Sound effect determination method and apparatus, electronic device, and storage medium

By acquiring data on selected skills in the game and dynamically adjusting skill sound effects, the problem of auditory fatigue caused by fixed skill sound effects in the game has been solved, thus improving the user experience.

CN115944916BActive 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
2022-12-08
Publication Date
2026-06-02

AI Technical Summary

Technical Problem

In existing technologies, game skill sound effects are fixed and unchanging, which can easily cause auditory fatigue for users.

Method used

By acquiring skill data of selected skills in the target game, the target skills and their corresponding sound effect packs are determined, and the skill sound effects are dynamically adjusted to adapt to the user's skill selection and gameplay preferences.

Benefits of technology

It enables dynamic changes in skill sound effects, reducing auditory fatigue for users and improving the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN115944916B_ABST
    Figure CN115944916B_ABST
Patent Text Reader

Abstract

Embodiments of the present application disclose a sound effect determination method and device, electronic equipment and a storage medium. The method comprises: obtaining skill data of a selected skill in a target game; determining a target skill from the selected skill according to the skill data of the selected skill; determining a target sound effect package corresponding to the target skill; and determining a target sound effect when the skill is used in the target game according to the target sound effect package. The sound effect of the skill can be changed, so that the user can feel different sound effects when using the same skill in succession during the game, and the user is less likely to feel auditory fatigue. The target sound effect determined according to the skill data of the selected skill can be closer to the auditory needs of the user.
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Description

Technical Field

[0001] This application relates to the field of computers, and more specifically to a method, apparatus, electronic device, and storage medium for determining sound effects. Background Technology

[0002] Most games include corresponding skill sections, which allow users to use skills to achieve game effects in virtual game scenes, such as attacking, healing, and buffing. Each skill is equipped with corresponding skill sound effects, which are played when a user uses a skill to provide a visual and auditory experience.

[0003] In existing technologies, the sound effects for each skill are fixed. That is, when a user uses the same skill one after another, the corresponding sound effects played are consistent and do not change, which can easily cause auditory fatigue for the user. Summary of the Invention

[0004] This application provides a sound effect determination method, apparatus, electronic device, and storage medium, which can improve the problem of auditory fatigue that is easily caused to users in the prior art.

[0005] This application provides a sound effect determination method, the method comprising: acquiring skill data of selected skills in a target game; determining a target skill from the selected skills based on the skill data of the selected skills; determining a target sound effect package corresponding to the target skill; and determining a target sound effect when using the skill in the target game based on the target sound effect package.

[0006] This application embodiment also provides a sound effect determining device, the device comprising:

[0007] The data acquisition unit is used to acquire skill data of the selected skills in the target game;

[0008] A skill determination unit is used to determine a target skill from the selected skills based on the skill data of the selected skills.

[0009] The sound effect determination unit is used to determine the target sound effect package corresponding to the target skill;

[0010] The skill sound effect unit is used to determine the target sound effect when using a skill in the target game, based on the target sound effect package.

[0011] In some embodiments, the skill data includes skill type and skill level; the skill determination unit includes:

[0012] The skill count unit is used to obtain the number of skills included in each skill type based on the skill type of each selected skill;

[0013] A type determination unit is configured to determine a target skill type from each of the skill types based on the number of skills and / or skill levels included in each skill type; the target skill is all skills in the target skill type.

[0014] The sound effect determination unit is specifically used to determine the sound effect package corresponding to the target skill type of the target skill as the target sound effect package.

[0015] In some embodiments, the type determination unit includes:

[0016] The first type determination unit is used to determine the percentage of the number of skills included in each skill type out of the total number of skills, and to determine the skill type corresponding to the highest percentage of skills as the target skill type; or

[0017] The second type determination unit is used to determine the percentage of the sum of skill levels of the skills included in each of the skill types to the sum of the total skill levels, and to determine the skill type corresponding to the highest percentage of skill levels as the target skill type; or,

[0018] The third type determination unit is used to determine the target skill type from each of the skill types based on the proportion of the number of skills and the proportion of skill levels in each skill type.

[0019] In some embodiments, the third type determination unit is specifically used to determine the skill type with the highest percentage of skill quantity and the highest percentage of skill level as the target skill type.

[0020] In some embodiments, the sound effect determination unit includes:

[0021] A level determination unit is used to determine the sum of skill levels of the selected skills;

[0022] The sub-sound effect determination unit determines the target sound effect package corresponding to the target skill if the sum of the skill levels of the selected skills is not less than a preset quantity threshold.

[0023] In some embodiments, the data acquisition unit is specifically used to acquire skill data of the selected skill in response to a skill selection instruction currently triggered by the virtual character; the selected skill includes the skill corresponding to the skill selection instruction and the skill selected by the virtual character in the current target game before the skill selection instruction.

[0024] In some embodiments, the sound effect determination unit includes:

[0025] A mapping table acquisition unit is used to acquire a preset sound effect mapping table; the preset sound effect mapping table includes multiple sample skills and sample sound effect packages corresponding to the sample skills.

[0026] The mapping table matching unit is used to determine the target sample skill that matches the target skill in the preset sound effect mapping table, and to determine the sample sound effect package corresponding to the target sample skill as the target sound effect package.

[0027] In some embodiments, the skill sound effect unit includes:

[0028] The first instruction response unit is used to respond to skill usage instructions from virtual characters;

[0029] The first sub-skill sound effect unit is used to determine the sound effect corresponding to the skill being used in the target sound effect package as the target sound effect according to the skill being used in the skill use instruction.

[0030] In some embodiments, the skill sound effect unit includes:

[0031] The second instruction response unit is used to respond to skill usage instructions from the virtual character;

[0032] The sound effect acquisition unit is used to acquire the basic sound effect of the skill to be used and the sound effect corresponding to the skill in the target sound effect package, based on the skill to be used in the skill usage instruction.

[0033] The second sub-skill sound effect unit is used to obtain the target sound effect by combining the basic sound effect of the skill and the corresponding sound effect in the target sound effect package.

[0034] This application also provides an electronic device, including a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute steps in any of the sound effect determination methods provided in this application.

[0035] This application also provides a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute steps in any of the sound effect determination methods provided in this application.

[0036] The sound effect determination method provided in this application embodiment can obtain skill data of selected skills in the target game, then determine the target skill from the selected skills based on the skill data, then determine the target sound effect package corresponding to the target skill, and finally determine the target sound effect when using the skill in the target game based on the target sound effect package. Since the skill data of the selected skills are different at different stages of the game, the target sound effect determined based on the skill data is also different, so that the sound effect of the skill can change. In this way, when the user uses the same skill one after another during the game, he can feel different sound effects, which is less likely to cause auditory fatigue to the user.

[0037] In this application, since the skill data of the selected skill changes in real time according to the user's skill selection, and the skill data of the selected skill represents the user's skill preference, i.e. gameplay preference, the target sound effect determined based on the skill data of the selected skill can be closer to the user's auditory needs. Attached Figure Description

[0038] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0039] Figure 1a This is a schematic diagram of a scenario for the sound effect determination method provided in the embodiments of this application;

[0040] Figure 1b This is a schematic flowchart of a sound effect determination method provided in an embodiment of this application;

[0041] Figure 1c This is a schematic diagram illustrating a skill classification provided in an embodiment of this application;

[0042] Figure 1d This is a schematic diagram illustrating how a game engine records a user's skill selections each time, according to an embodiment of this application.

[0043] Figure 1e This is a schematic diagram illustrating the process of passing parameters and switching sound effect paths between a game engine and a sound engine according to an embodiment of this application;

[0044] Figure 1f This is a schematic diagram of target sound effects under different target skill types, using a skill with the ability "adds an explosion effect upon hit" as an example, provided in an embodiment of this application.

[0045] Figure 2 This is a flowchart illustrating a sound effect determination method provided in another embodiment of this application;

[0046] Figure 3 This is a schematic diagram of a sound effect determining device provided in an embodiment of this application;

[0047] Figure 4 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation

[0048] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0049] This application provides a method, apparatus, electronic device, and storage medium for determining sound effects.

[0050] Specifically, this sound effect determination method can be integrated into an electronic device, such as a terminal or server. The terminal can be a mobile phone, tablet, smart Bluetooth device, laptop, or personal computer (PC); the server can be a single server or a server cluster consisting of multiple servers.

[0051] In some embodiments, the sound effect determination method can also be integrated into multiple electronic devices. For example, the sound effect determination method can be integrated into multiple servers, and the sound effect determination method of this application can be implemented by multiple servers.

[0052] In some embodiments, the server may also be implemented as a terminal.

[0053] For example, see Figure 1a In some embodiments, the electronic device can be a mobile terminal, which can acquire skill data of skills selected by the user in the target game; determine a target skill from the selected skills based on the skill data of the selected skills; determine a target sound effect package corresponding to the target skill; and determine the target sound effect when the user uses the skill in the target game based on the target sound effect package; the target sound effect package includes the sound effects of all skills.

[0054] One embodiment of the sound effect determination method disclosed in this application can run on a terminal device or a server. The terminal device can be a local terminal device. When the sound effect determination method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.

[0055] 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 separate. The storage and execution of sound effect determination 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 terminal, television, computer, or PDA; however, the terminal device for sound effect determination is the cloud gaming server in the cloud. When playing the game, the user operates the client device to send operation commands to the cloud gaming server, such as touch operation commands. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0056] In an optional implementation, the terminal device can be a local terminal device. 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 user through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the user in various ways, such as rendering it on the terminal's display screen, or providing it to the user through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0057] A game scene (or virtual scene) is a virtual environment displayed (or provided) by an application while it is running on a terminal or server. Optionally, this virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be either a two-dimensional or three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., where land includes environmental elements such as deserts and cities. The virtual scene is the scene where the user controls the complete game logic of the virtual user. For example, in a sandbox-style 3D shooting game, the virtual scene is a 3D game world used for users to control virtual users in combat. Instances of virtual scenes can include at least one element selected from: mountains, plains, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles.

[0058] A game interface refers to the interface of an application provided or displayed through a graphical user interface. This interface includes a graphical user interface for user interaction and game screens, which are the scenes in the game.

[0059] In an optional implementation, the UI may include game controls (e.g., skill controls, behavior controls, function controls, etc.), indicator icons (e.g., direction indicator icons, character indicator icons, etc.), information display area (e.g., number of kills, match time, etc.), or game settings controls (e.g., system settings, shop, gold coins, etc.).

[0060] In an optional implementation, the game screen is the display screen corresponding to the virtual scene displayed on the terminal device. The game screen may include virtual users such as game users who execute game logic in the virtual scene, non-player characters (NPCs), and artificial intelligence (AI) characters.

[0061] For example, in some embodiments, the content displayed in the graphical user interface at least partially includes a game scene, wherein the game scene contains at least one game object.

[0062] In some embodiments, game objects in a game scene include virtual objects controlled by the player, i.e., user objects.

[0063] Game objects refer to virtual objects within a virtual scene, including game characters. Game characters are controllable, dynamic objects, i.e., dynamic virtual objects. Optionally, these dynamic objects can be virtual characters, virtual animals, anime characters, etc. These virtual objects are characters controlled by the user through input devices, or AI trained and set up for battles in a virtual environment, or NPCs set up for battles in a virtual scene.

[0064] Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle; this embodiment of the application does not limit this.

[0065] In one possible implementation, the user can control virtual objects to perform game behaviors in the virtual scene. Game behaviors can include moving, casting skills, using items, and talking. For example, the user can control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills and virtual items provided by the application to fight against other virtual objects.

[0066] Virtual cameras are an essential component of game scene visuals, used to present game scene visuals. Each game scene corresponds to at least one virtual camera, and depending on actual needs, there can be two or more. As a game rendering window, they capture and present the game world visuals to the user. By setting the parameters of the virtual camera, the user's viewing angle of the game world can be adjusted, such as first-person view or third-person view.

[0067] In one optional implementation, the present invention provides a sound effect determination method, which provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0068] The following sections provide detailed descriptions of each example. It should be noted that the sequence numbers of the following embodiments are not intended to limit the preferred order of the embodiments.

[0069] In this embodiment, a sound effect determination method is provided, such as... Figure 1b As shown. The specific process of this method may include the following steps 110 to 140:

[0070] 110. Obtain skill data of the selected skills in the target game.

[0071] The target game is any game that includes a skill module.

[0072] Selected skills are the skills that the user has already acquired. For example, in a random ability gameplay (also known as a roguelike gameplay) scenario, the user can choose to acquire a skill from a random skill pool at certain reward moments, and then use the user to combine and stack skills to defeat enemies and complete the level. In this scenario, the set of all skills that the user has selected up to the current time is considered as the selected skills.

[0073] The skill data for selected skills can be the skill level of each skill. In the scenario of the above-mentioned random ability gameplay, if the user selects the same skill multiple times, the skill will be added as a new skill to the selected skills when the skill is selected for the first time. When the skill is selected for the second time and thereafter, the skill level of the skill will be increased in the selected skills. For example, the skill level of the skill is 1 when selected for the first time, and it will be increased to 2 when selected for the second time. It will be increased to 3 when selected for the third time, and so on.

[0074] The skill data for the selected skills can be obtained by splicing together the skill data from multiple game data that are interrupted by saving the game. That is, if the user has already acquired multiple skills through saving before this game, and has acquired multiple skills in this game, then the selected skills include skills from before this game and skills from this game.

[0075] Optionally, the method is applied to a terminal device, which is used to control a virtual character in the target game; step 110 may specifically include the following step A1:

[0076] A1. In response to the skill selection command currently triggered by the virtual character, obtain the skill data of the selected skill; the selected skill includes the skill corresponding to the skill selection command and the skill selected by the virtual character in the current target game before the skill selection command.

[0077] The terminal device can provide a graphical user interface corresponding to the target game. The sub-interface corresponding to skill selection in the graphical user interface can include a skill selection area. Users can make selections by "touch input", "mouse input" or "keyboard input". The information from "touch click", "mouse input" or "keyboard input" is processed to obtain the skill selection command.

[0078] In the aforementioned random ability gameplay scenario, when the system provides a corresponding random skill pool for the user to choose from at the reward moment, the user can input the corresponding skill selection command to complete the selection of a skill from the random skill pool. After the user completes the selection, the skill data of the user's currently selected skill changes, such as adding a new skill or increasing the skill level of an old skill by 1. When the skill data of the user's selected skill changes, it indicates that the user's skill preference or gameplay preference has changed. Therefore, the skill data of the user's selected skill can be obtained based on the skill selection command triggered by the user each time, so as to ensure that the target sound effect pack determined based on the skill data of the selected skill can match the user's skill preference or gameplay preference in real time.

[0079] The skills selected by the user in the target game prior to the skill selection instruction include skills selected by the user through historical skill selection instructions triggered prior to the skill selection instruction, or several skills directly assigned to the user by the system at the beginning of the game.

[0080] Optionally, step 110 may specifically include the following step B1:

[0081] B1. Detect the target time interval between the current time and the time of the last acquisition of skill data.

[0082] The current time is the system clock time.

[0083] The acquisition time is the most recent historical moment when the step of acquiring the skill data of the user's selected skills was executed.

[0084] The target time interval is the length of time between the current time and the time it was acquired.

[0085] B2. If the target time interval is not less than the preset time interval, then obtain the skill data of the user's selected skills.

[0086] As mentioned in step A1, obtaining the skill data of the user's selected skills is for the purpose of executing the subsequent step of determining the target sound effect package. Determining the target sound effect package is only meaningful after the skill data of the selected skills has changed, even if the skill's sound effects follow the user's skill and gameplay preferences in real time. Therefore, in step A1, the skill data of the selected skills can be obtained directly based on each skill selection command triggered by the user. In step B2, a preset time interval of a certain length can be set. This preset time interval ensures that the user has completed at least one skill selection. For example, in the above-mentioned random ability gameplay scenario, if the system provides reward moments at regular intervals, each reward moment corresponds to the user completing one skill selection. Therefore, the preset time interval can be set according to the time interval of providing reward moments. For example, the preset time interval can be set to "the time interval of providing reward moments + n". This ensures that the system will definitely provide one reward moment within the preset time interval. That is, when the target time interval is not less than the preset time interval, the skill data of the user's selected skills has changed at least once. At this time, the skill data of the changed selected skills can be obtained to effectively execute the subsequent step of determining the target sound effect package.

[0087] In the aforementioned random ability gameplay scenario, if there are changes in the game environment or level, and each game environment or level provides at least one reward moment, then the change in the game environment or level can also be used as a trigger condition to obtain the skill data of the user's selected skill. For example, using weather as an element, if the game environment changes from "snowy scene" to "sunny scene," a trigger event is generated, and the skill data of the user's selected skill is obtained based on the trigger event. Afterwards, if the game environment changes from "sunny scene" to "sunny scene," then a trigger event is generated. In the case of a "thunderstorm scenario," a new trigger event is generated, and the skill data of the user's selected skill is obtained based on the new trigger event. For example, using the boss's difficulty as an element, if the game level changes from "attacking a beginner-level boss" to "attacking a mid-level boss," a trigger event is generated, and the skill data of the user's selected skill is obtained based on the trigger event. After that, if the game level changes from "attacking a mid-level boss" to "attacking a high-level boss," a new trigger event is generated, and the skill data of the user's selected skill is obtained based on the new trigger event.

[0088] In other embodiments, any method can be used as a trigger condition to obtain the skill data of the user's selected skill, as long as it is ensured that the obtained skill data of the selected skill is the changed skill data.

[0089] 120. Based on the skill data of the selected skills, determine the target skill from the selected skills.

[0090] The target skill is a single skill or a set of skills from the selected skills. For example, if each skill in the selected skills is independent and there is no skill type relationship between them, then the target skill is the highest-level skill among the selected skills. Generally, the higher the skill level, the greater the effect of the corresponding skill, such as damage, healing, or buffs. When a user raises the level of a certain skill to the highest level relative to other skills, it indicates that the user is more focused on using that skill to achieve a higher effect. Therefore, this can, to some extent, represent the user's skill preferences and gameplay preferences, thus allowing the highest-level skill to be identified as the target skill and used in the subsequent step of determining the target sound effect pack.

[0091] When there is no skill type relationship between skills, if the goal is simply to determine the target sound effect pack to achieve a change in skill sound effects, besides using the skill with the highest skill level as the target skill for subsequent steps of determining the target sound effect pack, the skill with the lowest skill level can also be used as the target skill, or the skill with the median skill level can be used as the target skill (when the number of skills is odd, the median can be used to determine a unique skill; if the number of skills is plural, a second determination is needed for the two determined skills to select one as the target skill), or the skill whose skill level ranks in a preset position among all skill levels can be used as the target skill. All of these supplementary methods can determine the corresponding target skill and achieve the subsequent determination of the target sound effect pack, thus achieving a change in skill sound effects. However, these methods cannot effectively follow the user's skill preferences and gameplay preferences. It should be noted, however, that in game scenarios that particularly emphasize the "random concept," using the target skill simply as a variable to determine the target sound effect pack still has good application value.

[0092] Optionally, the skill data includes skill type and skill level. Accordingly, step 120 may specifically include the following steps 121 to 122:

[0093] 121. Based on the skill type of each of the selected skills, obtain the number of skills included in each skill type.

[0094] Skill types are pre-defined categories obtained through skill classification. For example, in the scenario described above with random ability gameplay, skill types could include "trigger type," "enhancement type," "support type," "survival type," etc. Figure 1c As shown, the system can pre-classify all skills in the skill pool according to their specific attributes. First, the ability of the skill is determined. For example, if the ability of the skill is "stuns the enemy when it hits", then the performance form of the skill is further determined. For example, if it is "can enhance the user's survivability", then the skill can be classified as "survival". Another example is that if the ability of the skill is "adds an explosion effect when it hits", then the performance form of the skill is further determined. For example, if it is "a single-use effect", then the skill can be classified as "trigger".

[0095] Compared to determining the target skill solely based on skill level, in scenarios where skill data includes skill types, the target skill can also be determined based on the number of skills included in each skill type. Specifically, when a player selects a skill, the following record can be made: Figure 1dAs shown, at game time 00:00:00 (i.e., at the start of the game), the system provides the first reward moment, offering a random skill pool. This pool contains skills with abilities such as "adds an explosion effect upon hit," "increases attack speed," and "stuns enemies upon hit." Players can select a skill from this pool by inputting a skill selection command. For example, if a player selects the skill with the ability "adds an explosion upon hit," and the system finds that the player does not currently possess this ability, then the selected skill with the corresponding effect will be activated, and the number of "trigger-type" skills will increase by 1, as will the sum of their skill levels (note that this increase in skill levels refers to "trigger-type" skills). Adding a new skill with a level of 1 to all skills will inevitably increase the sum of the skill levels of all skills of that skill type by 1. Similarly, at game time 00:05:30, the system provides a second reward moment, offering a random ability pool. This random skill pool also contains multiple skills with abilities such as "adding an explosion effect on hit", "increasing one's own attack speed", and "stunning enemies on hit". Players can select a skill from this random skill pool by inputting a skill selection command. For example, if a player selects the skill with the ability "adding an explosion on hit", the system will find that the player currently possesses this ability, and this selection will increase the ability value, thus increasing the sum of the skill levels of "trigger-type" abilities by 1.

[0096] Optionally, steps C1 to C2 may be included prior to step 121:

[0097] C1. Obtain the type label for each skill among the selected skills.

[0098] When classifying all abilities in the skill pool, type tags can be used. For example, if a skill needs to be classified as "trigger type" according to the classification rules, the "trigger type" type tag can be added directly to the skill. The type tag can be obtained when the user selects a skill, that is, the user obtains a skill with a type tag.

[0099] C2. Determine the skill type of each skill in the selected skills based on the type label of each skill in the selected skills.

[0100] Type tags are bound to skills. By retrieving the skill data of the user's selected skills, the type tags carried by the skills can be directly read to determine their skill type.

[0101] Optionally, steps D1 to D2 may be included prior to step 121:

[0102] D1. Obtain a preset skill classification table; the preset skill classification table includes multiple sample skills and the sample skill types corresponding to the sample skills.

[0103] D2. For each skill selected by the user, match the corresponding sample skill in the preset skill classification table, and determine the sample skill type corresponding to the matched sample skill as the skill type of each skill selected by the user.

[0104] Compared to the type tag method, there is no need to add corresponding tags to skills; you only need to query the preset skill category table for each skill.

[0105] 122. Determine a target skill type from each of the skill types based on the number of skills and / or skill levels included in each of the skill types; the target skill is all the skills in the target skill type.

[0106] When there is a skill type relationship among the selected skills, the selected skills can be divided into skill sets corresponding to each skill type. Taking the skill set as the unit, the target skill set is determined according to the number of skills and / or skill level in each skill set. The skill type corresponding to the target skill set is the target skill type. That is, the target skills mentioned in the above steps are the skill sets in this step. Based on this situation, determining the target sound effect pack according to the target skills is essentially determining the target sound effect pack according to the target skill type of the target skills.

[0107] When analyzing at the level of a skill set, the skill set contains two parameters: the number of skills and the sum of skill levels. Therefore, the target skill type can be determined by analyzing either one parameter or both parameters.

[0108] Optionally, step 122 may specifically include the following steps: 1221, 1222, or 1223:

[0109] 1221. Determine the percentage of the number of skills included in each of the skill types to the total number of skills, and determine the skill type corresponding to the highest percentage of skills as the target skill type.

[0110] Before determining the percentage of skills included in each skill type out of the total number of skills, it is necessary to first determine the total number of skills. Specifically, the total number of skills can be obtained by accumulating the number of skills included in each skill type. Alternatively, the system can count the skills selected by the user each time, and the count value is the current total number of skills. Based on this, when determining the percentage of skills included in each skill type out of the total number of skills, the total number of skills obtained by counting can be directly obtained.

[0111] The highest percentage of skills indicates that users want the most skills of the same type, so that they can combine and stack multiple skills of the same type to improve the combinability of skill use. Therefore, to a certain extent, it represents the user's skill preference and gameplay preference. When only considering the number of skills, the skill type with the highest percentage of skills can be directly identified as the target skill type.

[0112] For example, if there are a total of 12 skills, including 6 "trigger" skills, 4 "enhancement" skills, 2 "support" skills, and 0 "survival" skills, then the percentages of skills in each of these four skill types are 50%, 16.6%, 33.3%, and 0% (rounded to one decimal place). Since 50% > 16.6% > 33.3% > 0%, the "trigger" skill type has the highest percentage, and therefore, it can be identified as the target skill type.

[0113] 1222. Determine the percentage of the sum of skill levels of the skills included in each of the skill types to the sum of the total skill levels, and determine the skill type corresponding to the highest percentage of skill levels as the target skill type.

[0114] Taking the set of skills corresponding to a skill type as the unit, consistent with the above approach of taking a single skill as the unit, the sum of skill levels has the highest percentage, indicating that users want to use skills under the same skill type to achieve higher skill effects. Therefore, to a certain extent, it represents the user's skill preference and gameplay preference. When only considering the sum of skill levels, the skill type with the highest percentage of the sum of skill levels can be directly identified as the target skill type.

[0115] When considering skill levels, in addition to comparing the sum of skill levels in each skill type, you can also compare the average skill level in each skill type, thereby identifying the skill type with the highest average skill level as the target skill type.

[0116] For example, if there are a total of 8 skills, including 5 "trigger" skills with a skill level of 1, 1 "enhancement" skill with a skill level of 1, 2 "support" skills with a skill level of 3, and 0 "survival" skills, then the skill level percentages for the four skill types are 41.6%, 8.4%, 50%, and 0% (rounded to one decimal place), respectively. Since 50% > 41.6% > 8.4% > 0%, the "support" skill type has the highest percentage of skills, so it can be identified as the target skill type.

[0117] 1223. Based on the percentage of the number of skills and the percentage of skill levels in each of the skill types, determine the target skill type from each of the skill types.

[0118] In steps 1221 and 1222, only the number of skills or the sum of skill levels in each skill type are considered. Although both can represent the user's skill preferences and gameplay preferences to some extent, their accuracy is not high enough. Therefore, in step 1223, the number of skills and the sum of skill levels in each skill type can be considered simultaneously. For example, the percentage of the number of skills in each skill type and the percentage of the sum of skill levels in each skill type can be summed to obtain the sum percentage. Then, the skill type with the highest sum percentage is determined as the target skill type.

[0119] Optionally, step 1223 may specifically include the following step 12231:

[0120] 12231. The skill type with the highest percentage of skill quantity and the highest percentage of skill level is determined as the target skill type.

[0121] As mentioned in step 1223, the percentage of the number of skills in each skill type and the percentage of the sum of skill levels can be summed to determine the skill type with the highest sum percentage as the target skill type. However, this method may result in low percentages of both the number of skills and the sum of skill levels in each skill type, thus failing to represent the user's skill preferences and gameplay preferences. Therefore, in step 12231, the skill type with the highest percentage of both the number of skills and the highest percentage of skill levels can be determined as the target skill type. The target skill type determined in this way can represent the user's skill preferences and gameplay preferences in two aspects, and has higher accuracy.

[0122] For example, if the percentage of skills and the percentage of skill levels in the "Trigger" category are both the highest, then "Trigger" is determined as the target skill type; if the percentage of skills and the percentage of skill levels in the "Enhancement" category are both the highest, then "Enhancement" is determined as the target skill type; if the percentage of skills and the percentage of skill levels in the "Support" category are both the highest, then "Support" is determined as the target skill type; if the percentage of skills and the percentage of skill levels in the "Survival" category are both the highest, then "Survival" is determined as the target skill type.

[0123] The execution entity of this application embodiment may include a game engine and a sound engine. The game engine is used to obtain skill data of the user's selected skills, and determine the target skill or target skill type from the selected skills based on the skill data. Then, it passes parameters to the sound engine according to the determined target skill or target skill type. For example, taking the skill type as an example, if the determined target skill type is "trigger type", then parameter 1 is passed to the sound engine; if the determined target skill type is "enhancement type", then parameter 2 is passed to the sound engine; if the determined target skill type is "assistance type", then parameter 3 is passed to the sound engine; if the determined target skill type is "survival type", then parameter 4 is passed to the sound engine.

[0124] Of course, the game engine can also directly send the string of the target skill type to the sound engine.

[0125] 130. Determine the target sound effect package corresponding to the target skill.

[0126] The target sound pack includes sound effects for all skills.

[0127] The target skill represents the user's skill preference and gameplay preference, so the sound effect pack corresponding to the target skill can be identified as the target sound effect pack.

[0128] After receiving the parameters from the game engine, the sound engine can determine the corresponding sound effect package and identify that sound effect package as the target sound effect package.

[0129] The target sound effect package is used to provide the target sound effect for any skill when the user uses the skill later. Therefore, the target sound effect package obtained must include at least the selected skills that the user can use. In other embodiments, it may also directly include all skills in the skill pool.

[0130] Optionally, step 130 may specifically include the following steps D1 to D2:

[0131] D1. Obtain a preset sound effect mapping table; the preset sound effect mapping table includes multiple sample skills and the sample sound effect packages corresponding to the sample skills.

[0132] The preset sound effect mapping table uses RTPC technology, which is real-time parameter control. RTPC technology provides a mapping curve. In step D1, each point in the mapping curve corresponds to a skill and a sound effect pack, respectively.

[0133] When the game engine uses set parameters for passing parameters (such as 1, 2, 3 and 4 above), the sample skills in the preset sound effect map table are actually the above parameter codes. When the game engine uses strings for passing parameters, the sample skills in the preset sound effect map table are actually the above string characters.

[0134] D2. Determine the target sample skill that matches the target skill in the preset sound effect mapping table, and determine the sample sound effect package corresponding to the target sample skill as the target sound effect package.

[0135] Specifically, such as Figure 1e As shown, the game engine sends parameters to the sound engine (Wwise, a sound engine in the diagram) based on the determined target skill or target skill type (i.e., the "engine" in the diagram). The sound engine receives the parameter values, determines the target sound pack corresponding to the style of the parameter values ​​according to RTPC, and then switches the path of the sound resource to the path of the target sound pack.

[0136] Optionally, step 130 may specifically include the following steps E1 to E2:

[0137] E1. Determine the sum of the skill levels of the selected skills.

[0138] E2. If the sum of the skill levels of the selected skills is not less than a preset quantity threshold, then the target sound effect package corresponding to the target skill is determined.

[0139] To avoid changing the sound effects as soon as the user starts playing, a corresponding preset quantity threshold can be set. The target sound effect package will only be determined if the sum of the skill levels of the selected skills (i.e., the total number of times the user selects skills) is not less than the preset quantity threshold.

[0140] Of course, in other embodiments, the determination of the sum of skill levels of the selected skills can also be performed after step 110, thus avoiding the game engine from executing subsequent steps.

[0141] 140. Based on the target sound effect package, determine the target sound effect when using skills in the target game.

[0142] Optionally, the method is applied to a terminal device, which is used to control a virtual character in the target game; step 140 may specifically include steps F1 to F2:

[0143] F1, responding to the skill usage command of the virtual character.

[0144] F2. Based on the skill used in the skill use instruction, determine the sound effect in the target sound effect package corresponding to the skill used as the target sound effect.

[0145] The terminal device can provide a graphical user interface corresponding to the target game. The sub-interfaces corresponding to skill use in the graphical user interface can include skill use areas. Users can use "touch input", "mouse input" or "keyboard input" to use the skill. The information from "touch click", "mouse input" or "keyboard input" is processed to obtain skill use instructions.

[0146] In steps F1 and F2, the determined target sound effect package contains the sound effects of all corresponding skills. When the user uses a certain skill, the sound engine can determine the sound effect of the corresponding skill in the target sound effect package as the target sound effect of the skill according to the path of the target sound effect package (that is, the sound effect in the target sound effect package is the corresponding skill and has been superimposed with the complete sound effect with the emphasis effect corresponding to the target skill or target skill type mentioned above), and finally play it.

[0147] Optionally, the method is applied to a terminal device, which is used to control a virtual character in the target game; step 140 may specifically include steps G1 to G3:

[0148] G1, responding to the skill usage command of the virtual character.

[0149] G2. Based on the skill usage instruction, obtain the basic sound effect of the skill usage and the corresponding sound effect of the skill usage in the target sound effect package.

[0150] G3. Based on the basic sound effects of the skill being used and the corresponding sound effects of the skill in the target sound effect package, obtain the target sound effect.

[0151] In steps G1 to G3, the difference from steps F1 and F2 is that the sound effects contained in the target sound effect package are additional sound effects, which only reflect the emphasis effect corresponding to the target skill or target skill type, and do not include the basic sound effects of the skill itself. In this way, when a user uses a certain skill, the sound engine can superimpose the additional sound effects in the target sound effect package on the basis of the basic sound effects, and realize the complete sound effects of the emphasis effect corresponding to the target skill or target skill type through a dual-channel approach.

[0152] Specifically, such as Figure 1f As shown, taking the skill with the ability "adds an explosion effect upon hit" as an example, when the trigger-type ability has the highest weight (i.e., the target skill type is "trigger-type"), the corresponding target sound effect has an increased explosion sound effect volume compared to the basic sound effect. When the enhancement-type ability has the highest weight (i.e., the target skill type is "enhancement-type"), the corresponding target sound effect has an increased explosion sound effect duration compared to the basic sound effect. When the support-type ability has the highest weight (i.e., the target skill type is "support-type"), the corresponding target sound effect has a softer explosion sound effect compared to the basic sound effect. When the survival-type ability has the highest weight (i.e., the target skill type is "survival-type"), the corresponding target sound effect has a decreased explosion sound effect volume compared to the basic sound effect.

[0153] The sound effect determination method provided in this application embodiment can obtain the skill data of the skills selected by the user in the target game, then determine the target skill from the selected skills based on the skill data, then determine the target sound effect package corresponding to the target skill, and finally determine the target sound effect when the user uses the skill in the target game based on the target sound effect package. Since the skill data of the selected skills are different at different stages of the game, the target sound effect determined based on the skill data is also different, so that the sound effect of the skill can change. In this way, when the user uses the same skill one after another during the game, he can feel different sound effects, which is less likely to cause auditory fatigue to the user.

[0154] In this application, since the skill data of the selected skill changes in real time according to the user's skill selection, and the skill data of the selected skill represents the user's skill preference, i.e. gameplay preference, the target sound effect determined based on the skill data of the selected skill can be closer to the user's auditory needs.

[0155] The method described in the above embodiments will be further described in detail below.

[0156] In this embodiment, the method of this application embodiment will be described in detail using the target sound effect type as an example.

[0157] like Figure 2 As shown, the method is applied to a terminal device, which is used to control a virtual character in the target game; the specific process of a sound effect determination method is as follows:

[0158] 201. In response to the skill selection command currently triggered by the virtual character, obtain the skill data of the selected skill; the selected skill includes the skill corresponding to the skill selection command and the skill selected by the virtual character in the current target game before the skill selection command; the skill data includes skill type and skill level.

[0159] 202. Based on the skill type of each of the selected skills, obtain the number of skills included in each skill type.

[0160] 203. Determine a target skill type from each of the skill types based on the number of skills and / or skill levels included in each of the skill types; the target skill is all the skills in the target skill type.

[0161] Optionally, step 203 may specifically include the following steps 2031, 2032, or 2033:

[0162] 2031. Determine the percentage of the number of skills included in each of the skill types to the total number of skills, and determine the skill type corresponding to the highest percentage of skills as the target skill type.

[0163] 2032. Determine the percentage of the sum of skill levels of the skills included in each of the skill types to the sum of the total skill levels, and determine the skill type corresponding to the highest percentage of skill levels as the target skill type.

[0164] 2033. Based on the percentage of the number of skills and the percentage of skill levels in each of the skill types, determine the target skill type from each of the skill types.

[0165] Optionally, step 2033 may specifically include the following step 20331:

[0166] 20331. The skill type with the highest percentage of skill quantity and the highest percentage of skill level is determined as the target skill type.

[0167] 204. Determine the sum of the skill levels of the selected skills.

[0168] 205. If the sum of the skill levels of the selected skills is not less than a preset quantity threshold, then a preset sound effect mapping table is obtained; the preset sound effect mapping table includes multiple sample skills and sample sound effect packages corresponding to the sample skills.

[0169] 206. Determine the target sample skill that matches the target skill in the preset sound effect mapping table, and determine the sample sound effect package corresponding to the target sample skill as the target sound effect package.

[0170] 207. Based on the target sound effect package, determine the target sound effect when using skills in the target game; the target sound effect package includes the sound effects of all skills.

[0171] Optionally, step 207 may specifically include the following steps 2071 to 2072:

[0172] 2071. Responding to skill usage commands from virtual characters.

[0173] 2072. Based on the skill used in the skill use instruction, determine the sound effect in the target sound effect package corresponding to the skill used as the target sound effect.

[0174] Optionally, step 207 may specifically include steps 2073 to 2075 as follows:

[0175] 2073. Responding to skill usage commands from virtual characters.

[0176] 2074. Based on the skill usage instruction, obtain the basic sound effect of the skill usage and the corresponding sound effect of the skill usage in the target sound effect package.

[0177] 2075. Based on the basic sound effects of the skill and the sound effects corresponding to the skill in the target sound effect package, the target sound effect is obtained.

[0178] In other embodiments, different sound effects can be set for different target skill types, which will not be elaborated here.

[0179] The sound effect determination method provided in this application embodiment can obtain skill data of selected skills in the target game, then determine the target skill from the selected skills based on the skill data, then determine the target sound effect package corresponding to the target skill, and finally determine the target sound effect when using the skill in the target game based on the target sound effect package. Since the skill data of the selected skills are different at different stages of the game, the target sound effect determined based on the skill data is also different, so that the sound effect of the skill can change. In this way, when the user uses the same skill one after another during the game, he can feel different sound effects, which is less likely to cause auditory fatigue to the user.

[0180] In this application, since the skill data of the selected skill changes in real time according to the user's skill selection, and the skill data of the selected skill represents the user's skill preference, i.e. gameplay preference, the target sound effect determined based on the skill data of the selected skill can be closer to the user's auditory needs.

[0181] In this application, by classifying skills by type, the target sound effect pack can be determined according to the skill type. This greatly reduces the need for preset target sound effect packs while ensuring that the sound effect changes of skills are close to the user's skill and gameplay preferences.

[0182] To better implement the above methods, this application also provides a sound effect determination device, which can be integrated into an electronic device, such as a terminal. The terminal can be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, personal computer, or similar device.

[0183] For example, in this embodiment, the device of this application embodiment will be described in detail by taking the sound effect determination device specifically integrated into the terminal as an example.

[0184] For example, such as Figure 3 As shown, the sound effect determining device may include:

[0185] The data acquisition unit 301 is used to acquire skill data of the selected skills in the target game;

[0186] The skill determination unit 302 is used to determine a target skill from the selected skills based on the skill data of the selected skills;

[0187] The sound effect determination unit 303 is used to determine the target sound effect package corresponding to the target skill;

[0188] The skill sound effect unit 304 is used to determine the target sound effect when using a skill in the target game based on the target sound effect package.

[0189] In some embodiments, the skill data includes skill type and skill level; the skill determination unit includes:

[0190] The skill count unit is used to obtain the number of skills included in each skill type based on the skill type of each selected skill;

[0191] A type determination unit is configured to determine a target skill type from each of the skill types based on the number of skills and / or skill levels included in each skill type; the target skill is all skills in the target skill type.

[0192] The sound effect determination unit is specifically used to determine the sound effect package corresponding to the target skill type of the target skill as the target sound effect package.

[0193] In some embodiments, the type determination unit includes:

[0194] The first type determination unit is used to determine the percentage of the number of skills included in each skill type out of the total number of skills, and to determine the skill type corresponding to the highest percentage of skills as the target skill type; or

[0195] The second type determination unit is used to determine the percentage of the sum of skill levels of the skills included in each of the skill types to the sum of the total skill levels, and to determine the skill type corresponding to the highest percentage of skill levels as the target skill type; or,

[0196] The third type determination unit is used to determine the target skill type from each of the skill types based on the proportion of the number of skills and the proportion of skill levels in each skill type.

[0197] In some embodiments, the third type determination unit is specifically used to determine the skill type with the highest percentage of skill quantity and the highest percentage of skill level as the target skill type.

[0198] In some embodiments, the sound effect determination unit includes:

[0199] A level determination unit is used to determine the sum of skill levels of the selected skills;

[0200] The sub-sound effect determination unit determines the target sound effect package corresponding to the target skill if the sum of the skill levels of the selected skills is not less than a preset quantity threshold.

[0201] In some embodiments, the data acquisition unit is specifically used to acquire skill data of the selected skill in response to a skill selection instruction currently triggered by the virtual character; the selected skill includes the skill corresponding to the skill selection instruction and the skill selected by the virtual character in the target game before the skill selection instruction.

[0202] In some embodiments, the sound effect determination unit includes:

[0203] A mapping table acquisition unit is used to acquire a preset sound effect mapping table; the preset sound effect mapping table includes multiple sample skills and sample sound effect packages corresponding to the sample skills.

[0204] The mapping table matching unit is used to determine the target sample skill that matches the target skill in the preset sound effect mapping table, and to determine the sample sound effect package corresponding to the target sample skill as the target sound effect package.

[0205] In some embodiments, the skill sound effect unit includes:

[0206] The first instruction response unit is used to respond to skill usage instructions from virtual characters;

[0207] The first sub-skill sound effect unit is used to determine the sound effect corresponding to the skill being used in the target sound effect package as the target sound effect according to the skill being used in the skill use instruction.

[0208] In some embodiments, the skill sound effect unit includes:

[0209] The second instruction response unit is used to respond to skill usage instructions from the virtual character;

[0210] The sound effect acquisition unit is used to acquire the basic sound effect of the skill to be used and the sound effect corresponding to the skill in the target sound effect package, based on the skill to be used in the skill usage instruction.

[0211] The second sub-skill sound effect unit is used to obtain the target sound effect by combining the basic sound effect of the skill and the corresponding sound effect in the target sound effect package.

[0212] It can acquire skill data of the user's selected skills in the target game, then determine the target skill from the selected skills based on the skill data, then determine the target sound effect pack corresponding to the target skill, and finally determine the target sound effect when the user uses the skill in the target game based on the target sound effect pack. Since the skill data of the user's selected skills are different at different stages of the game, the target sound effect determined based on the skill data is also different, so that the sound effect of the skill can change. This allows the user to experience different sound effects when using the same skill in succession during the game, which is less likely to cause auditory fatigue.

[0213] Since the skill data of the selected skills changes in real time based on the user's skill selection, and the skill data of the selected skills represents the user's skill preferences, i.e. gameplay preferences, the target sound effects determined based on the skill data of the selected skills can be closer to the user's auditory needs.

[0214] This application also provides an electronic device, which can be a terminal, a server, or other similar device. The terminal can be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, personal computer, etc.; the server can be a single server or a server cluster composed of multiple servers, etc.

[0215] In some embodiments, the sound effect determination device may also be integrated into multiple electronic devices, such as multiple servers, with multiple servers implementing the sound effect determination method of this application.

[0216] In this embodiment, the electronic device will be used as an example for detailed description, such as... Figure 4 As shown, it illustrates a structural schematic diagram of the electronic device involved in the embodiments of this application, specifically:

[0217] The electronic device may include components such as a processor 401 with one or more processing cores, a memory 402 with one or more computer-readable storage media, a power supply 403, an input module 404, and a communication module 405. Those skilled in the art will understand that... Figure 4 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements. Wherein:

[0218] The processor 401 is the control center of the electronic device. It connects various parts of the electronic device via various interfaces and lines. By running or executing software programs and / or modules stored in the memory 402, and by calling data stored in the memory 402, it performs various functions and processes data, thereby providing overall monitoring of the electronic device. In some embodiments, the processor 401 may include one or more processing cores; in some embodiments, the processor 401 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the modem processor may also not be integrated into the processor 401.

[0219] The memory 402 can be used to store software programs and modules. The processor 401 executes various functional applications and data processing by running the software programs and modules stored in the memory 402. The memory 402 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, application programs required for at least one function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the electronic device, etc. In addition, the memory 402 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device. Accordingly, the memory 402 may also include a memory controller to provide the processor 401 with access to the memory 402.

[0220] The electronic device also includes a power supply 403 that supplies power to the various components. In some embodiments, the power supply 403 can be logically connected to the processor 401 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. The power supply 403 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0221] The electronic device may also include an input module 404, which can be used to receive input digital or character information and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function control.

[0222] The electronic device may also include a communication module 405. In some embodiments, the communication module 405 may include a wireless module, through which the electronic device can perform short-range wireless transmission, thereby providing users with wireless broadband internet access. For example, the communication module 405 can be used to help users send and receive emails, browse web pages, and access streaming media.

[0223] Although not shown, the electronic device may also include a display unit, etc., which will not be described in detail here. Specifically, in this embodiment, the processor 401 in the electronic device loads the executable files corresponding to the processes of one or more applications into the memory 402 according to the following instructions, and the processor 401 runs the applications stored in the memory 402 to realize various functions, as follows:

[0224] Obtain skill data of selected skills in the target game; determine the target skill from the selected skills based on the skill data of the selected skills; determine the target sound effect pack corresponding to the target skill; determine the target sound effect when using the skill in the target game based on the target sound effect pack.

[0225] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0226] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0227] Therefore, embodiments of this application provide a computer-readable storage medium storing a plurality of instructions that can be loaded by a processor to execute steps in any of the sound effect determination methods provided in embodiments of this application. For example, the instructions can execute the following steps:

[0228] Obtain skill data of selected skills in the target game; determine the target skill from the selected skills based on the skill data of the selected skills; determine the target sound effect pack corresponding to the target skill; determine the target sound effect when using the skill in the target game based on the target sound effect pack.

[0229] The storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0230] According to one aspect of this application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the methods provided in the various optional implementations of the above embodiments.

[0231] Since the instructions stored in the storage medium can execute the steps in any of the sound effect determination methods provided in the embodiments of this application, the beneficial effects that any of the sound effect determination methods provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.

[0232] The above provides a detailed description of a sound effect determination method, apparatus, electronic device, and computer-readable storage medium provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The description of the above embodiments is only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A method for determining sound effects, characterized in that, The method includes: Obtain skill data for the selected skill in the target game; Based on the skill data of the selected skills, determine the target skill from the selected skills; Identify the target sound effect package corresponding to the target skill; Based on the target sound effect package, determine the target sound effect when using skills in the target game; The skill data includes skill type and skill level; determining the target skill from the selected skills based on the skill data of the selected skills includes: Based on the skill type of each of the selected skills, the number of skills included in each skill type is obtained; Based on the number of skills and / or skill levels included in each of the skill types, a target skill type is determined from each of the skill types; the target skill is all the skills in the target skill type. The determination of the target sound effect package corresponding to the target skill includes: The sound effect pack corresponding to the target skill type of the target skill is identified as the target sound effect pack; The step of determining the target skill type from each of the skill types based on the number of skills and / or skill levels included in each skill type includes: Determine the percentage of skills included in each of the stated skill types out of the total number of skills, and determine the skill type corresponding to the highest percentage as the target skill type; or, Determine the percentage of the sum of skill levels of the skills included in each of the aforementioned skill types relative to the total sum of skill levels, and determine the skill type corresponding to the highest percentage of skill levels as the target skill type; or, The target skill type is determined from each of the skill types based on the percentage of skills and the percentage of skill levels in each skill type.

2. The method as described in claim 1, characterized in that, The step of determining the target skill type from each of the skill types based on the percentage of skills and the percentage of skill levels for each skill type includes: The skill type with the highest percentage of skill quantity and the highest percentage of skill level is identified as the target skill type.

3. The method as described in claim 1, characterized in that, The determination of the target sound effect package corresponding to the target skill includes: Determine the sum of the skill levels of the selected skills; If the sum of the skill levels of the selected skills is not less than a preset quantity threshold, then the target sound effect package corresponding to the target skill is determined.

4. The method as described in claim 1, characterized in that, The method is applied to a terminal device, which is used to control a virtual character in the target game; The acquisition of skill data for selected skills in the target game includes: In response to the skill selection command currently triggered by the virtual character, the skill data of the selected skill is obtained; The selected skills include the skills corresponding to the skill selection command and the skills that the virtual character selected in the target game before the skill selection command.

5. The method as described in claim 1, characterized in that, The determination of the target sound effect package corresponding to the target skill includes: Obtain a preset sound effect mapping table; the preset sound effect mapping table includes multiple sample skills and sample sound effect packages corresponding to the sample skills; Identify the target sample skill that matches the target skill in the preset sound effect mapping table, and determine the sample sound effect package corresponding to the target sample skill as the target sound effect package.

6. The method as described in claim 1, characterized in that, The method is applied to a terminal device, which is used to control a virtual character in the target game; The step of determining the target sound effects when using skills in the target game based on the target sound effect package includes: In response to the skill usage command of the virtual character; Based on the skill used in the skill usage instruction, the sound effect corresponding to the skill used in the target sound effect package is determined as the target sound effect.

7. The method as described in claim 1, characterized in that, The method is applied to a terminal device, which is used to control a virtual character in the target game; The step of determining the target sound effects when using skills in the target game based on the target sound effect package includes: In response to the skill usage command of the virtual character; Based on the skill used in the skill usage instruction, obtain the basic sound effect of the skill used and the corresponding sound effect of the skill used in the target sound effect package; The target sound effect is obtained based on the base sound effect of the skill and the sound effect corresponding to the skill in the target sound effect package.

8. A sound effect determining device, characterized in that, The device includes: The data acquisition unit is used to acquire skill data of the selected skills in the target game; A skill determination unit is used to determine a target skill from the selected skills based on the skill data of the selected skills. The sound effect determination unit is used to determine the target sound effect package corresponding to the target skill; A skill sound effect unit is used to determine the target sound effect when using a skill in the target game, based on the target sound effect package. The skill data includes skill types and skill levels; the skill determination unit is specifically used to: obtain the number of skills included in each skill type according to the skill type of each selected skill; determine the percentage of the number of skills included in each skill type to the total number of skills, and determine the skill type corresponding to the highest percentage of the number of skills as the target skill type; or, determine the percentage of the sum of the skill levels of the skills included in each skill type to the sum of the total number of skill levels, and determine the skill type corresponding to the highest percentage of the skill level as the target skill type; or, determine the target skill type from each skill type based on the percentage of the number of skills and the percentage of the skill levels of each skill type; the target skill is all the skills in the target skill type. The sound effect determination unit is specifically used to determine the sound effect package corresponding to the target skill type of the target skill as the target sound effect package.

9. An electronic device, characterized in that, The device includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps in the sound effect determination method as described in any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the sound effect determination method according to any one of claims 1 to 7.