so as to at least solve the technical problem of low efficiency when performing visualization operations on audio in related technologies.

[0005] According to one embodiment of the present invention, a method for processing interactive animation is provided. A graphical user interface (GUI) is provided through a terminal device. The GUI displays content including at least a portion of a game scene, where a controlled virtual character is included. The method includes: in response to the controlled virtual character performing a first game action in the game scene, acquiring a first sound value of the controlled virtual character before performing the first game action and a second sound value of the controlled virtual character after performing the first game action, wherein the first sound value and the second sound value are pre-configured game parameters representing the sound state of the controlled virtual character before and after performing the first game action; determining a target frame animation from a pre-configured multi-frame sound animation representing sound volume based on the first sound value and the second sound value, wherein the multi-frame sound animation includes all animation frames from the first animation frame representing the minimum sound value to the second animation frame representing the maximum sound value; displaying a sound interface control in the GUI and controlling the rendering and playback of the target frame animation within the sound interface control to indicate changes in sound volume of the controlled virtual character during the performance of the first game action.

[0006] Optionally, a sound interface control is displayed in the graphical user interface, and the rendering and playback of the target frame animation is controlled within the sound interface control, including: matching multiple frames of sound animation according to the first sound value and the second sound value to obtain the target frame animation, and taking the first animation frame corresponding to the first sound value as the initial frame of the target frame animation, and taking the second animation frame corresponding to the second sound value as the last frame of the target frame animation; and controlling the rendering and playback of the target frame animation within the sound interface control.

[0007] Optionally, the first sound animation and the second sound animation are determined from the multi-frame sound animation based on the first sound value and the second sound value, respectively, including: mapping the first sound value and the second sound value to the multi-frame sound animation to obtain the first sound animation and the second sound animation.

[0008] Optionally, a sound interface control is displayed in the graphical user interface, and the rendering and playback of the target frame animation is controlled within the sound interface control, including: rendering a preset display area within the sound interface control through a shader node so that the sound interface control plays the target frame animation.

[0009] Optionally, the method further includes: acquiring multiple pre-set game behaviors for the controlled virtual character; configuring game parameters for the multiple game behaviors according to the sound states and preset volume ranges corresponding to the multiple game behaviors, wherein the game parameters are used to represent the sound states of the multiple game behaviors through sound values.

[0010] Optionally, the method further includes: in response to the controlled virtual character completing a first game action in the game scene, obtaining a decay function corresponding to the first game action; attenuating a second sound value based on the decay function to obtain a third sound value; determining a preset frame animation from a pre-configured multi-frame sound animation used to characterize sound volume based on the second sound value and the third sound value; and controlling the rendering and playback of the preset frame animation within the sound interface control.

[0011] Optionally, the method further includes: constructing a texture coordinate system; performing calculations on the texture coordinate system to obtain an original horizontal texture coordinate system and an original vertical texture coordinate system; adding noise variables to the original horizontal texture coordinate system to obtain a target horizontal texture coordinate system; processing the original vertical texture coordinate system based on a preset absolute value to obtain a target vertical texture coordinate system; and generating multi-frame sound animation based on the target horizontal texture coordinate system and the target vertical texture coordinate system.

[0012] Optionally, noise variables are added to the original horizontal texture coordinate system to obtain the target horizontal texture coordinate system, including: processing the original horizontal texture coordinate system based on a time variable to obtain a first horizontal texture coordinate system, wherein the first horizontal texture coordinate system changes based on a time variable; processing the first horizontal texture coordinate system based on a periodic function to obtain a second horizontal texture coordinate system, wherein the second horizontal texture coordinate system changes periodically based on a time variable; processing the second horizontal texture coordinate system based on a noise variable to obtain a third horizontal texture coordinate system; and processing the third horizontal texture coordinate system based on a random number set to obtain the target horizontal texture coordinate system.

[0013] Optionally, generating multi-frame sound animation based on the target horizontal texture coordinate system and the target vertical texture coordinate system includes: adding the target vertical texture coordinate system and the target horizontal texture coordinate system to obtain the target texture coordinate system; and generating multi-frame sound animation based on the target texture coordinate system.

[0014] Optionally, generating multi-frame sound animation based on the target texture coordinate system includes: smoothing the target texture coordinate system using a smoothing step function to obtain a smooth texture coordinate system; merging a preset mask image and the smooth texture coordinate system to obtain a mask texture coordinate system, wherein a preset area of ​​the preset mask image is an opaque area, and other areas of the preset mask image other than the preset area are transparent areas; adjusting the mask texture coordinate system based on transparency variables and color variables to obtain the target texture coordinate system, wherein the transparency variable is used to adjust the transparency of the target texture coordinate system, and the color variable is used to adjust the color of the target texture coordinate system.

[0015] Optionally, the method further includes: processing the texture coordinate system using a first preset parameter to obtain a first texture coordinate system; processing the texture coordinate system using a second preset parameter to obtain a second texture coordinate system, wherein the second preset parameter is different from the first preset parameter; processing the first texture coordinate system and the second texture coordinate system according to a time variable and a preset time rolling parameter respectively to obtain a first number set corresponding to the first texture coordinate system and a second number set corresponding to the second texture coordinate system; and obtaining a random number set by multiplying the first number set and the second number set.

[0016] According to one embodiment of the present invention, an interactive animation processing apparatus is also provided, which provides a graphical user interface through a terminal device. The graphical user interface displays content including at least a portion of a game scene, in which a controlled virtual character is included. The apparatus includes: an acquisition module, configured to acquire a first sound value of the controlled virtual character before executing the first game action and a second sound value of the controlled virtual character after executing the first game action in response to the controlled virtual character performing a first game action in the game scene, wherein the first sound value and the second sound value are pre-configured game parameters for characterizing the sound state of the controlled virtual character before and after the execution of the first game action; a determination module, configured to determine a target frame animation from a pre-configured multi-frame sound animation for characterizing sound volume based on the first sound value and the second sound value, wherein the multi-frame sound animation includes all animation frames from the first animation frame corresponding to the minimum sound value to the second animation frame corresponding to the maximum sound value; and a control module, configured to display a sound interface control in the graphical user interface and control the rendering and playback of the target frame animation within the sound interface control to prompt the controlled virtual character about changes in sound volume during the execution of the first game action.

[0017] According to one embodiment of the present invention, a non-volatile storage medium is also provided, wherein a computer program is stored in the non-volatile storage medium, and the computer program is configured to execute the interactive animation processing method described above when running.

[0018] According to one embodiment of the present invention, an electronic device is also provided, 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 cunning animation processing method described in any of the preceding claims.

[0019] In at least some embodiments of the present invention, in response to a controlled virtual character performing a first game action in a game scene, a first sound value of the controlled virtual character before performing the first game action and a second sound value of the controlled virtual character after performing the first game action are obtained; wherein the first sound value and the second sound value are pre-configured game parameters used to characterize the sound state of the controlled virtual character before and after performing the first game action; based on the first sound value and the second sound value, a target frame animation is determined from a pre-configured multi-frame sound animation used to characterize sound volume, wherein the multi-frame sound animation includes all animation frames from the first animation frame corresponding to the minimum sound value to the second animation frame corresponding to the maximum sound value; a sound interface control is displayed in a graphical user interface, and the target frame animation is rendered and played within the sound interface control to prompt the controlled virtual character about changes in sound volume during the performance of the first game action. It is noteworthy that game parameters, namely the first sound value and the second sound value, can be pre-configured to represent the sound state of the controlled virtual character before and after the execution of the first game action. At the same time, multi-frame sound animations representing the sound volume can be pre-configured. The target frame animation is determined based on the first sound value and the second sound value, so that the multi-frame sound animations can be adjusted. This avoids the need to obtain audio data in the game in real time. By only obtaining the game parameters of the sound state of the controlled virtual character before and after the execution of the first game action, the simulated audio can be obtained, thereby realizing the visualization operation of audio and solving the technical problem of low efficiency when visualizing audio in related technologies. Attached Figure Description

[0020] The accompanying drawings, which are included to provide a further understanding of the invention and form part of this application, illustrate exemplary embodiments of the invention and, together with their description, serve to explain the invention and do not constitute an undue limitation thereof. In the drawings:

[0021] Figure 1 This is a hardware structure block diagram of a mobile terminal for an interactive animation processing method according to an embodiment of the present invention.

[0022] Figure 2 This is a flowchart of an interactive animation processing method according to one embodiment of the present invention;

[0023] Figure 3 This is a schematic diagram of an optional target lateral coordinate system according to an embodiment of the present invention;

[0024] Figure 4 This is a schematic diagram of an optional target longitudinal coordinate system according to an embodiment of the present invention;

[0025] Figure 5 This is a schematic diagram of an optional second lateral texture coordinate system according to an embodiment of the present invention;

[0026] Figure 6 This is a schematic diagram of an optional third horizontal texture coordinate system according to an embodiment of the present invention;

[0027] Figure 7 This is an optional preset masking image according to an embodiment of the present invention;

[0028] Figure 8 This is a structural block diagram of a device according to one embodiment of the present invention;

[0029] Figure 9 This is a schematic diagram of an electronic device according to an embodiment of the present invention. Detailed Implementation

[0030] To enable those skilled in the art to better understand the present invention, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings of the embodiments of the present invention. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present invention.

[0031] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this invention are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of the invention described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0032] According to one embodiment of the present invention, an embodiment of an interactive animation processing method is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.

[0033] This method embodiment can be executed on a mobile terminal, computer terminal, or similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smartphone (such as an Android phone, iOS phone, etc.), tablet computer, PDA, mobile Internet Device (MID), PAD, game console, and other terminal devices. Figure 1 This is a hardware structure block diagram of a mobile terminal for an interactive animation processing method according to an embodiment of the present invention. For example... Figure 1 As shown, a mobile terminal may include one or more ( Figure 1 Only one is shown in the diagram. A processor 102 (which may include, but is not limited to, a central processing unit (CPU), graphics processing unit (GPU), digital signal processing (DSP) chip, microprocessor (MCU), programmable logic device (FPGA), neural network processor (NPU), tensor processor (TPU), artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data are also shown. Optionally, the mobile terminal may further include a transmission device 106 for communication functions, an input / output device 108, and a display device 110. Those skilled in the art will understand that... Figure 1 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown.

[0034] The memory 104 can be used to store computer programs, such as application software programs and modules, like the computer program corresponding to the interactive animation processing method in this embodiment of the invention. The processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, thereby implementing the aforementioned interactive animation processing method. The memory 104 may include high-speed random access memory and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 104 may further include memory remotely located relative to the processor 102, and these remote memories can be connected to the mobile terminal via a network. Examples of such networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof.

[0035] The transmission device 106 is used to receive or send data via a network. Specific examples of the network described above may include a wireless network provided by the mobile terminal's communication provider. In one example, the transmission device 106 includes a Network Interface Controller (NIC), which can connect to other network devices via a base station to communicate with the Internet. In another example, the transmission device 106 may be a Radio Frequency (RF) module used for wireless communication with the Internet.

[0036] The inputs in input / output device 108 can come from multiple human interface devices (HIDs). Examples include keyboards and mice, game controllers, and other dedicated game controllers (such as steering wheels, fishing rods, dance mats, and remote controls). Some HIDs, in addition to providing input functions, can also provide output functions, such as force feedback and vibration from game controllers, and audio output from controllers.

[0037] Display device 110 may be, for example, a head-up display (HUD), a touchscreen liquid crystal display (LCD), and a touch display (also referred to as a "touchscreen" or "touch display"). The LCD allows a user to interact with the user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), which allows the user to interact with the GUI via finger contact and / or gestures on a touch-sensitive surface. Optional human-computer interaction functions include: creating web pages, drawing, word processing, creating electronic documents, playing games, video conferencing, instant messaging, sending and receiving emails, a call interface, playing digital video, playing digital music, and / or web browsing, etc. Executable instructions for performing the above human-computer interaction functions are configured / stored in one or more processor-executable computer program products or readable storage media.

[0038] In one embodiment of this disclosure, the interactive animation processing method can run on a local terminal device or a server. When the interactive animation processing method runs on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.

[0039] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of interactive animation processing methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0040] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0041] The methods involved in related technologies are only applicable to audio with relatively simple signal sources, such as voice input and music playback. When used in game development, the computational complexity becomes extremely high. For example, the real-time sound heard by players in games is not from a single sound source, but is derived from complex environmental sounds, collision sounds generated by player actions, and even global sound effects through complex weighting calculations. If related solutions are then used to monitor noise in the game, the following problems will arise:

[0042] 1. The computational load is enormous. From the moment a player makes an action until they see the prompt that their own noise level is rising, the process involves a lengthy linear flow: "making an action - calculating audio - playing various audios - capturing synthesized audio - converting sound signals into visual graphics - graphics output". This not only wastes a lot of development manpower, but can also lead to a waste of game performance and even stuttering and lag.

[0043] 2. When providing real-time feedback on noise generated by players' actions in a specific environment, the player's behavior is the decisive factor, while uncontrollable ambient sounds and global music are considered as interference. In this case, if relevant technical methods are used, the effect becomes more difficult to control.

[0044] First, the technical terms or technical jargon appearing in the embodiments of this invention are explained as follows:

[0045] Shader language: A language that allows you to write specific code to display the visual content on a model; it can also be called a shader.

[0046] Editor: refers to software that allows designers to create interfaces and animation segments for interface components. It can also be called Bootstrap UI editor, or UI editor for short. Shaders and UI editors can be imported into the game engine as resources. The program can listen to the player's behavior in the game and can also call various resources to play and display in the game.

[0047] Texture coordinate system: also known as UV map, UV refers to UV texture map coordinates. It is similar to the X, Y, Z axes of a spatial model. It defines the position information of each point on the image.

[0048] Time parameter: The time parameter here is a built-in parameter of the programming language. It can automatically read the real-time time inside the engine and output it to the shader as a variable to participate in the calculation. The significance of introducing the time parameter here is that it can turn the static shader screen into a dynamic screen that changes continuously with time.

[0049] An expression node is a type of node that allows a texture coordinate system to cyclically translate and scroll along a certain direction. Two texture coordinate systems with different aspect ratios can be inserted into two expression nodes and translated in different directions and at different speeds. This allows the two moving coordinate systems to transform a static noise map into a dynamic one. Furthermore, multiplying two noise maps with different speeds can produce a more random set of scrolling numbers.

[0050] Noise map: It is a black and white texture with irregular colors scattered throughout. Sampling it can produce a set of irregularly changing 0-1 numbers. Therefore, a static noise map can be loaded as a computational material to generate scrolling random values.

[0051] Masking image: Used to mask images, allowing them to be cropped into the desired shape. Let's take an opacity masking image as an example. Assume black represents 0 and white represents 1. 0 in opacity represents complete transparency, and 1 represents complete opacity. Therefore, we can load an image with a white center and black edges as an opacity mask and multiply it with the noise image: From 1... n=n, 0 By following the rule that n=0, the black parts of the mask will cause the edges of the multiplication result to turn black as well, while the white parts in the middle will retain the full appearance of the texture. By outputting this calculation result to the final opacity channel of the shader, you can get a pattern where the black parts are transparent and the white parts are opaque.

[0052] In one possible implementation, this invention provides an interactive animation processing method that provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interactive system. Figure 2 This is a flowchart of an interactive animation processing method according to one embodiment of the present invention. A graphical user interface is provided through a terminal device, and the content displayed by the graphical user interface includes a touch area, such as... Figure 2 As shown, the method includes the following steps:

[0053] Step S202: In response to the controlled virtual character performing a first game action in the game scene, obtain the first sound value of the controlled virtual character before performing the first game action and the second sound value after performing the first game action, wherein the first sound value and the second sound value are pre-configured game parameters used to characterize the sound state of the controlled virtual character before and after performing the first game action.

[0054] The game scene described above may include virtual characters and virtual animals in the game. Optionally, the virtual characters and virtual animals may be in a non-static state.

[0055] The aforementioned controlled virtual characters can be virtual characters, virtual animals, etc. in the game scene. Optionally, the virtual characters or virtual animals can make actions, such as virtual characters fighting in the game scene, virtual characters driving a vehicle in the game scene, virtual animals talking in the game scene, etc.

[0056] The first game behavior mentioned above can be a state of performing an action. Optionally, the action can include, but is not limited to, fighting, running, walking, talking, etc.

[0057] The game parameters mentioned above can be specific numerical values. Optional game parameters may include running speed, swimming speed, etc.

[0058] In one optional embodiment, the real-time state of a controlled virtual character in the game scene can be obtained by monitoring the game scene. The real-time state of the controlled virtual character can be its real-time actions. Optionally, a first sound value before the controlled virtual character performs a first game action and a second sound value after performing the first game action can be pre-set. Different controlled virtual characters correspond to different first sound values, and different controlled virtual objects performing different first game actions correspond to different second sound values. Furthermore, the second sound value generated when the same controlled virtual object performs different first game actions is also different. Optionally, a corresponding program can be used to monitor the game scene and supervise the behavior of the controlled virtual character to obtain the character type and the specific type of first game action performed by the controlled virtual character. Data corresponding to these values ​​can be determined from the pre-set first and second sound values ​​to obtain game parameters for the sound state of the controlled virtual object before and after performing the first game action. Optionally, these parameters can be used for audio data visualization.

[0059] Step S204: Determine the target frame animation from a pre-configured multi-frame sound animation for representing sound magnitude based on the first sound value and the second sound value, wherein the multi-frame sound animation includes all animation frames from the first animation frame representing the minimum sound value to the second animation frame representing the maximum sound value.

[0060] The aforementioned multi-frame sound animation can be used to display the actions corresponding to different second sound values ​​emitted when a controlled virtual object performs different first game actions. Optionally, a changing sound waveform can be used to represent the multi-frame sound animation.

[0061] The aforementioned target frame animation can be the sound animation corresponding to the second sound value emitted by the controlled virtual object in the current time period in a multi-frame sound animation.

[0062] In one optional embodiment, after obtaining the second sound value, sound waves of different lengths can be set according to the magnitude of the second sound value, and the change in the second sound value can be represented by the change in the sound waves. Optionally, since the second sound value of the controlled virtual object may change, the frequency and amplitude of the sound waves will also change accordingly. For example, if the first game behavior performed by the controlled virtual object is determined to be running based on the current state of the controlled virtual object, and the second sound value is 42, then in the next second, the first game behavior performed by the controlled virtual object is determined to be crouching based on the current state of the controlled virtual object, and the second sound value is 25. Therefore, the frequency and amplitude of the sound waves representing the second sound value will also change accordingly, that is, the speed of change and the length of the sound waves will change. Or, if the first game behavior performed by the controlled virtual object is determined to be jogging based on the second sound value of the controlled virtual object, and the second sound value is 42, but in the next second the controlled virtual object speeds up its running, then the speed of change and the length of the sound waves will change. Optionally, a parameter can be set to interfere with the sound waves, so that the waveform changes with the actual sound source volume.

[0063] In another alternative embodiment, since game development requires a solution to effectively display the volume levels generated in the game scene in real time, thereby providing feedback to the player, it eliminates the need to monitor the game's audio; instead, audio visualization can be achieved solely based on the secondary sound values ​​of controlled virtual objects within the game scene.

[0064] Step S206: Display a sound interface control in the graphical user interface, and control the rendering and playback of the target frame animation within the sound interface control to prompt the controlled virtual character for changes in sound volume during the execution of the first game action.

[0065] The aforementioned graphical user interface can be the display interface of a game. The graphical user interface may include a sound interface control, which can be used to represent the size generated when the controlled virtual character performs the first game action in the form of animation.

[0066] In one optional embodiment, different sound source volumes can be pre-set for the controlled virtual character when performing a first game action. That is, a fixed sound source volume can be set for each first game action, where the sound source volume represents the volume of the sound of the controlled virtual character during the performance of the first game action. For example, the sound source volume for stealth can be set to 42, and the sound source volume for running can be set to 65, but it is not limited to this.

[0067] Table 1 below is a state information table of a controlled virtual object according to an embodiment of the present invention. As shown in Table 1, the acquired first game behavior can be numbered, for example, stealth is marked as 1, running as 2, driving as 3, crouching as 4, skill as 5, archery as 6, combat as 7, and wall-climbing as 8. Simultaneously, the sound source volume corresponding to each first game behavior can be preset. For example, the sound source volume of stealth can be set to 42, the sound source volume of running to 65, the sound source volume of driving to 70, the sound source volume of crouching to 25, the sound source volume of skill to 69, the sound source volume of archery to 40, the sound source volume of combat to 75, and the sound source volume of wall-climbing to 80. Optionally, when the first game behavior performed by the controlled virtual object is detected, the sound source volume corresponding to the first game behavior can be determined according to the preset first game behavior type, and the second sound value when the controlled virtual character performs the first game behavior can be determined according to the sound source volume.

[0068] In one optional embodiment, the sound source volume can be corrected by setting an attenuation function. The attenuation function can be a corresponding mathematical formula that can be used to correct the data, thereby making the data more realistic. For example, the sound source volume corresponding to stealth in an ideal state is 42. However, in reality, during stealth, the character's physical strength changes and breathing is not uniform, which will cause the sound source volume to be unstable during stealth. Optionally, the attenuation function can be used to correct the sound source volumes marked as 1, 2, 3, 4, 5, 6, 7, and 8 respectively, making the sound source volume closer to reality. Optionally, since the magnitude of change of different sound source types is different, different attenuation functions can be set for different sound source volumes.

[0069] Table 1

[0070]

[0071] In at least some embodiments of the present invention, in response to a controlled virtual character performing a first game action in a game scene, a first sound value of the controlled virtual character before performing the first game action and a second sound value of the controlled virtual character after performing the first game action are obtained; wherein the first sound value and the second sound value are pre-configured game parameters used to characterize the sound state of the controlled virtual character before and after performing the first game action; based on the first sound value and the second sound value, a target frame animation is determined from a pre-configured multi-frame sound animation used to characterize sound volume, wherein the multi-frame sound animation includes all animation frames from the first animation frame corresponding to the minimum sound value to the second animation frame corresponding to the maximum sound value; a sound interface control is displayed in a graphical user interface, and the target frame animation is rendered and played within the sound interface control to prompt the controlled virtual character about changes in sound volume during the performance of the first game action. It is noteworthy that game parameters, namely the first sound value and the second sound value, can be pre-configured to represent the sound state of the controlled virtual character before and after the execution of the first game action. At the same time, multi-frame sound animations representing the sound volume can be pre-configured. The target frame animation is determined based on the first sound value and the second sound value, so that the multi-frame sound animations can be adjusted. This avoids the need to obtain audio data in the game in real time. By only obtaining the game parameters of the sound state of the controlled virtual character before and after the execution of the first game action, the simulated audio can be obtained, thereby realizing the visualization operation of audio and solving the technical problem of low efficiency when visualizing audio in related technologies.

[0072] Optionally, a sound interface control is displayed in the graphical user interface, and the rendering and playback of the target frame animation is controlled within the sound interface control, including: matching multiple frames of sound animation according to the first sound value and the second sound value to obtain the target frame animation, and taking the first animation frame corresponding to the first sound value as the initial frame of the target frame animation, and taking the second animation frame corresponding to the second sound value as the last frame of the target frame animation; and controlling the rendering and playback of the target frame animation within the sound interface control.

[0073] The first animation frame mentioned above can be the animation frame corresponding to the first sound value. After determining the first sound value, the animation frame corresponding to the first sound value can be determined from the pre-set multi-frame sound animation, and the animation frame corresponding to the first sound value can be determined as the initial frame of the target frame animation.

[0074] The second animation frame mentioned above can be the animation frame corresponding to the second sound value. After determining the second sound value, the animation frame corresponding to the second sound value can be determined from the pre-set multi-frame sound animation, and the animation frame corresponding to the second sound value can be determined as the last frame of the target frame animation.

[0075] In one optional embodiment, the first sound value and the second sound value can be matched with a pre-set multi-frame sound animation. The animation frame corresponding to the first sound value is determined as the initial frame of the target frame animation, and the animation frame corresponding to the second sound value is determined as the last frame of the target frame animation, thereby obtaining the target frame animation. Optionally, after determining the target frame animation, the target animation frame can be displayed through the sound interface control on the game interface, thereby realizing the visualization operation of audio data.

[0076] Optionally, determining the first sound animation and the second sound animation from the multi-frame sound animation based on the first sound value and the second sound value respectively includes: mapping the first sound value and the second sound value to the multi-frame sound animation respectively to obtain the first sound animation and the second sound animation.

[0077] The first sound animation mentioned above can be the sound animation corresponding to the first sound value.

[0078] The second sound animation mentioned above can be the sound animation corresponding to the second sound value.

[0079] In one optional embodiment, after obtaining the first sound value and the second sound value, the first sound value and the second sound value can be mapped to a preset multi-frame sound animation to achieve a one-to-one match. Optionally, after mapping the first sound value and the second sound value to the preset multi-frame sound animation, the sound animation corresponding to the first sound value can be determined as the first sound animation, and the sound animation corresponding to the second sound value can be determined as the second sound animation. Optionally, the first sound animation and the second sound animation can be used to determine the target frame animation.

[0080] Optionally, a sound interface control is displayed in the graphical user interface, and the rendering and playback of the target frame animation is controlled within the sound interface control, including: rendering a preset display area within the sound interface control through a shader node so that the sound interface control plays the target frame animation.

[0081] The aforementioned shader nodes can be used to play and display the target frame animation on the game interface. Optionally, after obtaining the target frame animation, shader nodes can be used to render and play the target frame animation, thereby realizing the visualization operation of audio data.

[0082] Optionally, the method further includes: acquiring multiple game behaviors pre-set for the controlled virtual character; configuring game parameters for the multiple game behaviors according to the sound states and preset volume ranges corresponding to the multiple game behaviors, wherein the game parameters are used to represent the sound states of the multiple game behaviors through sound values.

[0083] The aforementioned game behaviors can be preset by those skilled in the art. For example, the game behaviors may include, but are not limited to, running, stealth, and swimming.

[0084] The sound states corresponding to the aforementioned game behaviors can include, but are not limited to, the volume of the sound, i.e., the volume of the sound source.

[0085] The aforementioned game parameters can be determined based on the state of the controlled virtual objects in the game and the volume of the sound source. Optionally, the magnitude of the sound wave can be determined based on the game parameters. Alternatively, the game parameters can be a numerical variable used to adjust the amplitude of the sound waves in multi-frame sound animation, thereby making the displayed sound animation more realistic. Furthermore, the entire interactive animation processing method can be encapsulated and an interface can be provided externally, allowing users to input game parameters into the interface.

[0086] In one alternative embodiment, after obtaining the game parameters and sound source volume, since the game parameters and sound source volume may change in real time, it is necessary to set a game parameter to adjust the sound wave, so as to change the sound wave and thus adjust the target frame animation.

[0087] In another alternative embodiment, the sound source volume is generated by the current state of the controlled virtual object in the game. The behavior of the controlled virtual object can be defined as different states in the game, and each state has a corresponding sound source volume. Changes in the state of the controlled virtual object will cause changes in the current actual sound source volume. Therefore, game parameters need to be set to interfere with the sound waves, thereby adjusting the target frame animation.

[0088] Optionally, the method further includes: in response to the controlled virtual character completing a first game action in the game scene, obtaining a decay function corresponding to the first game action; attenuating a second sound value based on the decay function to obtain a third sound value; determining a preset frame animation from a pre-configured multi-frame sound animation used to characterize sound volume based on the second sound value and the third sound value; and controlling the rendering and playback of the preset frame animation within the sound interface control.

[0089] In one optional embodiment, the first game action can be a short-duration game action such as casting a skill. After the first game action ends, in order to make the first game action more realistic, a decay function corresponding to the first game action can be obtained. The decay function is used to attenuate the second sound value corresponding to the first game action to obtain a first sound value for transition, so that the end of the first game action can be transitioned through the second sound value.

[0090] In another alternative embodiment, when the controlled virtual object performs the first game action, since the state of the controlled virtual object may change, game parameters can be set to interfere with the sound waves of the preset frame animation, thereby adjusting the preset frame animation. For example, the attenuation of the sound source volume of the second sound value can be simulated by using some attenuation formulas to gradually reduce the volume of the sound source. That is, the attenuation of the sound source volume is calculated, and the sound source volumes after the attenuation calculation are put together and calculated into a final sound source volume according to different weights. Different sound source volumes can correspond to different attenuation functions.

[0091] For example, when a change in the running speed of a controlled virtual object is detected, the running speed at that moment can be input into a decay function to obtain game parameters. The volume of the sound source used to represent running can be adjusted using the game parameters, so that the displayed preset frame animation can be more accurate.

[0092] For example, a multi-frame sound animation is a 100-frame animation that goes from quiet to noisy. The waveform after adjusting the game parameters can be directly mapped to the animation performance of the corresponding frame. For example, if the actual sound source volume changes from 20 to 50, then the animation from frame 20 to frame 50 will be played.

[0093] Optionally, the method further includes: constructing a texture coordinate system; performing calculations on the texture coordinate system to obtain an original horizontal texture coordinate system and an original vertical texture coordinate system; adding noise variables to the original horizontal texture coordinate system to obtain a target horizontal texture coordinate system; processing the original vertical texture coordinate system based on a preset absolute value to obtain a target vertical texture coordinate system; and generating a multi-frame sound animation based on the target horizontal texture coordinate system and the target vertical texture coordinate system.

[0094] The texture coordinate system mentioned above can be a coordinate system on a specified area. This coordinate system can have multiple vertices, each with a corresponding color. Optionally, the coordinate range of this texture coordinate system can be from 0 to 1.

[0095] The original horizontal texture coordinate system and the original vertical texture coordinate system mentioned above can be separated from the texture coordinate system. Optionally, the coordinate range of the entire texture coordinate system can be expanded, where the expansion factor is not limited. For example, the coordinate system range can be expanded by a factor of 2 and then subtracted by 1, thereby adjusting the range of the texture coordinate system from 0 to 1 to -1 to +1.

[0096] The target horizontal texture coordinate system described above can be obtained from the original texture coordinate system. Optionally, the required portion can be extracted from the original horizontal texture coordinate system and used as the target horizontal texture coordinate system. Figure 3 This is a schematic diagram of an optional target lateral coordinate system according to an embodiment of the present invention, such as... Figure 3 As shown, since the range of the coordinate system in the original horizontal texture coordinates is small, the entire coordinate system can be expanded. The expansion factor can be set by the user. Taking a 20-fold expansion as an example, the entire coordinate system can be expanded by 20 times, changing the range of the target horizontal coordinate system to -20 to +20.

[0097] The target vertical texture coordinate system described above can be obtained from the original vertical texture coordinate system. Optionally, the required portion can be extracted from the original vertical texture coordinate system and used as the target vertical texture coordinate system. Figure 4 This is a schematic diagram of an optional target longitudinal coordinate system according to an embodiment of the present invention, such as... Figure 4 As shown, users can adjust the range of the target vertical texture coordinate system by setting a preset absolute value. For example, take the absolute value of the original vertical coordinate system, multiply the absolute value by -1, and add 0.1 to change the range of the target vertical coordinate system.

[0098] In one alternative embodiment, after determining the target horizontal texture coordinate system and the target vertical texture coordinate system, a waveform diagram corresponding to the sound source volume can be generated using the target horizontal texture coordinate system and the target vertical texture coordinate system, thereby obtaining a multi-frame sound animation.

[0099] Optionally, a noise variable is added to the original horizontal texture coordinate system to obtain the target horizontal texture coordinate system, including: processing the original horizontal texture coordinate system based on a time variable to obtain a first horizontal texture coordinate system, wherein the first horizontal texture coordinate system changes based on a time variable; processing the first horizontal texture coordinate system based on a periodic function to obtain a second horizontal texture coordinate system, wherein the second horizontal texture coordinate system changes periodically based on a time variable; processing the second horizontal texture coordinate system based on a noise variable to obtain a third horizontal texture coordinate system; and processing the third horizontal texture coordinate system based on a random number set to obtain the target horizontal texture coordinate system.

[0100] The aforementioned time variable can be a time parameter, which can obtain the running time in the game in real time and can change continuously. This time parameter can be set by the user. Optionally, by introducing a time variable, a dynamic waveform graph that changes continuously with time can be generated.

[0101] The first horizontal texture coordinate system mentioned above can be obtained by processing the original horizontal texture coordinate system using a time variable.

[0102] The periodic function mentioned above can be a sine function.

[0103] The second horizontal texture coordinate system described above can be obtained by processing the first horizontal texture coordinate system using a sine function. Figure 5This is a schematic diagram of an optional second lateral texture coordinate system according to an embodiment of the present invention, such as... Figure 5 As shown, the calculation results in the first horizontal texture coordinate system can be substituted into the sine function to obtain the second horizontal texture coordinate system.

[0104] The third horizontal texture coordinate system mentioned above can be obtained by processing the second horizontal texture coordinate system with a noise variable. The noise variable can be a constant parameter that can be set by the user. The value of the noise variable can be adjusted by the user in the editor panel after the shader is encapsulated. Figure 6 This is a schematic diagram of an optional third horizontal texture coordinate system according to an embodiment of the present invention, such as... Figure 6 As shown, the magnitude of the difference in the sine function can be controlled by multiplying the noise variable by the sine function.

[0105] The aforementioned random number set can be used to stretch the third horizontal texture coordinate system to obtain the target horizontal coordinate system.

[0106] In one optional embodiment, after obtaining the original horizontal texture coordinate system, the user can set a time variable to process the original horizontal texture coordinate system to obtain a first horizontal texture coordinate system. After obtaining the first horizontal texture coordinate system, a sine function can be introduced to process the first horizontal texture coordinate system to obtain a second horizontal texture coordinate system. Optionally, a noise variable can be set to adjust the second horizontal texture coordinate system to obtain a third horizontal texture coordinate system. Optionally, by introducing a random number set to process the third horizontal texture coordinate system, a target horizontal texture coordinate system can be obtained, wherein the target horizontal texture coordinate system can be used to generate multi-frame sound animation.

[0107] Optionally, generating multi-frame sound animation based on the target horizontal coordinate texture and the target vertical coordinate texture includes: adding the target vertical texture coordinate system and the target horizontal texture coordinate system to obtain the target texture coordinate system; and generating multi-frame sound animation based on the target texture coordinate system.

[0108] In an optional embodiment, after obtaining the target horizontal texture coordinate system and the target vertical texture coordinate system, the target horizontal texture coordinate system can be added to the target vertical texture coordinate system to obtain the target texture coordinate system. Optionally, the target texture coordinate system can be used to generate multi-frame sound animation.

[0109] Optionally, generating multi-frame sound animation based on the target texture coordinate system includes: smoothing the target texture coordinate system using a smoothing step function to obtain a smooth texture coordinate system; merging a preset mask image and the smooth texture coordinate system to obtain a mask texture coordinate system, wherein a preset area of ​​the preset mask image is an opaque area, and other areas of the preset mask image other than the preset area are transparent areas; and adjusting the mask texture coordinate system based on transparency variables and color variables to obtain the target texture coordinate system, wherein the transparency variable is used to adjust the transparency of the target texture coordinate system, and the color variable is used to adjust the color of the target texture coordinate system.

[0110] The aforementioned Smoothstep function can be used to smooth the target texture coordinate system. The Smoothstep function can make a specified range present a smoother transition. The specified range can be set by the user. Optionally, the Smoothstep function can prevent the pixel boundaries of the generated target coordinate system from producing jagged edges due to sudden changes in transparency, thereby making the target coordinate system visually smoother.

[0111] A smooth texture coordinate system can be obtained by smoothing the target texture coordinate system using a smoothing step function.

[0112] The aforementioned preset mask image can be used to refine the outer contour of a smooth texture coordinate system and add color attributes. Figure 7 This is an optional preset masking image according to an embodiment of the present invention, such as... Figure 7 As shown, the preset mask image can be a white spherical texture node.

[0113] The aforementioned mask texture coordinate system can be used to display multi-frame sound animations.

[0114] The aforementioned preset area can be the area where the preset mask image is located.

[0115] The transparency and color variables mentioned above can be set by the user. For example, the transparency variable can be set to a range of 0 to 1, and the color variable can be set to a four-digit parameter to control the color changes.

[0116] In one optional embodiment, after obtaining the target texture coordinate system, the Smoothstep function can be used to smooth the target texture coordinate system to obtain a smooth texture coordinate system. Optionally, the user can set a preset mask image and merge the preset mask image with the smooth texture coordinate system to modify the smooth texture coordinate system. Color attributes can also be added to the smooth texture coordinate system to obtain a mask texture coordinate system. Optionally, the preset area containing the preset mask image in the smooth texture coordinate system is an opaque area, and other areas outside the preset area are transparent areas. Optionally, transparency and color variables can also be set to adjust the color and transparency of the mask texture coordinate system to obtain the target texture coordinate system.

[0117] Optionally, the method further includes: processing the texture coordinate system using a first preset parameter to obtain a first texture coordinate system; processing the texture coordinate system using a second preset parameter to obtain a second texture coordinate system, wherein the second preset parameter is different from the first preset parameter; processing the first texture coordinate system and the second texture coordinate system according to a time variable and a preset time rolling parameter respectively to obtain a first number set corresponding to the first texture coordinate system and a second number set corresponding to the second texture coordinate system; and obtaining a random number set by multiplying the first number set and the second number set.

[0118] The first preset parameter mentioned above can be set by the user. The first preset parameter can be used to stretch the texture coordinate system.

[0119] The first texture coordinate system mentioned above can be obtained by stretching the texture coordinate system.

[0120] The second preset parameter mentioned above can be set by the user. The second preset parameter can be used to stretch the texture coordinate system. Optionally, the second preset parameter is different from the first preset parameter.

[0121] The second texture coordinate system mentioned above can be obtained by stretching the texture coordinate system.

[0122] The aforementioned preset time scrolling parameters can be used to adjust the direction and speed of the first and second texture coordinate systems as time progresses, based on the time variable.

[0123] The first set of data mentioned above can be obtained by processing the first texture coordinate system using time variables and preset time scrolling parameters.

[0124] The second set of data mentioned above can be obtained by processing the second texture coordinate system using time variables and preset time scrolling parameters.

[0125] In one optional embodiment, the user can set a first preset parameter and a second preset parameter to stretch the texture coordinate system, thereby obtaining a first texture coordinate system and a second texture coordinate system. Further, the stretched first and second texture coordinate systems, which change over time, are mapped onto an inserted noise map to obtain two sets of random number sets with different rates of change, namely, a first number set and a second number set. The noise map can be a single set of numbers. Specifically, the first number set can be obtained by processing the first texture coordinate system using a time variable and a preset time rolling parameter, and the second number set can be obtained by processing the second texture coordinate system using the same time variable and the preset time rolling parameter. Further, the first and second number sets can be multiplied to obtain a random number set. Optionally, the random number set can be used to stretch a third horizontal texture coordinate system to obtain a target horizontal coordinate system.

[0126] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods according to the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they 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 invention, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods of the various embodiments of the present invention.

[0127] This embodiment also provides an apparatus for implementing the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the terms "unit" and "module" can refer to a combination of software and / or hardware that performs a predetermined function. Although the apparatus described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.

[0128] Figure 8 This is a structural block diagram of a device according to one embodiment of the present invention. A graphical user interface is provided through a terminal device. The content displayed by the graphical user interface includes a touch area, such as... Figure 8 As shown, the device includes:

[0129] The acquisition module 802 is used to acquire, in response to the controlled virtual character performing a first game action in the game scene, a first sound value of the controlled virtual character before performing the first game action and a second sound value of the controlled virtual character after performing the first game action, wherein the first sound value and the second sound value are pre-configured game parameters used to characterize the sound state of the controlled virtual character before and after performing the first game action.

[0130] The determining module 804 is used to determine a target frame animation from a pre-configured multi-frame sound animation for representing sound magnitude based on a first sound value and a second sound value, wherein the multi-frame sound animation includes all animation frames from the first animation frame representing the minimum sound value to the second animation frame representing the maximum sound value.

[0131] The control module 806 is used to display a sound interface control in the graphical user interface and control the rendering and playback of the target frame animation within the sound interface control to prompt the controlled virtual character to change the volume of the sound during the execution of the first game action.

[0132] Optionally, the control module 806 includes: a matching unit, used to match multiple frames of sound animation according to a first sound value and a second sound value to obtain a target frame animation, and to use the first animation frame corresponding to the first sound value as the initial frame of the target frame animation, and the second animation frame corresponding to the second sound value as the last frame of the target frame animation; and a control unit, used to control the rendering and playback of the target frame animation within the sound interface control.

[0133] Optionally, the matching unit includes a mapping subunit, used to map the first sound value and the second sound value to multiple frames of sound animation respectively, to obtain the first sound animation and the second sound animation.

[0134] Optionally, the control module 806 further includes a display unit, used to render a preset display area within the sound interface control through shader nodes, so that the sound interface control plays the target frame animation.

[0135] Optionally, the device further includes: a second acquisition module for acquiring multiple game behaviors pre-set for the controlled virtual character; and a configuration module for configuring game parameters of the multiple game behaviors according to the sound states and preset volume ranges corresponding to the multiple game behaviors, wherein the game parameters are used to represent the sound states of the multiple game behaviors through sound values.

[0136] Optionally, the device further includes: a third acquisition module, used to acquire the attenuation function corresponding to the first game action in response to the controlled virtual character completing the first game action in the game scene; an attenuation module, used to attenuate the second sound value based on the attenuation function to obtain a third sound value; a second determination module, used to determine a preset frame animation from a pre-configured multi-frame sound animation used to characterize sound volume based on the second sound value and the third sound value; and a second control module, used to control the rendering and playback of the preset frame animation within the sound interface control.

[0137] Optionally, the device further includes: a construction module for constructing a texture coordinate system; a first processing module for performing calculations on the texture coordinate system to obtain an original horizontal texture coordinate system and an original vertical texture coordinate system; an adding module for adding noise variables to the original horizontal texture coordinate system to obtain a target horizontal texture coordinate system; a second processing module for processing the original vertical texture coordinate system based on a preset absolute value to obtain a target vertical texture coordinate system; and a generation module for generating multi-frame sound animation based on the target horizontal texture coordinate system and the target vertical texture coordinate system.

[0138] Optionally, add modules including: a first processing unit for processing the original horizontal texture coordinate system based on a time variable to obtain a first horizontal texture coordinate system, wherein the first horizontal texture coordinate system changes based on the time variable; a second processing unit for processing the first horizontal texture coordinate system based on a periodic function to obtain a second horizontal texture coordinate system, wherein the second horizontal texture coordinate system changes periodically based on the time variable; a third processing unit for processing the second horizontal texture coordinate system based on a noise variable to obtain a third horizontal texture coordinate system; and a fourth processing unit for processing the third horizontal texture coordinate system based on a random number set to obtain a target horizontal texture coordinate system.

[0139] Optionally, the generation module includes: a calculation unit for adding the target vertical texture coordinate system and the target horizontal texture coordinate system to obtain the target texture coordinate system; and a generation unit for generating multi-frame sound animation based on the target texture coordinate system.

[0140] Optionally, the generation unit includes: a processing subunit for smoothing the target texture coordinate system using a smoothing step function to obtain a smooth texture coordinate system; a merging subunit for merging the preset mask image and the smooth texture coordinate system to obtain a mask texture coordinate system, wherein a preset area of ​​the preset mask image is an opaque area, and other areas of the preset mask image other than the preset area are transparent areas; and an adjustment subunit for adjusting the mask texture coordinate system based on a transparency variable and a color variable to obtain a target texture coordinate system, wherein the transparency variable is used to adjust the transparency of the target texture coordinate system, and the color variable is used to adjust the color of the target texture coordinate system.

[0141] Optionally, the device further includes: a third processing module for processing the texture coordinate system using a first preset parameter to obtain a first texture coordinate system; a fourth processing module for processing the texture coordinate system using a second preset parameter to obtain a second texture coordinate system, wherein the second preset parameter is different from the first preset parameter; a fifth processing module for processing the first texture coordinate system and the second texture coordinate system according to a time variable and a preset time rolling parameter respectively to obtain a first number set corresponding to the first texture coordinate system and a second number set corresponding to the second texture coordinate system; and a calculation module for obtaining a random number set by multiplying the first number set and the second number set.

[0142] It should be noted that the above-mentioned units and modules can be implemented by software or hardware. For the latter, they can be implemented in the following ways, but not limited to these: all the above-mentioned units and modules are located in the same processor; or, the above-mentioned units and modules are located in different processors in any combination.

[0143] Embodiments of the present invention also provide a non-volatile storage medium storing a computer program, wherein the computer program is configured to execute the steps in any of the above method embodiments when running.

[0144] Optionally, in this embodiment, the aforementioned non-volatile storage medium may include, but is not limited to, various media capable of storing computer programs, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.

[0145] Optionally, in this embodiment, the non-volatile storage medium may be located in any computer terminal in a group of computer terminals in a computer network, or in any mobile terminal in a group of mobile terminals.

[0146] Optionally, in this embodiment, the non-volatile storage medium described above can be configured to store a computer program for performing the following steps:

[0147] Optionally, a sound interface control is displayed in the graphical user interface, and the rendering and playback of the target frame animation is controlled within the sound interface control, including: matching multiple frames of sound animation according to the first sound value and the second sound value to obtain the target frame animation, and taking the first animation frame corresponding to the first sound value as the initial frame of the target frame animation, and taking the second animation frame corresponding to the second sound value as the last frame of the target frame animation; and controlling the rendering and playback of the target frame animation within the sound interface control.

[0148] Optionally, the first sound animation and the second sound animation are determined from the multi-frame sound animation based on the first sound value and the second sound value, respectively, including: mapping the first sound value and the second sound value to the multi-frame sound animation to obtain the first sound animation and the second sound animation.

[0149] Optionally, a sound interface control is displayed in the graphical user interface, and the rendering and playback of the target frame animation is controlled within the sound interface control, including: rendering a preset display area within the sound interface control through a shader node so that the sound interface control plays the target frame animation.

[0150] Optionally, the method further includes: acquiring multiple pre-set game behaviors for the controlled virtual character; configuring game parameters for the multiple game behaviors according to the sound states and preset volume ranges corresponding to the multiple game behaviors, wherein the game parameters are used to represent the sound states of the multiple game behaviors through sound values.

[0151] Optionally, the method further includes: in response to the controlled virtual character completing a first game action in the game scene, obtaining a decay function corresponding to the first game action; attenuating a second sound value based on the decay function to obtain a third sound value; determining a preset frame animation from a pre-configured multi-frame sound animation used to characterize sound volume based on the second sound value and the third sound value; and controlling the rendering and playback of the preset frame animation within the sound interface control.

[0152] Optionally, the method further includes: constructing a texture coordinate system; performing calculations on the texture coordinate system to obtain an original horizontal texture coordinate system and an original vertical texture coordinate system; adding noise variables to the original horizontal texture coordinate system to obtain a target horizontal texture coordinate system; processing the original vertical texture coordinate system based on a preset absolute value to obtain a target vertical texture coordinate system; and generating multi-frame sound animation based on the target horizontal texture coordinate system and the target vertical texture coordinate system.

[0153] Optionally, noise variables are added to the original horizontal texture coordinate system to obtain the target horizontal texture coordinate system, including: processing the original horizontal texture coordinate system based on a time variable to obtain a first horizontal texture coordinate system, wherein the first horizontal texture coordinate system changes based on a time variable; processing the first horizontal texture coordinate system based on a periodic function to obtain a second horizontal texture coordinate system, wherein the second horizontal texture coordinate system changes periodically based on a time variable; processing the second horizontal texture coordinate system based on a noise variable to obtain a third horizontal texture coordinate system; and processing the third horizontal texture coordinate system based on a random number set to obtain the target horizontal texture coordinate system.

[0154] Optionally, generating multi-frame sound animation based on the target horizontal texture coordinate system and the target vertical texture coordinate system includes: adding the target vertical texture coordinate system and the target horizontal texture coordinate system to obtain the target texture coordinate system; and generating multi-frame sound animation based on the target texture coordinate system.

[0155] Optionally, generating multi-frame sound animation based on the target texture coordinate system includes: smoothing the target texture coordinate system using a smoothing step function to obtain a smooth texture coordinate system; merging a preset mask image and the smooth texture coordinate system to obtain a mask texture coordinate system, wherein a preset area of ​​the preset mask image is an opaque area, and other areas of the preset mask image other than the preset area are transparent areas; adjusting the mask texture coordinate system based on transparency variables and color variables to obtain the target texture coordinate system, wherein the transparency variable is used to adjust the transparency of the target texture coordinate system, and the color variable is used to adjust the color of the target texture coordinate system.

[0156] Optionally, the method further includes: processing the texture coordinate system using a first preset parameter to obtain a first texture coordinate system; processing the texture coordinate system using a second preset parameter to obtain a second texture coordinate system, wherein the second preset parameter is different from the first preset parameter; processing the first texture coordinate system and the second texture coordinate system according to a time variable and a preset time rolling parameter respectively to obtain a first number set corresponding to the first texture coordinate system and a second number set corresponding to the second texture coordinate system; and obtaining a random number set by multiplying the first number set and the second number set.

[0157] Optionally, the aforementioned non-volatile storage medium is also configured to store program code for performing the following steps.

[0158] Optionally, the aforementioned non-volatile storage medium is also configured to store program code for performing the following steps.

[0159] In the non-volatile storage medium of this embodiment, a technical solution is provided, which, in response to a controlled virtual character performing a first game action in a game scene, obtains a first sound value of the controlled virtual character before performing the first game action and a second sound value after performing the first game action; wherein the first sound value and the second sound value are pre-configured game parameters used to characterize the sound state of the controlled virtual character before and after performing the first game action; based on the first sound value and the second sound value, a target frame animation is determined from a pre-configured multi-frame sound animation used to characterize sound volume, wherein the multi-frame sound animation includes all animation frames from the first animation frame corresponding to the minimum sound value to the second animation frame corresponding to the maximum sound value; a sound interface control is displayed in a graphical user interface, and the target frame animation is rendered and played within the sound interface control to prompt the controlled virtual character about changes in sound volume during the performance of the first game action. It is noteworthy that game parameters, namely the first sound value and the second sound value, can be pre-configured to represent the sound state of the controlled virtual character before and after the execution of the first game action. At the same time, multi-frame sound animations representing the sound volume can be pre-configured. The target frame animation is determined based on the first sound value and the second sound value, so that the multi-frame sound animations can be adjusted. This avoids the need to obtain audio data in the game in real time. By only obtaining the game parameters of the sound state of the controlled virtual character before and after the execution of the first game action, the simulated audio can be obtained, thereby realizing the visualization operation of audio and solving the technical problem of low efficiency when visualizing audio in related technologies.

[0160] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of the present invention can be embodied in the form of a software product, which can be stored in a computer-readable storage medium (such as a CD-ROM, USB flash drive, portable hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the method according to the embodiments of the present invention.

[0161] In exemplary embodiments of this application, a computer-readable storage medium stores a program product capable of implementing the methods described above in this embodiment. In some possible implementations, various aspects of the embodiments of the present invention can also be implemented as a program product including program code, which, when the program product is run on a terminal device, causes the terminal device to perform the steps of the various exemplary embodiments of the present invention described in the "Exemplary Methods" section above.

[0162] According to embodiments of the present invention, a program product for implementing the above-described method may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto. In the embodiments of the present invention, the computer-readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.

[0163] The aforementioned program product may take the form of any combination of one or more computer-readable media. Such computer-readable storage media may be, for example, but not limited to, electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatuses, or devices, or any combination thereof. More specific examples (not exhaustive) of computer-readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fibers, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0164] It should be noted that the program code contained on the computer-readable storage medium can be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.

[0165] Embodiments of the present invention also provide 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.

[0166] 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.

[0167] Optionally, in this embodiment, the processor can be configured to perform the following steps via a computer program:

[0168] Optionally, a sound interface control is displayed in the graphical user interface, and the rendering and playback of the target frame animation is controlled within the sound interface control, including: matching multiple frames of sound animation according to the first sound value and the second sound value to obtain the target frame animation, and taking the first animation frame corresponding to the first sound value as the initial frame of the target frame animation, and taking the second animation frame corresponding to the second sound value as the last frame of the target frame animation; and controlling the rendering and playback of the target frame animation within the sound interface control.

[0169] Optionally, the first sound animation and the second sound animation are determined from the multi-frame sound animation based on the first sound value and the second sound value, respectively, including: mapping the first sound value and the second sound value to the multi-frame sound animation to obtain the first sound animation and the second sound animation.

[0170] Optionally, a sound interface control is displayed in the graphical user interface, and the rendering and playback of the target frame animation is controlled within the sound interface control, including: rendering a preset display area within the sound interface control through a shader node so that the sound interface control plays the target frame animation.

[0171] Optionally, the method further includes: acquiring multiple pre-set game behaviors for the controlled virtual character; configuring game parameters for the multiple game behaviors according to the sound states and preset volume ranges corresponding to the multiple game behaviors, wherein the game parameters are used to represent the sound states of the multiple game behaviors through sound values.

[0172] Optionally, the method further includes: in response to the controlled virtual character completing a first game action in the game scene, obtaining a decay function corresponding to the first game action; attenuating a second sound value based on the decay function to obtain a third sound value; determining a preset frame animation from a pre-configured multi-frame sound animation used to characterize sound volume based on the second sound value and the third sound value; and controlling the rendering and playback of the preset frame animation within the sound interface control.

[0173] Optionally, the method further includes: constructing a texture coordinate system; performing calculations on the texture coordinate system to obtain an original horizontal texture coordinate system and an original vertical texture coordinate system; adding noise variables to the original horizontal texture coordinate system to obtain a target horizontal texture coordinate system; processing the original vertical texture coordinate system based on a preset absolute value to obtain a target vertical texture coordinate system; and generating multi-frame sound animation based on the target horizontal texture coordinate system and the target vertical texture coordinate system.

[0174] Optionally, noise variables are added to the original horizontal texture coordinate system to obtain the target horizontal texture coordinate system, including: processing the original horizontal texture coordinate system based on a time variable to obtain a first horizontal texture coordinate system, wherein the first horizontal texture coordinate system changes based on a time variable; processing the first horizontal texture coordinate system based on a periodic function to obtain a second horizontal texture coordinate system, wherein the second horizontal texture coordinate system changes periodically based on a time variable; processing the second horizontal texture coordinate system based on a noise variable to obtain a third horizontal texture coordinate system; and processing the third horizontal texture coordinate system based on a random number set to obtain the target horizontal texture coordinate system.

[0175] Optionally, generating multi-frame sound animation based on the target horizontal texture coordinate system and the target vertical texture coordinate system includes: adding the target vertical texture coordinate system and the target horizontal texture coordinate system to obtain the target texture coordinate system; and generating multi-frame sound animation based on the target texture coordinate system.

[0176] Optionally, generating multi-frame sound animation based on the target texture coordinate system includes: smoothing the target texture coordinate system using a smoothing step function to obtain a smooth texture coordinate system; merging a preset mask image and the smooth texture coordinate system to obtain a mask texture coordinate system, wherein a preset area of ​​the preset mask image is an opaque area, and other areas of the preset mask image other than the preset area are transparent areas; adjusting the mask texture coordinate system based on transparency variables and color variables to obtain the target texture coordinate system, wherein the transparency variable is used to adjust the transparency of the target texture coordinate system, and the color variable is used to adjust the color of the target texture coordinate system.

[0177] Optionally, the method further includes: processing the texture coordinate system using a first preset parameter to obtain a first texture coordinate system; processing the texture coordinate system using a second preset parameter to obtain a second texture coordinate system, wherein the second preset parameter is different from the first preset parameter; processing the first texture coordinate system and the second texture coordinate system according to a time variable and a preset time rolling parameter respectively to obtain a first number set corresponding to the first texture coordinate system and a second number set corresponding to the second texture coordinate system; and obtaining a random number set by multiplying the first number set and the second number set.

[0178] Optionally, the processor described above may also be configured to perform the following steps via a computer program.

[0179] Optionally, the processor described above may also be configured to perform the following steps via a computer program.

[0180] In the electronic device of this embodiment, a technical solution is provided, which, in response to a controlled virtual character performing a first game action in a game scene, acquires a first sound value of the controlled virtual character before performing the first game action and a second sound value of the controlled virtual character after performing the first game action; wherein the first sound value and the second sound value are pre-configured game parameters used to characterize the sound state of the controlled virtual character before and after performing the first game action; based on the first sound value and the second sound value, a target frame animation is determined from a pre-configured multi-frame sound animation used to characterize sound volume, wherein the multi-frame sound animation includes all animation frames from the first animation frame corresponding to the minimum sound value to the second animation frame corresponding to the maximum sound value; a sound interface control is displayed in a graphical user interface, and the target frame animation is rendered and played within the sound interface control to prompt the controlled virtual character about changes in sound volume during the performance of the first game action. It is noteworthy that game parameters, namely the first sound value and the second sound value, can be pre-configured to represent the sound state of the controlled virtual character before and after the execution of the first game action. At the same time, multi-frame sound animations representing the sound volume can be pre-configured. The target frame animation is determined based on the first sound value and the second sound value, so that the multi-frame sound animations can be adjusted. This avoids the need to obtain audio data in the game in real time. By only obtaining the game parameters of the sound state of the controlled virtual character before and after the execution of the first game action, the simulated audio can be obtained, thereby realizing the visualization operation of audio and solving the technical problem of low efficiency when visualizing audio in related technologies.

[0181] Figure 9 This is a schematic diagram of an electronic device according to an embodiment of the present invention. Figure 9 As shown, the electronic device 900 is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of the present invention.

[0182] like Figure 9 As shown, the electronic device 900 is presented in the form of a general-purpose computing device. The components of the electronic device 900 may include, but are not limited to: at least one processor 910, at least one memory 920, a bus 930 connecting different system components (including memory 920 and processor 910), and a display 940.

[0183] The memory 920 stores program code that can be executed by the processor 910, causing the processor 910 to perform the steps described in the method section of the embodiments of this application according to various exemplary implementations of the present invention.

[0184] The memory 920 may include a readable medium in the form of volatile memory cells, such as random access memory (RAM) 9201 and / or cache memory 9202, and may further include read-only memory (ROM) 9203, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.

[0185] In some instances, memory 920 may also include programs / utilities 9204 having a set (at least one) of program modules 9205, including but 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. Memory 920 may further include memory remotely located relative to processor 910, which can be connected to electronic device 900 via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.

[0186] Bus 930 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, peripheral bus, graphics acceleration port, processor 910, or a local bus using any of the various bus structures.

[0187] The display 940 may be, for example, a touchscreen liquid crystal display (LCD) that allows a user to interact with the user interface of the electronic device 900.

[0188] Optionally, the electronic device 900 can also communicate with one or more external devices 1400 (e.g., keyboard, pointing device, Bluetooth device, etc.), and with one or more devices that enable a user to interact with the electronic device 900, and / or with any device that enables the electronic device 900 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via the input / output (I / O) interface 950. Furthermore, the electronic device 900 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via the network adapter 960. Figure 9 As shown, network adapter 960 communicates with other modules of electronic device 900 via bus 930. It should be understood that, although... Figure 9 As not shown in the diagram, other hardware and / or software modules may be used in conjunction with 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.

[0189] The aforementioned electronic device 900 may also 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.

[0190] Those skilled in the art will understand that Figure 9 The structure shown is for illustrative purposes only and does not limit the structure of the aforementioned electronic device. For example, electronic device 900 may also include... Figure 9 The more or fewer components shown, or having the same Figure 1 Different configurations are shown. The memory 920 can be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the interactive animation processing method in this embodiment of the invention. The processor 910 executes various functional applications and data processing by running the computer program stored in the memory 920, thereby implementing the aforementioned interactive animation processing method.

[0191] The sequence numbers of the above embodiments of the present invention are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0192] In the above embodiments of the present invention, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.

[0193] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units can be a logical functional division, and in actual implementation, there may be other division methods. For instance, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual coupling, direct coupling, or communication connection may be through some interfaces; the indirect coupling or communication connection between units or modules may be electrical or other forms.

[0194] The units described as separate components may or may not be physically separate. 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 can be selected to achieve the purpose of this embodiment according to actual needs.

[0195] Furthermore, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0196] If the integrated unit is implemented as 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, in essence, 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. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.

[0197] The above description is only a preferred embodiment of the present invention. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principle of the present invention, and these improvements and modifications should also be considered within the scope of protection of the present invention.

Claims

1. A method for processing interactive animation, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays content including at least a portion of a game scene, the game scene including a controlled virtual character, and the method comprising: In response to the controlled virtual character performing a first game action in the game scene, a first sound value of the controlled virtual character before performing the first game action and a second sound value after performing the first game action are obtained, wherein the first sound value and the second sound value are pre-configured game parameters used to characterize the sound state of the controlled virtual character before and after performing the first game action; Based on the first sound value and the second sound value, a target frame animation is determined from a pre-configured multi-frame sound animation for representing sound magnitude, wherein the multi-frame sound animation includes all animation frames from the first animation frame representing the minimum sound value to the second animation frame representing the maximum sound value; A sound interface control is displayed in the graphical user interface, and the target frame animation is rendered and played within the sound interface control to prompt the controlled virtual character to change the volume of the sound during the execution of the first game behavior.

2. The method according to claim 1, characterized in that, Displaying a sound interface control in the graphical user interface and controlling the rendering and playback of the target frame animation within the sound interface control includes: The multi-frame sound animation is matched according to the first sound value and the second sound value to obtain the target frame animation. The first animation frame corresponding to the first sound value is used as the initial frame of the target frame animation, and the second animation frame corresponding to the second sound value is used as the last frame of the target frame animation. The target frame animation is rendered and played within the sound interface controls.

3. The method according to claim 2, characterized in that, Determining a first sound animation and a second sound animation from the multi-frame sound animation based on the first sound value and the second sound value, respectively, includes: The first sound value and the second sound value are mapped to the multi-frame sound animation respectively to obtain the first sound animation and the second sound animation.

4. The method according to claim 1, characterized in that, Displaying a sound interface control in the graphical user interface and controlling the rendering and playback of the target frame animation within the sound interface control includes: The preset display area within the sound interface control is rendered using shader nodes, so that the sound interface control can play the target frame animation.

5. The method according to claim 1, characterized in that, The method further includes: Acquire multiple pre-set game behaviors for the controlled virtual character; The game parameters for the multiple game behaviors are configured based on the sound states and preset volume ranges corresponding to the multiple game behaviors, wherein the game parameters are used to represent the sound states of the multiple game behaviors through sound values.

6. The method according to claim 1, characterized in that, The method further includes: In response to the controlled virtual character completing the first game action in the game scene, the decay function corresponding to the first game action is obtained; The second sound value is attenuated based on the attenuation function to obtain the third sound value; Based on the second sound value and the third sound value, a preset frame animation is determined from a pre-configured multi-frame sound animation used to characterize sound magnitude; The preset frame animation is rendered and played within the sound interface controls.

7. The method according to claim 1, characterized in that, The method further includes: Construct a texture coordinate system; The texture coordinate system is processed to obtain the original horizontal texture coordinate system and the original vertical texture coordinate system; Add noise variables to the original horizontal texture coordinate system to obtain the target horizontal texture coordinate system; The original vertical texture coordinate system is processed based on a preset absolute value to obtain the target vertical texture coordinate system; The multi-frame sound animation is generated based on the target horizontal texture coordinate system and the target vertical texture coordinate system.

8. The method according to claim 7, characterized in that, Adding the noise variable to the original horizontal texture coordinate system to obtain the target horizontal texture coordinate system includes: The original horizontal texture coordinate system is processed based on the time variable to obtain a first horizontal texture coordinate system, wherein the first horizontal texture coordinate system changes based on the time variable; The first horizontal texture coordinate system is processed based on a periodic function to obtain a second horizontal texture coordinate system, wherein the second horizontal texture coordinate system changes periodically based on the time variable; The second horizontal texture coordinate system is processed based on the noise variables to obtain the third horizontal texture coordinate system; The target horizontal texture coordinate system is obtained by processing the third horizontal texture coordinate system based on a random number set.

9. The method according to claim 7, characterized in that, Generating the multi-frame sound animation based on the target horizontal texture coordinate system and the target vertical texture coordinate system includes: The target texture coordinate system is obtained by adding the target vertical texture coordinate system and the target horizontal texture coordinate system; The multi-frame sound animation is generated based on the target texture coordinate system.

10. The method according to claim 9, characterized in that, Generating the multi-frame audio-visual animation based on the target texture coordinate system includes: The target texture coordinate system is smoothed using a smoothing step function to obtain a smooth texture coordinate system; The preset mask image and the smooth texture coordinate system are merged to obtain the mask texture coordinate system, wherein the preset area of ​​the preset mask image is an opaque area, and the other areas of the preset mask image other than the preset area are transparent areas; The mask texture coordinate system is adjusted based on the transparency and color variables to obtain the target texture coordinate system, wherein the transparency variable is used to adjust the transparency of the target texture coordinate system, and the color variable is used to adjust the color of the target texture coordinate system.

11. The method according to claim 7, characterized in that, The method further includes: The texture coordinate system is processed using the first preset parameters to obtain the first texture coordinate system; The texture coordinate system is processed using a second preset parameter to obtain a second texture coordinate system, wherein the second preset parameter is different from the first preset parameter; The first texture coordinate system and the second texture coordinate system are processed according to the time variable and the preset time scrolling parameter respectively to obtain the first set of data corresponding to the first texture coordinate system and the second set of data corresponding to the second texture coordinate system. A random number set is obtained by multiplying the first number set and the second number set.

12. An interactive animation processing device, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface displaying content including at least a portion of a game scene, the game scene including a controlled virtual character, the device comprising: The acquisition module is configured to, in response to the controlled virtual character performing a first game action in the game scene, acquire a first sound value of the controlled virtual character before performing the first game action and a second sound value of the controlled virtual character after performing the first game action, wherein the first sound value and the second sound value are pre-configured game parameters used to characterize the sound state of the controlled virtual character before and after performing the first game action; The determining module is configured to determine a target frame animation from a pre-configured multi-frame sound animation for representing sound magnitude based on the first sound value and the second sound value, wherein the multi-frame sound animation includes all animation frames from the first animation frame representing the minimum sound value to the second animation frame representing the maximum sound value; The control module is used to display a sound interface control in the graphical user interface and control the rendering and playback of the target frame animation within the sound interface control to prompt the controlled virtual character to change the volume of the sound during the execution of the first game behavior.

13. A non-volatile storage medium, characterized in that, The non-volatile storage medium stores a computer program, wherein the computer program is configured to execute the interactive animation processing method according to any one of claims 1 to 11 when run by a processor.

14. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to run the computer program to perform the interactive animation processing method according to any one of claims 1 to 11.