Sound control method, device and electronic equipment in game

CN115999152BActive Publication Date: 2026-08-21NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 3 Cites 0 Cited by

Patent Information

Application Number
CN202211484890.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-11-24
Publication Date
2026-08-21
Estimated Expiration
2042-11-24

AI Technical Summary

Technical Problem

这种声音特效的控制方式操作较为繁琐,且声音特效的表现方式较为单一

Benefits of technology

[0009]The aforementioned sound control method, device, and electronic device in the game determine the target skill parameters of a controlled virtual object. These target skill parameters are configured based on the state parameters of the controlled virtual object entering a specified game state. The specified game state includes: the controlled virtual object entering a specified sub-scene within the game scene, and/or the controlled virtual object performing a specified game action. The system responds to a sound playback command for a target sound, determining the sound playback parameters of the target sound based on the target skill parameters. The target sound originates from the game scene or a first virtual object within the game scene. The first virtual object includes the controlled virtual object or other virtual objects in the game scene besides the controlled virtual object. Based on the sound playback parameters, the system controls a terminal device to play the target sound. This method, by determining the target skill parameters based on the state parameters of the controlled virtual object entering a specified game state, allows for different target skill parameters for different players. Since the target skill parameters are associated with the sound playback parameters of the target sound, different players hear different sound effects for the same sound. This method enriches the expressive forms of sound effects, achieves a differentiated auditory experience, and improves the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN115999152B_ABST
    Figure CN115999152B_ABST
Patent Text Reader

Abstract

The application provides a sound control method and device in a game and electronic equipment, and the method comprises the following steps: determining a target skill parameter of a controlled virtual object; wherein the target skill parameter is configured to be determined based on a state parameter of a specified game state in which the controlled virtual object enters; the specified game state comprises that the controlled virtual object enters a specified sub-scene in a game scene and / or the controlled virtual object performs a specified game action; in response to a sound playing instruction for a target sound, determining a sound playing parameter of the target sound based on the target skill parameter; wherein the target sound comes from the game scene or a first virtual object in the game scene; and playing the target sound based on the sound playing parameter by using a terminal device. The method enriches the performance form of the sound effect, realizes differentiated auditory experience, and improves the game experience of the player.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This invention relates to the field of game technology, and in particular to a method, apparatus and electronic device for sound control in games. Background Technology

[0002] Game projects typically include sound effects, such as environmental sounds like wind and birdsong, action sounds, and skill release sounds. Players can adjust the volume of these sound effects and customize the control methods for action sounds through a settings panel; during gameplay, the sound effects are controlled according to the settings parameters in the panel. This method of controlling sound effects is relatively cumbersome, and the performance of the sound effects is rather limited. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a sound control method, device and electronic device in games to enrich the expression of sound effects and improve the player's gaming experience.

[0004] In a first aspect, embodiments of the present invention provide a sound control method in a game, which provides a graphical user interface through a terminal device; the graphical user interface includes a scene screen of a game scene; a controlled virtual object is located in the game scene; the controlled virtual object is controlled through the terminal device; the method includes: determining target skill parameters of the controlled virtual object; wherein the target skill parameters are configured to be determined based on state parameters of the controlled virtual object entering a specified game state; the specified game state includes: the controlled virtual object entering a specified sub-scene in the game scene, and / or, the controlled virtual object performing a specified game action; responding to a sound playback command for a target sound, determining sound playback parameters of the target sound based on the target skill parameters; wherein the target sound comes from the game scene or a first virtual object in the game scene; the first virtual object includes the controlled virtual object or a virtual object in the game scene other than the controlled virtual object; and controlling the terminal device to play the target sound based on the sound playback parameters.

[0005] Secondly, embodiments of the present invention also provide a sound control device for a game, which provides a graphical user interface through a terminal device; the graphical user interface includes a scene screen of a game scene; a controlled virtual object is located in the game scene; the controlled virtual object is controlled through the terminal device; the device includes: a first determining module, used to determine the target skill parameters of the controlled virtual object; wherein the target skill parameters are configured to be determined based on the state parameters of the controlled virtual object entering a specified game state; the specified game state includes: the controlled virtual object entering a specified sub-scene in the game scene, and / or, the controlled virtual object performing a specified game action; a second determining module, used to respond to a sound playback command for a target sound and determine the sound playback parameters of the target sound based on the target skill parameters; wherein the target sound comes from the game scene or a first virtual object in the game scene; the first virtual object includes the controlled virtual object or a virtual object in the game scene other than the controlled virtual object; and a control module, used to control the terminal device to play the target sound based on the sound playback parameters.

[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the sound control method in the above-mentioned game.

[0007] Fourthly, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the sound control method described above in the game.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The aforementioned sound control method, device, and electronic device in the game determine the target skill parameters of a controlled virtual object. These target skill parameters are configured based on the state parameters of the controlled virtual object entering a specified game state. The specified game state includes: the controlled virtual object entering a specified sub-scene within the game scene, and / or the controlled virtual object performing a specified game action. The system responds to a sound playback command for a target sound, determining the sound playback parameters of the target sound based on the target skill parameters. The target sound originates from the game scene or a first virtual object within the game scene. The first virtual object includes the controlled virtual object or other virtual objects in the game scene besides the controlled virtual object. Based on the sound playback parameters, the system controls a terminal device to play the target sound. This method, by determining the target skill parameters based on the state parameters of the controlled virtual object entering a specified game state, allows for different target skill parameters for different players. Since the target skill parameters are associated with the sound playback parameters of the target sound, different players hear different sound effects for the same sound. This method enriches the expressive forms of sound effects, achieves a differentiated auditory experience, and improves the player's gaming experience.

[0010] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.

[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart of a sound control method in a game provided by an embodiment of the present invention;

[0014] Figure 2 A flowchart of another sound control method in a game provided by an embodiment of the present invention;

[0015] Figure 3 This is a schematic diagram of the structure of a sound control device in a game, provided by an embodiment of the present invention;

[0016] Figure 4This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0017] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0018] In related technologies, players can adjust the sound effects through the game's settings panel. When the sound effect settings are the same, different players will experience the same sound effects in the game. That is, the sounds made by the virtual objects controlled by the player in the game scene when performing actions, as well as the sounds made by other virtual objects in the game scene, will be the same. Therefore, the auditory experience in the game scene is singular.

[0019] Based on the above, the present invention provides a sound control method, device, and electronic device for games. This technology can be applied to sound control in various games, such as controlling the sound playback intensity and sound playback type of gunshots, footsteps, etc. in combat games.

[0020] In one embodiment of this disclosure, the voice control method in a game can run on a local terminal device or a server. When the voice control method in a game 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 a client device.

[0021] 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 sound control methods in the game 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.

[0022] 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.

[0023] In one possible implementation, this embodiment of the invention provides a sound control method for games, which provides a graphical user interface (GUI) through a terminal device. The terminal device can be either a local terminal device as mentioned above, or a client device in the aforementioned cloud interaction system. The GUI includes a scene view of the game; a controlled virtual object is located within the game scene; the controlled virtual object is controlled through the terminal device; such as... Figure 1 As shown, this method includes the following steps:

[0024] Step S102: Determine the target skill parameters of the controlled virtual object; wherein, the target skill parameters are configured to be determined based on the state parameters of the controlled virtual object entering a specified game state; the specified game state includes: the controlled virtual object entering a specified sub-scene in the game scene, and / or, the controlled virtual object performing a specified game action;

[0025] The game features a variety of sound effects. Some sound effects create the atmosphere of the game environment, such as ambient sound effects and scene sound effects. Ambient sound effects are mainly used to create the atmosphere and mood of a scene or game level, such as the sound of wind and rain. Scene sound effects include sound effects when virtual objects interact with virtual objects in the game scene, such as the sound of trees burning, opening boxes, and opening doors. Some sound effects can enhance the combat impact of the game, such as skill sound effects and action sound effects. Skill sound effects can include normal attacks, such as the sounds of slashing, whipping, and shooting, as well as the sounds of skill activation and release. Action sound effects include the sounds of virtual objects walking, running, and jumping normally, the sound of vaulting over cover, and the sounds of raising, aiming, and turning over weapons, etc.

[0026] Players control virtual objects through terminal devices to engage in activities such as combat and exploration within the game environment. During gameplay, players can hear the aforementioned game sound effects, which constitute the auditory skills of the controlled virtual objects. In this embodiment, to enhance the player's auditory experience within the game, target skill parameters for the controlled virtual objects can be set to achieve different auditory experiences and effects for different players on the same game sound effects.

[0027] Specifically, the aforementioned target skill parameters can be pre-determined based on the state parameters of the controlled virtual object entering a specified game state. This specified game state includes at least one of the controlled virtual object entering a specified sub-scene within the game scene and the controlled virtual object performing a specified game action. That is, the controlled virtual object enters a specified sub-scene within the game scene, where it can complete corresponding tasks or perform some training. Then, the state parameters are determined based on the controlled virtual object's performance in the specified sub-scene, or based on factors such as the number of times or the duration of the controlled virtual object's execution of the specified action, or based on both the controlled virtual object's performance in the specified sub-scene and the number of times or the duration of the controlled virtual object's execution of the specified action.

[0028] Then, the target skill parameters of the controlled virtual object are determined based on the state parameters of the controlled virtual object entering the specified game state. These target skill parameters can indicate the level of the controlled virtual object's auditory ability; for example, a larger parameter indicates higher auditory ability, allowing it to hear farther and quieter sounds, and thus a higher ability to filter out noise. Target skill parameters can be implemented through skill level, skill experience points, etc.

[0029] Step S104: Respond to the sound playback command for the target sound and determine the sound playback parameters of the target sound based on the target skill parameters; wherein, the target sound comes from the game scene or a first virtual object in the game scene; the first virtual object includes a controlled virtual object or a virtual object in the game scene other than a controlled virtual object;

[0030] The target sound in the aforementioned sound playback command for the target sound can come from the game scene, such as environmental sound effects in the game scene, or from a first virtual object in the game scene. The first virtual object includes a controlled virtual object or a virtual object in the game scene other than a controlled virtual object. That is, the aforementioned target sound can also come from a controlled virtual object in the game scene, such as the footsteps made by a controlled virtual object when walking, or from a virtual object in the game scene other than a controlled virtual object, such as the footsteps made by teammates or enemies when walking in the game.

[0031] Responding to a sound playback command targeting a specific sound, the playback parameters for that sound can be determined based on the target's skill parameters. These parameters control the loudness of the target sound during playback. It's easy to understand that the needs for these sound effects differ across game scenarios. For example, in non-aggressive game scenarios, atmospheric sound effects are more important to quickly immerse players in the game. Conversely, in aggressive scenarios, sound effects that enhance the impact of combat are crucial. Skill sound effects improve the realism of battle, while action sound effects help players pinpoint enemy locations, allowing for better evasion and more accurate attacks. Therefore, the loudness of the target sound not only affects the player's immersion in the game atmosphere but also their survival and performance within the game environment.

[0032] It should be noted that multiple game sound effects can be played simultaneously during gameplay. For example, ambient sound effects can be played continuously from the moment the game starts, and scene sound effects, action sound effects, skill sound effects, etc., can be added as the game progresses. Therefore, the target sound mentioned above can be a single sound or multiple sounds. Of course, players can also choose to turn off certain game sound effects according to their needs or preferences.

[0033] In this embodiment, the sound playback parameters of the target sound are determined by the target skill parameters. This means that for different players, if the target skill parameters of their corresponding controlled virtual objects are different, then the playback parameters of the target sound will also be different, thereby enabling different players to have different auditory experiences and effects of the same sound effect in the game.

[0034] Step S106: Based on the sound playback parameters, control the terminal device to play the target sound.

[0035] Specifically, after determining the sound playback parameters of the target sound based on the target skill parameters of the controlled virtual object, these sound playback parameters may include sound loudness, sound type, etc. Based on these sound playback parameters, the terminal device is controlled to play the target sound.

[0036] The sound control method in the aforementioned game determines the target skill parameters of the controlled virtual object. These target skill parameters are configured based on the state parameters of the controlled virtual object entering a specified game state. The specified game state includes: the controlled virtual object entering a specified sub-scene within the game scene, and / or the controlled virtual object performing a specified game action. The method responds to a sound playback command for a target sound, determining the sound playback parameters of the target sound based on the target skill parameters. The target sound originates from the game scene or a first virtual object within the game scene. The first virtual object includes the controlled virtual object or other virtual objects in the game scene besides the controlled virtual object. Based on the sound playback parameters, the terminal device is controlled to play the target sound. This method, by determining the target skill parameters based on the state parameters of the controlled virtual object entering a specified game state, allows for different target skill parameters for different players. Since the target skill parameters are associated with the sound playback parameters of the target sound, different players hear different sound effects for the same sound. This method enriches the expressive forms of sound effects, achieves a differentiated auditory experience, and improves the player's gaming experience.

[0037] The following embodiments provide a specific implementation method for updating the target skill parameters of a controlled virtual object.

[0038] The specified game state mentioned above includes: the controlled virtual object entering a specified sub-scene in the game scene; the specified sub-scene includes a preset skill training sub-scene; controlling the controlled virtual object to enter the skill training sub-scene; in response to the controlled virtual object entering the skill training sub-scene, obtaining the skill training parameters of the controlled virtual object based on the state of the controlled virtual object in the skill training sub-scene; and updating the target skill parameters of the controlled virtual object based on the skill training parameters.

[0039] In an optional implementation, the specified game state includes a specified sub-scene in which the controlled virtual object enters the game scene. The specified sub-scene can be a preset skill training sub-scene in which the controlled virtual object can perform various skill training to improve the ability of each skill. For example, the controlled virtual object can perform training for auditory skills to improve auditory skills. In addition, there can be comprehensive training that can train multiple skill abilities at the same time.

[0040] In practice, the player controls the controlled object to enter the skill training sub-scene, and then obtains the skill training parameters of the controlled virtual object based on its state in the skill training sub-scene. The value of the skill training parameter can reflect the quality of the skill training result of the controlled virtual object. For example, if the training result of the controlled virtual object in the skill training sub-scene is very good, the corresponding value of the skill training parameter of the controlled virtual object is high. Similarly, if the training result of the controlled virtual object in the skill training sub-scene is poor, the value of the skill training parameter of the controlled virtual object is low.

[0041] Furthermore, the state of the controlled virtual object in the skill training sub-scene can also be referenced by the training time within that sub-scene. While training, the controlled virtual object gains skill points, which can be used to improve skills. The longer the controlled virtual object trains in the sub-scene, the more skill points it accumulates, which is more beneficial for skill improvement. In practice, skill points can be collected over the training time of the controlled virtual object and then allocated to various skills using a point-based allocation method. That is, when allocating skill points, players can allocate them to skills they like or need according to their preferences. For example, if a player wants to improve auditory skills, all skill points allocated to auditory skills can be converted into auditory skill experience points at a 1:1 ratio. As the auditory skill experience points increase, the parameter values ​​of the controlled virtual object's skill training parameters will also increase.

[0042] Then, the target skill parameters of the controlled virtual object are updated based on the aforementioned skill training parameters. Specifically, when the parameter values ​​of the controlled virtual object's skill training parameters are high, reaching a certain level, it indicates that the training result of the CNC virtual object is very good, and the auditory skill of the controlled virtual object will improve. At this time, the parameter values ​​of the target skill parameters will also improve. When the parameter values ​​of the controlled virtual object's skill training parameters are low, it indicates that the training result of the controlled virtual object is poor, and the auditory skill of the controlled virtual object may not improve.

[0043] The following embodiments provide another specific implementation for updating the target skill parameters of a controlled virtual object.

[0044] The aforementioned game-specific states include: the controlled virtual object performing a specified game action; responding to an action control operation, controlling the controlled virtual object to perform a specified game action; obtaining the action parameters of the controlled virtual object performing the specified game action, and updating the target skill parameters of the controlled virtual object based on the action parameters; wherein, the action parameters include the action duration and / or the number of actions.

[0045] The specified game actions mentioned above include: silent movement and / or crouching movement. In another optional implementation, the specified game state may include the controlled virtual object performing a specified game action, which may include at least one of silent movement or crouching movement. Silent movement refers to the controlled virtual object eliminating footsteps while moving, and crouching movement refers to the controlled virtual object moving while in a crouching position. The specified game actions mentioned above are mainly used to reduce the loudness of the sound emitted by the controlled virtual object in the game scene, thereby concealing itself and reducing the risk of being discovered by enemies. It can also be used as a training method.

[0046] The aforementioned action control operations can be implemented in various ways, such as long press, click, etc. Movement control operations can also be triggered via keyboard controls. When a player performs these action control operations, they can control the controlled virtual object to perform a specified game action, namely, walking silently, moving while crouching, or both. Further, the system obtains the action parameters for the controlled virtual object performing the specified game action. These action parameters may include action duration, number of actions, or a combination of both. Then, the target skill parameters of the controlled virtual object are updated based on the action parameters. In other words, the target skill parameters of the controlled virtual object are updated based on the player's performance in performing the specified game action.

[0047] The following examples further illustrate specific implementation methods for updating the target skill parameters of controlled virtual objects.

[0048] The aforementioned target skill parameters include auditory skill level; updating the auditory experience value of the controlled virtual object in response to the controlled virtual object entering a specified game state; and updating the auditory skill level of the controlled virtual object in response to the auditory experience value reaching a preset experience value threshold.

[0049] In practice, the aforementioned target skill parameters may include auditory skill level. The auditory skill level of the controlled virtual object can start from level 0. When the controlled virtual object enters the specified game state and completes the corresponding training, it can gain auditory experience points, which are then updated. When the auditory experience points reach a preset experience threshold, the auditory skill level of the controlled virtual object is updated until the auditory skill level of the controlled virtual object reaches the level cap. For example, if the preset experience threshold is 100, and the initial auditory skill level of the controlled virtual object is level 0, when the controlled virtual object enters a specified sub-scene within a specified game scene and completes training, it can gain auditory experience points. When the accumulated auditory experience points reach 100, the auditory skill level of the controlled virtual object will increase to level 1, and so on, until the auditory skill level of the controlled virtual object increases to the level cap.

[0050] It should be noted that the preset experience thresholds mentioned above can be the same or different when improving auditory skill levels. For example, the preset experience thresholds can increase as the auditory skill level increases. For instance, when the auditory skill level of a controlled virtual object increases from level 0 to level 1, the preset experience threshold is 100. When the auditory skill level increases from level 1 to level 2, the preset experience threshold can be 100 or greater than 100.

[0051] Furthermore, the aforementioned auditory skill level can also be linked to the character level of the controlled virtual object. In other words, the character level of the controlled virtual object can influence the rate at which the auditory skill level increases, or affect the maximum level of the auditory skill. For example, the higher the character level of the controlled virtual object, the faster the auditory skill level increases, or the higher the character level of the controlled virtual object, the greater the maximum value of the auditory skill level.

[0052] In this embodiment, the auditory skill level of the controlled virtual object is updated based on the player's training results in a specified game state, so that different players have different auditory skill levels in the game, and can further obtain game experiences at different auditory levels.

[0053] The following embodiment provides a specific implementation method for determining the loudness of a target sound playback.

[0054] The aforementioned sound playback parameters include sound playback loudness; receiving a sound playback instruction for a target sound and determining the sound attributes of the target sound; wherein, the sound attributes indicate the sound source and / or sound type of the target sound; and determining the sound playback loudness of the target sound based on the sound attributes of the target sound and the target skill parameters.

[0055] In practice, sound playback parameters can include sound loudness. After receiving a sound playback command for a target sound, the sound attributes of the target sound must first be determined. These sound attributes can indicate at least one of the following: sound source or sound type. The sound source can include the game scene, virtual objects in the game scene, etc.; the sound type can include environmental sound effects, environmental noise, action sound effects, skill sound effects, event sound effects, etc.

[0056] Then, the loudness of the target sound is determined based on its sound attributes and target skill parameters. Specifically, the loudness can also be determined by considering the current game context in which the controlled virtual object is positioned. For example, in shooting games, when enemies are present around the controlled virtual object, the player needs to be able to clearly hear their footsteps. In this case, the loudness of ambient sound effects from the game scene needs to be reduced, while the loudness of sound effects representing the virtual object's actions needs to be increased. The extent to which the loudness of ambient sound effects is reduced and the extent to which the loudness of sound effects representing the virtual object's actions is increased are determined by the controlled virtual object's target skill parameters. Therefore, the loudness of the target sound is determined by both its sound attributes and target skill parameters.

[0057] The aforementioned target skill parameters include auditory skill level. The following examples illustrate specific implementation methods for determining the loudness of a target sound based on sound attributes and auditory skill level.

[0058] In one approach, the sound type of the target sound indicated by the sound attribute is: ambient noise of the game scene; the higher the auditory skill level, the lower the loudness of the target sound playback.

[0059] Specifically, when the target sound indicated by the sound attribute is ambient noise in the game, meaning the target sound will interfere with the player's hearing, the higher the hearing skill level of the controlled virtual object, the lower the volume of the target sound will be, thereby reducing the interference of the ambient noise on the hearing of the player corresponding to the controlled virtual object with a high hearing skill level.

[0060] In another approach, the sound type of the target sound indicated by the sound attribute is: the sound of the controlled virtual object's movement; the higher the auditory skill level, the lower the loudness of the target sound.

[0061] Specifically, when the sound type of the target sound indicated by the sound attribute is the action sound of a controlled virtual object, that is, the action sound emitted by a controlled virtual object, the higher the hearing skill level, the lower the volume of the target sound will be. In other words, the higher the hearing skill level of the controlled virtual object, the lower the volume of the action sound it emits will be. This reduces interference with the player's hearing and makes the player's action sound more concealed, making it less likely to be discovered by other players.

[0062] The following embodiments provide another specific implementation method for determining the loudness of a target sound playback.

[0063] Determine the distance parameter between the source of the target sound and the controlled virtual object; wherein, the sound source includes: virtual objects in the game scene other than the controlled virtual object; if the distance parameter is within the distance range corresponding to the target skill parameter, determine the sound playback loudness of the target sound as the first loudness; if the distance parameter exceeds the distance range corresponding to the target skill parameter, determine the sound playback loudness of the target sound as zero.

[0064] In practical implementation, the loudness of the target sound can be determined based on the distance parameter between the sound source and the controlled virtual object. The sound source can be a virtual object in the game scene other than the controlled object. Specifically, the distance parameter between the virtual object emitting the target sound and the controlled virtual object can be determined. If this distance parameter is within the distance range corresponding to the target skill parameter, the loudness of the target sound is determined as the first loudness. This first loudness can have a negative correlation with the distance parameter; that is, when the distance parameter is within the distance range corresponding to the target skill parameter, the smaller the distance parameter, the closer the virtual object corresponding to the target sound source is to the controlled virtual object, and the louder the sound heard by the player; the larger the distance parameter, the farther the virtual object corresponding to the target sound source is from the controlled virtual object, and the quieter the sound heard by the player. If the distance parameter exceeds the distance range corresponding to the target skill parameter, it means that the player cannot hear the target sound, and therefore the loudness of the target sound can be determined as zero.

[0065] The following example describes a factor that affects the first loudness when the distance parameter is within the distance range corresponding to the target skill parameter.

[0066] In one approach, if the distance parameter is within the range corresponding to the target skill parameter, the smaller the distance parameter, the higher the initial loudness. This is easily understood because when the distance parameter is within the range corresponding to the target skill parameter—that is, when the target sound is within the player's audible range—the smaller the distance parameter, the closer the source of the target sound is to the controlled virtual object, and therefore the higher the initial loudness.

[0067] The aforementioned target skill parameters include auditory skill level. The following examples further illustrate another factor that influences the first loudness and the relationship between the target skill parameters and their corresponding distance ranges.

[0068] In another approach, if the distance parameter is within the range corresponding to the target skill parameter, the higher the auditory skill level, the higher the initial loudness. That is, when the distance parameter is within the range corresponding to the target skill parameter—that is, when the target sound is within the player's audible range—and the distance parameters are the same (i.e., the distance between the source of the target sound and the controlled virtual object is the same), the higher the auditory skill level, the higher the initial loudness. For example, with the same distance parameters, the initial loudness corresponding to a controlled virtual object with an auditory skill level of 6 is lower than the initial loudness corresponding to a controlled virtual object with an auditory skill level of 7.

[0069] In this embodiment, when other virtual objects emit sounds in a game scene, the loudness of the target sound heard by players with different auditory skill levels will be different for multiple players within the audible range, thus creating a differentiated auditory experience.

[0070] Furthermore, the higher the auditory skill level, the larger the distance range corresponding to the target skill parameter; and / or, the distance range corresponding to the target skill parameter is related to the completion status of the preset task corresponding to the auditory skill level.

[0071] Specifically, the distance range corresponding to the aforementioned target skill parameter can be associated with at least one of the auditory skill level and the completion status of the preset task corresponding to the auditory skill level. In one approach, the higher the auditory skill level, the larger the distance range corresponding to the target skill parameter; conversely, the lower the auditory skill level, the smaller the distance range. For example, at an auditory skill level of 2, the distance range corresponding to the target skill parameter is smaller than at an auditory skill level of 3. In other words, the higher the auditory skill level, the farther the player's audible distance, i.e., the distance they can hear. In another approach, preset tasks corresponding to auditory skill levels can be set. Each auditory skill level corresponds to a preset task, and the distance range corresponding to the target skill parameter is determined by the status of the controlled virtual object in completing the preset task. That is, regardless of the controlled virtual object's auditory skill level, completing the preset task will increase the distance range corresponding to the target skill parameter.

[0072] Furthermore, the distance range corresponding to the target skill parameter can be determined by both the auditory skill level and the status of completing a preset task. In practice, a level value can be preset. For auditory skill levels greater than this preset level value, a preset task corresponding to that auditory skill level can be set. Only when the controlled virtual object's auditory skill level reaches the preset level value can the aforementioned preset task be unlocked. Only by completing the preset task corresponding to the auditory skill level can the distance range corresponding to the target skill parameter be increased.

[0073] In other words, the distance range corresponding to the target skill parameter will only increase when the controlled virtual object's auditory skill level reaches the preset level value and completes the preset task corresponding to that auditory skill level. Once the controlled virtual object's auditory skill level reaches the preset level value, the higher the auditory skill level and the further the preset task corresponding to that auditory skill level is completed, the greater the distance range corresponding to the target skill parameter will be.

[0074] The above method enables dynamic audible distance, i.e., the range of distance at which a player can hear objects. This audible distance changes as the player's auditory skill level increases or the completion status of a pre-defined task corresponding to that skill level changes. Furthermore, it allows for differences in audible distance among different players in the game.

[0075] The following embodiment provides a specific implementation method for generating loudness control parameters.

[0076] In response to the controlled virtual object performing a first action, a first action sound corresponding to the first action is determined; based on the target skill parameters, a loudness control parameter for the first action sound is generated: wherein, the loudness control parameter is used to control the first playback loudness of the first action sound on the terminal device corresponding to the second virtual object in the game scene; the second virtual object is: a virtual object other than the controlled virtual object.

[0077] Specifically, the controlled virtual object can walk, jump, vault, run, or perform other actions during the game. To enhance realism, each action has a corresponding sound effect. When the controlled virtual object performs a first action (which can be any of the aforementioned actions), a sound effect is determined for that first action. For example, if the first action is walking, the sound effect is footsteps. Then, loudness control parameters for the first action sound are generated based on the target skill parameters. These parameters control the initial playback loudness of the first action sound on the terminal device corresponding to the second virtual object in the game scene. The second virtual object is a virtual object other than the controlled object. In other words, the loudness control parameters can control the playback loudness of the sound emitted by the controlled virtual object on other players' devices.

[0078] Furthermore, the target skill parameter includes auditory skill level; the higher the auditory skill level, the lower the initial playback loudness. Specifically, the aforementioned target skill parameter can include auditory skill level. When the auditory skill level of the controlled virtual object is higher, the playback loudness of the action sounds emitted by the controlled virtual object in the game scene will be lower on other players' terminal devices. For example, if the auditory skill level of the controlled virtual object is 10, and the playback loudness of its footsteps on other players' terminal devices is 'a', then when the controlled virtual object completes training in a designated sub-scene and its auditory skill level increases to 11, the playback loudness of its footsteps on other players' terminal devices will be 'b'. Therefore, the relationship between 'a' and 'b' is: a > b. For example, if the auditory skill level of controlled virtual object C is 15 and the auditory skill level of another controlled virtual object D is 16, then the sound of footsteps made by controlled virtual object C when walking will be louder on other players' terminal devices than the sound of footsteps made by controlled virtual object D when walking will be louder on other players' terminal devices.

[0079] In this method, the loudness of the first playback is affected by the level of auditory skill. Players with high auditory skill levels can better conceal themselves in the game and are not easily discovered by other players.

[0080] The following embodiment provides a specific implementation method for determining the sound playback parameters of a target sound.

[0081] The sound playback parameters include the sound playback type; the target sound has multiple preset sound files; the sound files store the sound data of the corresponding type; in response to the sound playback command for the target sound, based on the target skill parameters, at least a portion of the sound files to be played are determined from the multiple sound files of the target sound; and the terminal device is controlled to play the determined at least a portion of the sound files.

[0082] In practice, the sound playback parameters can also include sound playback type, which can be categorized based on the effect or source of the sound. The target sound is pre-set with multiple sound files, each storing sound data of its corresponding type. For example, the sounds of a virtual object moving, such as footsteps, jumping, and vaulting, can be stored in one sound file, while the sounds of gunfire and explosions during combat can be stored in another. Alternatively, gunfire sounds can be further subdivided based on their source; for instance, different guns can produce different sounds, and the sounds of different guns can be stored in a single sound file.

[0083] Upon receiving a sound playback command for the target sound, at least a portion of the sound files to be played are determined from multiple sound files of the target sound, based on the target skill parameters. The number of determined sound files to be played is related to the target skill parameters. Then, the terminal device is controlled to play the determined portion of the sound files.

[0084] Furthermore, the target skill parameter includes the auditory skill level; the higher the auditory skill level, the more sound files can be identified. In other words, the target skill parameter can include the auditory skill level. When the auditory skill level of the controlled virtual object is higher, the number of sound files identified from multiple sound files of the target sound is greater, meaning the player corresponding to that controlled virtual object can hear more types of sounds. For example, in a certain game scene, there are various sounds such as rain, footsteps, and gunshots. Depending on the target skill parameter, the types of sounds the player can hear will also differ. For instance, when the target skill parameter is very low, the player can only hear rain; when the auditory skill level is low, the player can hear rain and footsteps; and when the auditory skill level is high, the player can hear rain, footsteps, and gunshots.

[0085] In this method, when the auditory skill level is low, the sound is relatively simple; when the auditory skill level is high, the sound effects are richer, thereby increasing the diversity of sound effects.

[0086] The following embodiments provide a specific implementation of another sound control method in games, which can be referred to as... Figure 2 .

[0087] Step S202: In response to the controlled virtual object entering a specified game state, update the auditory experience value of the controlled virtual object; in response to the auditory experience value reaching a preset experience value threshold, update the auditory skill level of the controlled virtual object.

[0088] In practice, the aforementioned target skill parameters may include auditory skill level. The auditory skill level of the controlled virtual object can start from level 0. When the controlled virtual object enters the specified game state and completes the corresponding training, it can gain auditory experience points, which are then updated. When the auditory experience points reach a preset experience threshold, the auditory skill level of the controlled virtual object is updated until the auditory skill level of the controlled virtual object reaches the level cap. For example, if the preset experience threshold is 100, and the initial auditory skill level of the controlled virtual object is level 0, when the controlled virtual object enters a specified sub-scene within a specified game scene and completes training, it can gain auditory experience points. When the accumulated auditory experience points reach 100, the auditory skill level of the controlled virtual object will increase to level 1, and so on, until the auditory skill level of the controlled virtual object increases to the level cap.

[0089] It should be noted that the preset experience thresholds mentioned above can be the same or different when improving auditory skill levels. For example, the preset experience thresholds can increase as the auditory skill level increases. For instance, when the auditory skill level of a controlled virtual object increases from level 0 to level 1, the preset experience threshold is 100. When the auditory skill level increases from level 1 to level 2, the preset experience threshold can be 100 or greater than 100.

[0090] In this embodiment, the auditory skill level of the controlled virtual object is updated based on the player's training results in a specified game state, so that different players have different auditory skill levels in the game, and can further obtain game experiences at different auditory levels.

[0091] Step S204: Determine the target skill parameters of the controlled virtual object; wherein, the target skill parameters are configured to be determined based on the state parameters of the controlled virtual object entering a specified game state; the specified game state includes: the controlled virtual object entering a specified sub-scene in the game scene, and / or, the controlled virtual object performing a specified game action;

[0092] Step S206: Respond to the sound playback command for the target sound and determine the sound playback parameters of the target sound based on the target skill parameters; wherein, the target sound comes from the game scene or a first virtual object in the game scene; the first virtual object includes a controlled virtual object or a virtual object in the game scene other than a controlled virtual object;

[0093] Step S208: Based on the sound playback parameters, control the terminal device to play the target sound.

[0094] The steps S204-S208 are the same as steps S102-S106, and will not be repeated here.

[0095] For the above method embodiments, see Figure 3 The diagram shows a structural schematic of a sound control device in a game, which provides a graphical user interface (GUI) via a terminal device. The GUI includes a game scene view; a controlled virtual object is located within the game scene; the controlled virtual object is controlled via the terminal device; the device includes:

[0096] The first determining module 30 is used to determine the target skill parameters of the controlled virtual object; wherein, the target skill parameters are configured to be determined based on the state parameters of the controlled virtual object entering a specified game state; the specified game state includes: the controlled virtual object entering a specified sub-scene in the game scene, and / or, the controlled virtual object performing a specified game action;

[0097] The second determining module 32 is used to respond to a sound playback command for a target sound and determine the sound playback parameters of the target sound based on the target skill parameters; wherein, the target sound comes from the game scene or a first virtual object in the game scene; the first virtual object includes a controlled virtual object or a virtual object in the game scene other than a controlled virtual object;

[0098] The control module 34 is used to control the terminal device to play the target sound based on the sound playback parameters.

[0099] The sound control device in the aforementioned game determines the target skill parameters of the controlled virtual object. These target skill parameters are configured based on the state parameters of the controlled virtual object entering a specified game state. The specified game state includes: the controlled virtual object entering a specified sub-scene within the game scene, and / or the controlled virtual object performing a specified game action. Responding to a sound playback command for a target sound, the device determines the sound playback parameters of the target sound based on the target skill parameters. The target sound originates from the game scene or a first virtual object within the game scene. The first virtual object includes the controlled virtual object or other virtual objects in the game scene besides the controlled virtual object. Based on the sound playback parameters, the device controls the terminal device to play the target sound. This method, by determining the target skill parameters based on the state parameters of the controlled virtual object entering a specified game state, allows different players to have different target skill parameters. Since the target skill parameters are associated with the sound playback parameters of the target sound, different players hear different sound effects for the same sound. This method enriches the expressive forms of sound effects, achieves a differentiated auditory experience, and improves the player's gaming experience.

[0100] The aforementioned designated game state includes: a controlled virtual object entering a designated sub-scene within the game scene; the designated sub-scene includes a preset skill training sub-scene; the aforementioned device further includes: a first update module, configured to: control the controlled virtual object to enter the skill training sub-scene; in response to the controlled virtual object entering the skill training sub-scene, obtain the skill training parameters of the controlled virtual object based on the state of the controlled virtual object in the skill training sub-scene; and update the target skill parameters of the controlled virtual object based on the skill training parameters.

[0101] The aforementioned game-specific state includes: a controlled virtual object performing a specified game action; the aforementioned device further includes: a second update module, used to: control the controlled virtual object to perform a specified game action in response to an action control operation; obtain action parameters of the controlled virtual object performing the specified game action, and update the target skill parameters of the controlled virtual object based on the action parameters; wherein, the action parameters include action duration and / or number of actions.

[0102] The aforementioned target skill parameters include auditory skill level; the aforementioned device further includes: a third update module, used to update the auditory experience value of the controlled virtual object in response to the controlled virtual object entering a specified game state; and to update the auditory skill level of the controlled virtual object in response to the auditory experience value reaching a preset experience value threshold.

[0103] The aforementioned sound playback parameters include sound playback loudness; the aforementioned second determining module is further configured to: receive a sound playback instruction for a target sound, and determine the sound attributes of the target sound; wherein, the sound attributes indicate the sound source and / or sound type of the target sound; and determine the sound playback loudness of the target sound based on the sound attributes of the target sound and the target skill parameters.

[0104] The aforementioned target skill parameters include auditory skill level; the sound type of the target sound indicated by the sound attribute is: ambient noise of the game scene; the higher the auditory skill level, the lower the loudness of the target sound playback.

[0105] The aforementioned target skill parameters include auditory skill level; the sound type of the target sound indicated by the sound attribute is: the sound of the controlled virtual object's movement; the higher the auditory skill level, the lower the loudness of the target sound playback.

[0106] The second determining module is further configured to: determine the distance parameter between the sound source of the target sound and the controlled virtual object; wherein the sound source includes: virtual objects in the game scene other than the controlled virtual object; if the distance parameter is within the distance range corresponding to the target skill parameter, determine the sound playback loudness of the target sound as the first loudness; if the distance parameter exceeds the distance range corresponding to the target skill parameter, determine the sound playback loudness of the target sound as zero.

[0107] The aforementioned target skill parameters include auditory skill level; if the distance parameter is within the distance range corresponding to the target skill parameter, the higher the auditory skill level, the higher the first loudness.

[0108] If the above distance parameters are within the distance range corresponding to the target skill parameters, the smaller the distance parameter, the higher the first loudness.

[0109] The aforementioned target skill parameters include auditory skill level; the higher the auditory skill level, the larger the distance range corresponding to the target skill parameter; and / or, the distance range corresponding to the target skill parameter is associated with the completion status of the preset task corresponding to the auditory skill level.

[0110] The aforementioned device further includes: a generation module, configured to: in response to the controlled virtual object performing a first action, determine a first action sound corresponding to the first action; and generate loudness control parameters for the first action sound based on target skill parameters: wherein the loudness control parameters are configured to: control the first playback loudness of the first action sound on the terminal device corresponding to the second virtual object in the game scene; the second virtual object is: a virtual object other than the controlled virtual object.

[0111] The aforementioned target skill parameters include auditory skill level; the higher the auditory skill level, the lower the loudness of the first playback.

[0112] The aforementioned sound playback parameters include sound playback type; the target sound has multiple preset sound files; the sound files store sound data of the corresponding type; the second determining module is further configured to: respond to a sound playback command for the target sound, determine at least a portion of the sound files to be played from the multiple sound files of the target sound based on the target skill parameters; and control the terminal device to play the determined at least a portion of the sound files.

[0113] The aforementioned target skill parameters include auditory skill level; the higher the auditory skill level, the more sound files can be identified.

[0114] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the sound control method in the game described above. This electronic device can be a server or a touch terminal device.

[0115] See Figure 4 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the sound control method in the game described above.

[0116] Furthermore, Figure 4 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0117] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 4 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0118] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0119] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the sound control method of the aforementioned game:

[0120] The system determines the target skill parameters of the controlled virtual object; wherein the target skill parameters are configured to be determined based on the state parameters of the controlled virtual object entering a specified game state; the specified game state includes: the controlled virtual object entering a specified sub-scene in the game scene, and / or, the controlled virtual object performing a specified game action; responds to a sound playback command for a target sound, and determines the sound playback parameters of the target sound based on the target skill parameters; wherein the target sound originates from the game scene or a first virtual object in the game scene; the first virtual object includes the controlled virtual object or virtual objects in the game scene other than the controlled virtual object; and controls the terminal device to play the target sound based on the sound playback parameters.

[0121] In this method, the target skill parameters are determined based on the state parameters of the controlled virtual object entering the specified game state. This allows different players to have different target skill parameters. The target skill parameters are related to the sound playback parameters of the target sound, so different players hear different sound effects for the same sound. This method enriches the expression of sound effects, achieves a differentiated auditory experience, and improves the player's gaming experience.

[0122] The specified game state mentioned above includes: the controlled virtual object entering a specified sub-scene in the game scene; the specified sub-scene includes a preset skill training sub-scene; controlling the controlled virtual object to enter the skill training sub-scene; in response to the controlled virtual object entering the skill training sub-scene, obtaining the skill training parameters of the controlled virtual object based on the state of the controlled virtual object in the skill training sub-scene; and updating the target skill parameters of the controlled virtual object based on the skill training parameters.

[0123] The aforementioned game-specific states include: the controlled virtual object performing a specified game action; responding to an action control operation, controlling the controlled virtual object to perform a specified game action; obtaining the action parameters of the controlled virtual object performing the specified game action, and updating the target skill parameters of the controlled virtual object based on the action parameters; wherein, the action parameters include the action duration and / or the number of actions.

[0124] The aforementioned target skill parameters include auditory skill level; updating the auditory experience value of the controlled virtual object in response to the controlled virtual object entering a specified game state; and updating the auditory skill level of the controlled virtual object in response to the auditory experience value reaching a preset experience value threshold.

[0125] In this embodiment, the auditory skill level of the controlled virtual object is updated based on the player's training results in a specified game state, so that different players have different auditory skill levels in the game, and can further obtain game experiences at different auditory levels.

[0126] The aforementioned sound playback parameters include sound playback loudness; receiving a sound playback instruction for a target sound and determining the sound attributes of the target sound; wherein, the sound attributes indicate the sound source and / or sound type of the target sound; and determining the sound playback loudness of the target sound based on the sound attributes of the target sound and the target skill parameters.

[0127] The aforementioned target skill parameters include auditory skill level; the sound type of the target sound indicated by the sound attribute is: ambient noise of the game scene; the higher the auditory skill level, the lower the loudness of the target sound playback.

[0128] The aforementioned target skill parameters include auditory skill level; the sound type of the target sound indicated by the sound attribute is: the sound of the controlled virtual object's movement; the higher the auditory skill level, the lower the loudness of the target sound playback.

[0129] Determine the distance parameter between the source of the target sound and the controlled virtual object; wherein, the sound source includes: virtual objects in the game scene other than the controlled virtual object; if the distance parameter is within the distance range corresponding to the target skill parameter, determine the sound playback loudness of the target sound as the first loudness; if the distance parameter exceeds the distance range corresponding to the target skill parameter, determine the sound playback loudness of the target sound as zero.

[0130] The target skill parameters include auditory skill level; if the distance parameter is within the distance range corresponding to the target skill parameter, the higher the auditory skill level, the higher the first loudness.

[0131] In this embodiment, when other virtual objects emit sounds in a game scene, the loudness of the target sound heard by players with different auditory skill levels will be different for multiple players within the audible range, thus creating a differentiated auditory experience.

[0132] If the distance parameter is within the distance range corresponding to the target skill parameter, the smaller the distance parameter, the higher the first loudness.

[0133] The target skill parameter includes the auditory skill level; the higher the auditory skill level, the larger the distance range corresponding to the target skill parameter; and / or, the distance range corresponding to the target skill parameter is associated with the completion status of the preset task corresponding to the auditory skill level.

[0134] The above method enables dynamic audible distance (the range at which one can hear objects). As the player's auditory skill level increases, or as the completion status of a preset task corresponding to that skill level changes, the player's audible distance will also change. Furthermore, it allows for differences in audible distance among different players in the game.

[0135] In response to the controlled virtual object performing a first action, a first action sound corresponding to the first action is determined; based on the target skill parameters, a loudness control parameter for the first action sound is generated: wherein, the loudness control parameter is used to control the first playback loudness of the first action sound on the terminal device corresponding to the second virtual object in the game scene; the second virtual object is: a virtual object other than the controlled virtual object.

[0136] The target skill parameters include auditory skill level; the higher the auditory skill level, the lower the loudness of the first playback.

[0137] In this method, the loudness of the first playback is affected by the level of auditory skill. Players with high auditory skill levels can better conceal themselves in the game and are not easily discovered by other players.

[0138] The sound playback parameters include the sound playback type; the target sound has multiple preset sound files; the sound files store the sound data of the corresponding type; in response to the sound playback command for the target sound, based on the target skill parameters, at least a portion of the sound files to be played are determined from the multiple sound files of the target sound; and the terminal device is controlled to play the determined at least a portion of the sound files.

[0139] The target skill parameters include auditory skill level; the higher the auditory skill level, the more sound files can be identified.

[0140] In this method, when the auditory skill level is low, the sound is relatively simple; when the auditory skill level is high, the sound effects are richer, thereby increasing the diversity of sound effects.

[0141] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the sound control method in the above-mentioned game.

[0142] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the sound control method of the aforementioned game:

[0143] The system determines the target skill parameters of the controlled virtual object; wherein the target skill parameters are configured to be determined based on the state parameters of the controlled virtual object entering a specified game state; the specified game state includes: the controlled virtual object entering a specified sub-scene in the game scene, and / or, the controlled virtual object performing a specified game action; responds to a sound playback command for a target sound, and determines the sound playback parameters of the target sound based on the target skill parameters; wherein the target sound originates from the game scene or a first virtual object in the game scene; the first virtual object includes the controlled virtual object or virtual objects in the game scene other than the controlled virtual object; and controls the terminal device to play the target sound based on the sound playback parameters.

[0144] In this method, the target skill parameters are determined based on the state parameters of the controlled virtual object entering the specified game state. This allows different players to have different target skill parameters. The target skill parameters are related to the sound playback parameters of the target sound, so different players hear different sound effects for the same sound. This method enriches the expression of sound effects, achieves a differentiated auditory experience, and improves the player's gaming experience.

[0145] The specified game state mentioned above includes: the controlled virtual object entering a specified sub-scene in the game scene; the specified sub-scene includes a preset skill training sub-scene; controlling the controlled virtual object to enter the skill training sub-scene; in response to the controlled virtual object entering the skill training sub-scene, obtaining the skill training parameters of the controlled virtual object based on the state of the controlled virtual object in the skill training sub-scene; and updating the target skill parameters of the controlled virtual object based on the skill training parameters.

[0146] The aforementioned game-specific states include: the controlled virtual object performing a specified game action; responding to an action control operation, controlling the controlled virtual object to perform a specified game action; obtaining the action parameters of the controlled virtual object performing the specified game action, and updating the target skill parameters of the controlled virtual object based on the action parameters; wherein, the action parameters include the action duration and / or the number of actions.

[0147] The aforementioned target skill parameters include auditory skill level; updating the auditory experience value of the controlled virtual object in response to the controlled virtual object entering a specified game state; and updating the auditory skill level of the controlled virtual object in response to the auditory experience value reaching a preset experience value threshold.

[0148] In this embodiment, the auditory skill level of the controlled virtual object is updated based on the player's training results in a specified game state, so that different players have different auditory skill levels in the game, and can further obtain game experiences at different auditory levels.

[0149] The aforementioned sound playback parameters include sound playback loudness; receiving a sound playback instruction for a target sound and determining the sound attributes of the target sound; wherein, the sound attributes indicate the sound source and / or sound type of the target sound; and determining the sound playback loudness of the target sound based on the sound attributes of the target sound and the target skill parameters.

[0150] The aforementioned target skill parameters include auditory skill level; the sound type of the target sound indicated by the sound attribute is: ambient noise of the game scene; the higher the auditory skill level, the lower the loudness of the target sound playback.

[0151] The aforementioned target skill parameters include auditory skill level; the sound type of the target sound indicated by the sound attribute is: the sound of the controlled virtual object's movement; the higher the auditory skill level, the lower the loudness of the target sound playback.

[0152] Determine the distance parameter between the source of the target sound and the controlled virtual object; wherein, the sound source includes: virtual objects in the game scene other than the controlled virtual object; if the distance parameter is within the distance range corresponding to the target skill parameter, determine the sound playback loudness of the target sound as the first loudness; if the distance parameter exceeds the distance range corresponding to the target skill parameter, determine the sound playback loudness of the target sound as zero.

[0153] The target skill parameters include auditory skill level; if the distance parameter is within the distance range corresponding to the target skill parameter, the higher the auditory skill level, the higher the first loudness.

[0154] In this embodiment, when other virtual objects emit sounds in a game scene, the loudness of the target sound heard by players with different auditory skill levels will be different for multiple players within the audible range, thus creating a differentiated auditory experience.

[0155] If the distance parameter is within the distance range corresponding to the target skill parameter, the smaller the distance parameter, the higher the first loudness.

[0156] The target skill parameter includes the auditory skill level; the higher the auditory skill level, the larger the distance range corresponding to the target skill parameter; and / or, the distance range corresponding to the target skill parameter is associated with the completion status of the preset task corresponding to the auditory skill level.

[0157] The above method enables dynamic audible distance (the range at which one can hear objects). As the player's auditory skill level increases, or as the completion status of a preset task corresponding to that skill level changes, the player's audible distance will also change. Furthermore, it allows for differences in audible distance among different players in the game.

[0158] In response to the controlled virtual object performing a first action, a first action sound corresponding to the first action is determined; based on the target skill parameters, a loudness control parameter for the first action sound is generated: wherein, the loudness control parameter is used to control the first playback loudness of the first action sound on the terminal device corresponding to the second virtual object in the game scene; the second virtual object is: a virtual object other than the controlled virtual object.

[0159] The target skill parameters include auditory skill level; the higher the auditory skill level, the lower the loudness of the first playback.

[0160] In this method, the loudness of the first playback is affected by the level of auditory skill. Players with high auditory skill levels can better conceal themselves in the game and are not easily discovered by other players.

[0161] The sound playback parameters include the sound playback type; the target sound has multiple preset sound files; the sound files store the sound data of the corresponding type; in response to the sound playback command for the target sound, based on the target skill parameters, at least a portion of the sound files to be played are determined from the multiple sound files of the target sound; and the terminal device is controlled to play the determined at least a portion of the sound files.

[0162] The target skill parameters include auditory skill level; the higher the auditory skill level, the more sound files can be identified.

[0163] In this method, when the auditory skill level is low, the sound is relatively simple; when the auditory skill level is high, the sound effects are richer, thereby increasing the diversity of sound effects.

[0164] The computer program products of the sound control method, device and electronic device in the game provided by the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0165] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0166] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.

[0167] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion 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 this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0168] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0169] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A sound control method in a game, characterized in that, A graphical user interface is provided through a terminal device; the graphical user interface includes scene screens of the game scene; The controlled virtual object is located in the game scene; The controlled virtual object is controlled through the terminal device; the method includes: The method further comprises determining the target skill parameters of the controlled virtual object; wherein the target skill parameters are configured to be determined based on the state parameters of the controlled virtual object entering a specified game state; the specified game state includes: the controlled virtual object entering a specified sub-scene in the game scene, and / or, the controlled virtual object performing a specified game action; the target skill parameters include an auditory skill level; prior to the step of determining the target skill parameters of the controlled virtual object, the method further comprises: updating the auditory experience value of the controlled virtual object in response to the controlled virtual object entering the specified game state; and updating the auditory skill level of the controlled virtual object in response to the auditory experience value reaching a preset experience value threshold; In response to a sound playback command for a target sound, sound playback parameters for the target sound are determined based on the target skill parameters; wherein, the target sound originates from the game scene or a first virtual object within the game scene; the first virtual object includes the controlled virtual object or other virtual objects within the game scene besides the controlled virtual object; Based on the sound playback parameters, control the terminal device to play the target sound; The method further includes: In response to the controlled virtual object performing a first action, a first action sound corresponding to the first action is determined; Based on the target skill parameters, loudness control parameters for the first action sound are generated: wherein the loudness control parameters are used to control the first playback loudness of the first action sound on the terminal device corresponding to the second virtual object in the game scene; the second virtual object is a virtual object other than the controlled virtual object.

2. The method according to claim 1, characterized in that, The specified game state includes: the controlled virtual object entering a specified sub-scene within the game scene; the specified sub-scene includes a preset skill training sub-scene; before the step of determining the target skill parameters of the controlled virtual object, the method further includes: Control the controlled virtual object to enter the skill training sub-scene; In response to the controlled virtual object entering the skill training sub-scene, the skill training parameters of the controlled virtual object are obtained based on the state of the controlled virtual object in the skill training sub-scene; The target skill parameters of the controlled virtual object are updated based on the skill training parameters.

3. The method according to claim 1, characterized in that, The specified game state includes: the controlled virtual object performing a specified game action; prior to the step of determining the target skill parameters of the controlled virtual object, the method further includes: In response to an action control operation, the controlled virtual object is controlled to perform the specified game action; Obtain the action parameters of the controlled virtual object to perform the specified game action, and update the target skill parameters of the controlled virtual object based on the action parameters; wherein, the action parameters include action duration and / or number of actions.

4. The method according to claim 1, characterized in that, The sound playback parameters include sound playback loudness; The step of responding to a sound playback command for a target sound and determining the sound playback parameters of the target sound based on the target skill parameters includes: Receive a sound playback instruction for a target sound, and determine the sound attributes of the target sound; wherein the sound attributes indicate the sound source and / or sound type of the target sound; Based on the sound attributes of the target sound and the target skill parameters, the loudness of the target sound is determined.

5. The method according to claim 4, characterized in that, The target skill parameters include auditory skill level; the sound attribute indicates the sound type of the target sound as: the environmental noise of the game scene; The higher the auditory skill level, the lower the loudness of the target sound.

6. The method according to claim 4, characterized in that, The target skill parameters include auditory skill level; the sound attribute indicates that the sound type of the target sound is: the movement sound of the controlled virtual object; The higher the auditory skill level, the lower the loudness of the target sound.

7. The method according to claim 4, characterized in that, The step of determining the loudness of the target sound based on its sound attributes and the target skill parameters includes: Determine the distance parameter between the sound source of the target sound and the controlled virtual object; wherein, the sound source includes: virtual objects in the game scene other than the controlled virtual object; If the distance parameter is within the distance range corresponding to the target skill parameter, the loudness of the target sound is determined to be the first loudness. If the distance parameter exceeds the distance range corresponding to the target skill parameter, the loudness of the target sound is determined to be zero.

8. The method according to claim 7, characterized in that, The target skill parameter includes the auditory skill level; if the distance parameter is within the distance range corresponding to the target skill parameter, the higher the auditory skill level, the higher the first loudness.

9. The method according to claim 7, characterized in that, If the distance parameter is within the distance range corresponding to the target skill parameter, the smaller the distance parameter, the higher the first loudness.

10. The method according to claim 7, characterized in that, The target skill parameter includes an auditory skill level; the higher the auditory skill level, the larger the distance range corresponding to the target skill parameter; and / or, the distance range corresponding to the target skill parameter is associated with the completion status of a preset task corresponding to the auditory skill level.

11. The method according to claim 1, characterized in that, The target skill parameters include auditory skill level; the higher the auditory skill level, the lower the first playback loudness.

12. The method according to claim 1, characterized in that, The sound playback parameters include sound playback type; the target sound has multiple preset sound files; the sound files store sound data of the corresponding type; The step of responding to a sound playback command for a target sound and determining the sound playback parameters of the target sound based on the target skill parameters includes: In response to a sound playback command for a target sound, at least a portion of the sound files to be played are determined from multiple sound files of the target sound based on the target skill parameters; Control the terminal device to play the determined at least part of the sound file.

13. The method according to claim 12, characterized in that, The target skill parameters include auditory skill level; the higher the auditory skill level, the more sound files are identified.

14. A sound control device for a game, characterized in that, A graphical user interface is provided through a terminal device; the graphical user interface includes scene screens of the game scene; The controlled virtual object is located in the game scene; The controlled virtual object is controlled through the terminal device; the device includes: A first determining module is used to determine the target skill parameters of the controlled virtual object; wherein the target skill parameters are configured to be determined based on the state parameters of the controlled virtual object entering a specified game state; the specified game state includes: the controlled virtual object entering a specified sub-scene in the game scene, and / or, the controlled virtual object performing a specified game action; the target skill parameters include an auditory skill level; in response to the controlled virtual object entering the specified game state, the auditory experience value of the controlled virtual object is updated; in response to the auditory experience value reaching a preset experience value threshold, the auditory skill level of the controlled virtual object is updated; The second determining module is used to respond to a sound playback command for a target sound and determine the sound playback parameters of the target sound based on the target skill parameters; wherein, the target sound comes from the game scene or a first virtual object in the game scene; the first virtual object includes the controlled virtual object or virtual objects in the game scene other than the controlled virtual object; The control module is used to control the terminal device to play the target sound based on the sound playback parameters; The third determining module is used to determine the first action sound corresponding to the first action in response to the controlled virtual object performing the first action; Based on the target skill parameters, loudness control parameters for the first action sound are generated: wherein the loudness control parameters are used to control the first playback loudness of the first action sound on the terminal device corresponding to the second virtual object in the game scene; the second virtual object is a virtual object other than the controlled virtual object.

15. An electronic device, characterized in that, The device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement a sound control method in a game as described in any one of claims 1-13.

16. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement a sound control method in a game as described in any one of claims 1-13.

Citation Information

Patent Citations

  • Voice effect adjusting method of playing device, playing device and storage medium

    CN111343497A

  • Game sound control method, mobile terminal and computer readable storage medium

    CN112451968A

  • Sound effect playing control method and device and electronic equipment

    CN114887327A