Game effect enhancement method, device, electronic device and medium based on audio-visual combination
By obtaining game scene and operation information, separating the sound frequency and generating psychological sensory image information, the problem that a single sound cannot bring an immersive gaming experience is solved, and the game effect of combining audio-visual is enhanced.
Patent Information
- Application Number
- CN202310200219.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-03-03
- Publication Date
- 2025-09-02
- Estimated Expiration
- 2043-03-03
AI Technical Summary
In the prior art, the game effects conveyed by sound alone cannot bring players an immersive and real experience. How to use the combination of audio-visual sensory methods to enhance the game effects.
By obtaining game scene information and player operation information, calling preset sounds, and dividing the sounds into high-frequency, medium-high-frequency, low-frequency and medium-frequency types, combining sound frequency with psychological feelings to generate image information, achieving enhanced game effects that combine audio-visual.
It enhances the immersion and authenticity of the game, and generates more psychologically sensible images and sound effects through audio-visual combinations, improving the player's gaming experience.
Smart Images

Figure CN116271812B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the technical field of game applications, and in particular to a method, device, electronic device, and medium for enhancing game effects based on audio-visual integration. Background Art
[0002] With the development of the game industry, there are more and more game enthusiasts. In order to improve the gaming experience of gamers, game production is becoming more and more realistic in scenes and sound effects.
[0003] In existing technology, gamers can manipulate game content using keyboards, mice, touchscreens, and other devices. This allows them to modify certain game effects or generate new events. When game content is modified or new events occur, playing sound effects can provide players with a more immersive auditory experience. However, simply conveying game effects through sound alone does not provide players with a fully immersive experience. Therefore, how to combine audio and visual sensory input to enhance game effects and provide players with a more realistic experience is a question that requires attention. Summary of the Invention
[0004] In order to enhance the gaming effect through the combination of audio and visual senses and bring a more realistic gaming experience, the present application provides a gaming effect enhancement method, device, electronic device and medium based on the combination of audio and visual senses.
[0005] In a first aspect, the present application provides a method for enhancing game effects based on audio-visual integration, which adopts the following technical solutions:
[0006] Get the scene information of the current game;
[0007] Obtaining the player's operation information in the scene information;
[0008] calling a preset sound according to the current scene information and the operation information;
[0009] Determining the type of the sound, the type including high-frequency sound, medium-high frequency sound, low-frequency sound and medium-frequency sound;
[0010] Determining psychological feeling information of the sound on a person according to the type of the sound;
[0011] calling image information corresponding to the psychological feeling information;
[0012] The sound is played and the image information is displayed simultaneously.
[0013] By adopting the above technical solution, the electronic device calls the preset sound according to the scene information of the current game and the player's operation information, and divides the sound into different types and distinguishes the frequency of the sound. After hearing the sound, the player generates different psychological feelings. The effect of sound on people's psychological feelings is used to achieve the purpose of enhancing the experience effect. At the same time, the corresponding image information related to the psychological feelings is displayed on the screen, and the game effect is enhanced from both the visual and auditory senses. Combined with the influence of audio and video on people's psychology, a better game effect is achieved.
[0014] Furthermore, calling a preset sound according to the current scene information and the operation information includes:
[0015] Determining event information occurring in the game scene according to the operation information;
[0016] The preset environmental sound is called according to the scene information and event information, and the preset character perception sound and / or self-awareness sound is called according to the event information. The character perception sound is a high-frequency sound, the environmental sound is a medium-high frequency sound, and the self-awareness sound is a low-frequency sound or a medium-frequency sound.
[0017] By adopting the above technical solution, the electronic device determines the event information based on the operation information, and calls the environmental sounds, character perception sounds and self-awareness sounds of different frequencies based on the scene information and event information, and applies the different psychological feelings brought by the sound frequencies to the corresponding sound types to obtain a more realistic feeling.
[0018] Furthermore, playing the sound includes:
[0019] Obtaining a sound file corresponding to the sound;
[0020] The sound file is parsed to obtain sound-related parameters, and the sound is generated and played according to the sound-related parameters.
[0021] By adopting the above technical solution, the electronic device pre-stores the sound file corresponding to the sound. When calling the sound, the sound-related parameters are parsed from the sound file and the sound is generated according to the sound parameters, thereby realizing real-time calling of the sound and saving memory.
[0022] Furthermore, the calling of the image information corresponding to the psychological feeling information includes:
[0023] obtaining the frequency of the sound;
[0024] Determining the corresponding psychological feeling intensity according to the frequency of the sound;
[0025] Image information matching the intensity of the psychological feeling is retrieved.
[0026] By adopting the above technical solution, the sound is set with different frequencies, and the electronic device matches the corresponding psychological feeling intensity according to the frequency, thereby calling more suitable image information for different psychological feeling intensities, and the resulting game effect is more realistic.
[0027] Furthermore, the method further comprises:
[0028] Get the scene brightness information of the current scene and the player's historical usage information;
[0029] Determining a severity coefficient corresponding to the event information;
[0030] Determining a brightness change range, transparency, and display duration based on the severity coefficient;
[0031] Determine the brightness change value based on the player's historical usage information;
[0032] Calculating a total brightness change value based on the brightness increase range and the brightness change single value;
[0033] Determining the image brightness according to the scene brightness information includes any of the following:
[0034] If the scene brightness is lower than the preset brightness, the scene brightness is added to the total brightness change value to calculate the image brightness;
[0035] If the scene brightness is higher than the preset brightness, the image brightness is calculated by subtracting the total brightness change value from the scene brightness;
[0036] The image information is displayed according to the image brightness, the transparency, and the display duration.
[0037] By adopting the above technical solution, the electronic device adjusts the brightness, transparency and display duration of the image information according to the brightness information of the game scene and the player's historical usage information, so that the image information can be adaptively adjusted according to the changes in the game scene, making the game effect richer.
[0038] Furthermore, the historical usage information includes the number of times the device is used and the duration of each use. The historical usage information of the player includes the determination of the brightness change value based on the historical usage information of the player, including:
[0039] Determining a first coefficient based on a comparison of the number of times used with a plurality of preset ranges of number of times used;
[0040] Determining a second coefficient based on the comparison of the single duration with a plurality of preset single duration ranges;
[0041] Calculating a proficiency coefficient according to a ratio of the second coefficient to the first coefficient;
[0042] When the proficiency coefficient is a non-integer, the decimal places of the proficiency coefficient are determined according to the relationship between the single duration and the corresponding single duration range, including any of the following:
[0043] If the single duration is close to the lower limit of the corresponding single duration range, the decimal places of the proficiency coefficient are discarded;
[0044] If the single duration is close to the upper limit of the corresponding single duration range, the decimal place of the proficiency coefficient is rounded up.
[0045] By adopting the above technical solution, when the electronic device determines the brightness information of the image screen, it selects and rounds the decimal places of the proficiency coefficient based on the relationship between the single duration and the single duration range corresponding to the second parameter when determining the second parameter, so that the obtained screen brightness is more in line with the player's experience and more reasonable and accurate data is obtained.
[0046] In a second aspect, the present application provides a device for enhancing game effects based on audio-visual integration, which adopts the following technical solutions:
[0047] The scene information acquisition module is used to obtain the scene information of the current game;
[0048] An operation information acquisition module, used to acquire the player's operation information in the scene information;
[0049] A sound calling module, configured to call a preset sound according to the current scene information and the operation information;
[0050] a sound type determination module, configured to determine the type of the sound, wherein the types include high-frequency sound, medium-high-frequency sound, low-frequency sound, and medium-frequency sound;
[0051] a psychological feeling information determination module, configured to determine the psychological feeling information of the sound on a person according to the type of the sound;
[0052] An image information calling module, used for calling the image information corresponding to the psychological feeling information;
[0053] The playing and displaying module is used to play the sound and display the image information at the same time.
[0054] By adopting the above technical solution, the scene information acquisition module, the operation information and sound calling module acquisition module call the preset sound according to the scene information of the current game and the player's operation information, the sound type determination module divides the sound into different types and distinguishes the frequency of the sound. After hearing the sound, the player generates different psychological feelings, and uses the influence of sound on people's psychological feelings to achieve the purpose of enhancing the experience effect. The psychological feeling information determination module, the image information calling module and the playback display module play the sound and display the corresponding image information related to the psychological feeling on the screen, thereby enhancing the game effect from both the visual and auditory senses, and combining the influence of audio and video on people's psychology to achieve a better game effect.
[0055] In a third aspect, the present application provides an electronic device, which adopts the following technical solution:
[0056] An electronic device, comprising:
[0057] at least one processor;
[0058] Memory;
[0059] At least one computer program, wherein the at least one computer program is stored in the memory and configured to be executed by the at least one processor, and the at least one computer program is configured to: execute the game effect enhancement method based on audio-visual combination as described in any one of the first aspects.
[0060] By adopting the above technical solution, the processor processes and executes the computer program in the memory, calls the preset sound according to the scene information of the current game and the player's operation information, and divides the sound into different types and distinguishes the frequency of the sound. After hearing the sound, the player generates different psychological feelings. The effect of sound on people's psychological feelings is used to achieve the purpose of enhancing the experience effect. At the same time, the corresponding image information related to the psychological feelings is displayed on the screen, and the game effect is enhanced from both the visual and auditory senses. Combined with the influence of audio and video on people's psychology, a better game effect is achieved.
[0061] In a fourth aspect, the present application provides a computer-readable storage medium, which adopts the following technical solution:
[0062] A computer-readable storage medium stores a computer program capable of being loaded by a processor and executed for enhancing game effects based on audio-visual combination as described in any one of the first aspects.
[0063] By adopting the above technical solution, the processor processes and executes the computer program in the computer-readable storage medium, calls the preset sound according to the scene information of the current game and the player's operation information, and divides the sound into different types and distinguishes the frequency of the sound. After hearing the sound, the player generates different psychological feelings. The effect of sound on people's psychological feelings is used to achieve the purpose of enhancing the experience effect. At the same time, the corresponding image information related to the psychological feelings is displayed on the screen, and the game effect is enhanced from both the visual and auditory senses. Combined with the influence of audio and video on people's psychology, a better game effect is achieved.
[0064] In summary, this application includes at least one of the following beneficial technical effects:
[0065] 1. The electronic device calls preset sounds based on the current game scene and the player's operation information, classifies the sounds into different types, and distinguishes the sound frequencies. Players then generate different psychological feelings after hearing the sounds, using the impact of sound on people's psychological feelings to achieve the purpose of enhancing the experience. At the same time, corresponding image information related to the psychological feelings is displayed on the screen, enhancing the gaming effect from both the visual and auditory senses. Combining the influence of audio and video on people's psychology, a better gaming effect is achieved.
[0066] 2. Electronic devices use ambient sounds, character perception sounds, and self-awareness sounds of different frequencies, applying the different psychological feelings brought about by sound frequencies to corresponding sound types to obtain a more realistic experience;
[0067] 3. The electronic device adjusts the brightness, transparency, and display duration of the image information based on the brightness information of the game scene and the player's historical usage information, so that the image information can be adaptively adjusted according to changes in the game scene, making the game effect richer. BRIEF DESCRIPTION OF THE DRAWINGS
[0068] Figure 1 It is a flowchart of a method for enhancing game effects based on audio-visual integration in an embodiment of the present application.
[0069] Figure 2 It is a structural block diagram of a game effect enhancement device based on audio-visual combination in an embodiment of the present application.
[0070] Figure 3 It is a structural block diagram of the electronic device in the embodiment of the present application. Implementation Method
[0071] To make the purpose, technical solutions, and advantages of the embodiments of this application more clear, the technical solutions in the embodiments of this application will be clearly and completely described below in conjunction with the drawings in the embodiments of this application. Obviously, the described embodiments are part of the embodiments of this application, not all of the embodiments. Based on the embodiments in this application, all other embodiments obtained by ordinary technicians in this field without making creative efforts are within the scope of protection of this application.
[0072] In this document, the term "and / or" simply describes a relationship between related objects, indicating that three possible relationships exist. For example, "A and / or B" can represent: A exists alone, A and B exist simultaneously, or B exists alone. Furthermore, the character " / " in this document, unless otherwise specified, generally indicates an "or" relationship between the related objects.
[0073] The present application discloses a method for enhancing gaming effects based on audiovisual integration. The method is executed by an electronic device, which can be a server or a terminal device. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing cloud computing services. The terminal device can be, but is not limited to, a smartphone, a tablet computer, or a desktop computer.
[0074] Reference Figure 1 The method includes the following process (steps S101 to S107 after insufficient):
[0075] Step S101: Obtain scene information of the current game.
[0076] Specifically, the electronic device obtains scene information for the current game. Game scene information includes scenes within the game character's field of view, such as walls, ground, objects, weather, and characters. Taking a shooting game as an example, the current game scene information may include buildings, trees, grass, and bunkers within the game character's field of view. All scenes that appear within the current game screen can be considered scene information within the game character's field of view.
[0077] In another possible implementation, the electronic device may generate scene sounds according to the game scene without displaying the scene image, and the player may be able to identify the direction according to the ambient sound.
[0078] Step S102: Obtain the player's operation information in the scene information.
[0079] Specifically, the current game may be a computer game, in which case the player may use a mouse and keyboard to operate in coordination when playing the game. It may also be some VR devices, in which case the player uses the operations or actions generated by these devices as operation information.
[0080] Step S103: calling a preset sound according to the current scene information and operation information, including (steps S1031 to S1032):
[0081] Step S1031: Determine event information occurring in the game scene based on the operation information.
[0082] First, with each player action, the in-game scene or the current character's status changes accordingly. The electronic device determines the event information that has occurred based on the action information. For example, event information includes walking, running, half-crouching, jumping, lying down, striking, being shot, being injured, and healing. The electronic device presets a corresponding action information for each event information. For example, holding down the upper mouse button indicates walking, holding for a preset time indicates running, and clicking the mouse indicates striking.
[0083] Step S1032: Call the preset environmental sound according to the scene information and event information, and call the preset character perception sound and / or self-awareness sound according to the event information. The character perception sound is a high-frequency sound, the environmental sound is a medium-high frequency sound, and the self-awareness sound is a low-frequency sound or a medium-frequency sound.
[0084] Furthermore, the electronic device sets ambient sound for the scene information to provide players with a realistic gaming experience. The ambient sound includes the ambient sound in the game screen and the sound corresponding to the event information of other game characters in the game.
[0085] Electronic devices can play sounds corresponding to the weather in the game scene. When other characters are present in the scene, the scene's ambient sounds also include sounds related to events occurring to those other characters. For example, if character B is within a preset range of current character A, all sounds related to character B's events will be included in the scene's ambient sounds. The preset range is used to distinguish the distance between the other characters and the current character. When the distance is within the preset range, the sounds related to the other characters' events will be played to alert the current player.
[0086] Therefore, when the electronic device receives the operation information input by the player, the electronic device determines the corresponding event information and calls the sound corresponding to the event information, such as walking footsteps, running footsteps, hitting gunshots, etc., and superimposes the sound corresponding to the event information on the basis of the ambient sound.
[0087] Specifically, 30-150Hz is low-frequency sound; 150-500Hz is medium-frequency sound; 500-5kHz is medium-high frequency sound; 5kHz-16kHz is high-frequency sound.
[0088] Among them, electronic equipment uses medium and high frequency sounds as ambient sounds, and uses left and right channels for playback, so that players can hear the ambient sounds comfortably.
[0089] Furthermore, when an event such as being shot, injured or treated occurs, a preset character feeling sound or self-awareness sound is called.
[0090] Electronic devices use high-frequency sounds as the sound of human perception, which can easily induce a stress response in the human body, thereby stimulating the sympathetic nerves. Sympathetic nerve excitement can cause cerebral vasoconstriction, reducing blood supply to the brain, and thus causing tinnitus and dizziness, bringing a sense of tension and pressure, and enhancing the realism of the game. For example, dolphin sounds.
[0091] Electronic devices use low- or medium-frequency sounds as self-awareness sounds. Low-frequency sounds are deep and rich, giving people a dull feeling. Recorded ASMR sounds can actually be used as self-awareness sounds to express the inner thoughts of the current game character, such as self-talk, groans in pain, and gasps during movement. This can more realistically simulate the inner feelings of the game character and enrich the player's gaming experience.
[0092] Step S104: determining the type of sound, which includes high-frequency sound, mid-high frequency sound, low-frequency sound and mid-frequency sound.
[0093] Step S105: Determine the psychological feeling information of the sound on the person according to the type of the sound.
[0094] Specifically, the electronic device can obtain the type of sound called and the corresponding psychological feeling information based on the sound setting in step S103. Among them, this application only analyzes high-frequency sound, medium-frequency sound and low-frequency sound. The psychological feeling information includes the above-mentioned tension when hearing high-frequency sound and the dull feeling when hearing low-frequency sound.
[0095] Step S106: calling image information corresponding to the psychological feeling information.
[0096] Specifically, the electronic device pre-stores at least one image for each type of psychological feeling. The image simulates the sound and psychological content. For tension, the electronic device creates a more visually impactful image, while for boredom, it creates a more mysterious or dizzying image. Once the electronic device determines the psychological feeling, it searches for the corresponding image.
[0097] Step S107: Play the sound and display the image information at the same time.
[0098] For example, when a game character is shot, images of the body being struck or injured are displayed; when the game character speaks to himself, abstract images of symbols and concepts are displayed. Therefore, displaying images while playing sound can stimulate both hearing and vision, enhancing the game effect and providing players with a more realistic gaming experience.
[0099] Furthermore, after determining the sound to be played, the sound needs to be generated and played. In step S107, when playing the sound, the method includes: obtaining a sound file corresponding to the sound; parsing the sound file to obtain sound-related parameters, generating the sound according to the sound-related parameters, and playing the sound.
[0100] Specifically, each sound is stored in a Wise file, a sound file. The electronic device calls the Wise file and uses its own audio engine to parse it into a JSON file. The JSON file contains sound-related parameters such as time, volume, and frequency. The electronic device generates and plays the sound based on these sound-related parameters.
[0101] In order to increase the sound playback speed, when determining the sound to be played, the json file is converted in real time.
[0102] Furthermore, in order to enhance the distinction between players under different psychological feelings, step S106 further includes (steps S11 to S13):
[0103] Step S11: Acquire the frequency of the sound.
[0104] Specifically, the electronic device is set with sounds of multiple frequencies according to event information, and the sound file records information such as the sound frequency. Therefore, when the electronic device calls and plays a sound, the sound frequency can be obtained from the sound file.
[0105] Step S12: Determine the corresponding psychological feeling intensity according to the frequency of the sound.
[0106] Specifically, different sound frequencies produce different psychological sensations. For example, higher-frequency sounds create a stronger sense of tension, while lower-frequency sounds create a stronger sense of dullness. Electronic devices are divided into multiple frequency bands, and the intensity of psychological sensations is also divided into multiple levels.
[0107] Step S13: calling image information that matches the psychological feeling intensity.
[0108] Specifically, the electronic device sets multiple groups of image information for each psychological feeling, and at least one image information corresponds to a level of psychological feeling intensity, so that image information matching the psychological feeling intensity can be called.
[0109] Furthermore, in order to enhance the visual effect, the above method further includes (steps S21 to S27):
[0110] Step S21: Obtain scene brightness information of the current scene and player's historical usage information.
[0111] Specifically, when the electronic device displays the current scene, it displays it according to a preset brightness. For example, when the current scene is daytime, the brightness of the scene is greater than that of the night. The player's historical usage information is the number of times the player uses the game and the duration of each use.
[0112] Step S22: Determine the severity coefficient corresponding to the event information.
[0113] Specifically, the electronic device sets a corresponding severity coefficient for each event information, and the severity coefficient is set according to the degree of impact of the event information on the safety of the game character. For example, if the game character is shot, the severity coefficient is high, and the more serious the gunshot, the higher the severity coefficient.
[0114] Step S23: Determine the brightness variation range, transparency and display duration according to the severity coefficient.
[0115] Specifically, the electronic device sets a corresponding brightness variation range, transparency and display duration for each severity coefficient. The larger the severity coefficient, the higher the corresponding brightness variation range, the smaller the transparency and the longer the display duration.
[0116] Step S24: Determine a single value of brightness change based on the player's historical usage information.
[0117] Specifically, after determining the brightness change range in step S23, the electronic device further determines a single value of the brightness change based on the player's historical usage information, thereby being able to determine a total value of the brightness change.
[0118] Including (steps S241 to S244):
[0119] Step S241: Determine a first coefficient based on the comparison between the number of times of use and a plurality of preset ranges of number of times of use.
[0120] Specifically, the electronic device presets multiple usage count ranges, each corresponding to a first coefficient. A greater number of uses corresponds to a larger first coefficient. When a player's usage count falls within a certain range, the first coefficient is determined based on the player's usage count. A larger first coefficient indicates a more experienced player.
[0121] Step S242: Determine a second coefficient based on the comparison between the single duration and a plurality of preset single duration ranges.
[0122] Specifically, the single session duration is the average value calculated by the electronic device based on the duration and frequency of each session. The electronic device has multiple preset single session duration ranges, each corresponding to a second coefficient. The longer the single session duration, the larger the corresponding second coefficient. When a player's single session falls within a certain range, the second coefficient is determined based on the single session duration. A higher second frequency indicates a more experienced player.
[0123] Step S243: Calculate the proficiency coefficient based on the ratio of the second coefficient to the first coefficient.
[0124] Specifically, compared with the number of times it is used, the duration of a single use is more important and can reflect the player's attention.
[0125] Step S244: When the proficiency coefficient is a non-integer, the decimal places of the proficiency coefficient are determined based on the relationship between the single duration and the corresponding single duration range, including any of the following:
[0126] If the single duration is close to the lower limit of the corresponding single duration range, the decimal places of the proficiency coefficient are discarded;
[0127] If the single duration is close to the upper limit of the corresponding single duration range, the decimal place of the proficiency coefficient is rounded up.
[0128] Specifically, because the duration of a single session is more important, when determining the decimal place of the proficiency coefficient, the electronic device calculates the difference between the single session duration and the corresponding upper and lower limits of the single session duration. The smaller the corresponding difference, the closer they are. If the single session duration is close to the lower limit of the corresponding single session duration range, then from a macro perspective, the single session duration is closer to the single session duration range of the previous level. If the proficiency coefficient calculated based on the single session duration range of the previous level is closer to the current proficiency coefficient after the decimal point is discarded, so the decimal place is discarded.
[0129] Step S25: Calculate the total brightness change value based on the brightness increase range and the brightness change single value.
[0130] Specifically, the electronic device adds the lower limit value of the brightness increase range to the single value of the brightness change to calculate the total value of the brightness change.
[0131] Step S26: Determine the image brightness according to the scene brightness information, including any of the following:
[0132] If the scene brightness is lower than the preset brightness, the scene brightness is added to the total brightness change value to calculate the image brightness;
[0133] If the scene brightness is higher than the preset brightness, the image brightness is calculated by subtracting the total brightness change value from the scene brightness.
[0134] Specifically, the electronic device presets brightness to distinguish whether the scene is night or day. If the scene brightness is lower than the preset brightness, the scene is at night, otherwise it is during the day.
[0135] When the scene is at night, the displayed image brightness needs to be higher to attract people's attention. Therefore, based on the scene brightness, the total brightness change value is increased to adjust the image brightness. When the scene is during the day, the displayed image brightness needs to be lower to increase the contrast with the scene. Therefore, based on the scene brightness, the total brightness change value is reduced to adjust the image brightness.
[0136] Step S27: Displaying image information according to image brightness, transparency and display duration.
[0137] Specifically, electronic devices process image information to present image information with stronger visual impact to players, and the effect is enhanced as personal usage experience increases, which can bring players a more memorable experience.
[0138] In order to better implement the above method, the embodiment of the present application also provides a game effect enhancement device based on audio-visual combination, referring to Figure 2 The game effect enhancement device 200 based on audio-visual combination includes:
[0139] The scene information acquisition module 201 is used to obtain the scene information of the current game;
[0140] Operation information acquisition module 202, used to obtain the player's operation information in the scene information;
[0141] The sound calling module 203 is used to call the preset sound according to the current scene information and operation information;
[0142] A sound type determination module 204 is used to determine the type of sound, which includes high-frequency sound, medium-high-frequency sound, low-frequency sound, and medium-frequency sound;
[0143] A psychological feeling information determination module 205 is used to determine the psychological feeling information of the sound on the person according to the type of the sound;
[0144] An image information determination module 206 is used to retrieve image information corresponding to the psychological feeling information;
[0145] The playing and displaying module 207 is used to play sounds and display image information at the same time.
[0146] Furthermore, the sound calling module 203 is specifically configured to:
[0147] Determine event information occurring in the game scene based on the operation information;
[0148] The preset environmental sounds are called according to the scene information and event information, and the preset character perception sounds and / or self-awareness sounds are called according to the event information. The character perception sounds are high-frequency sounds, the environmental sounds are medium-high frequency sounds, and the self-awareness sounds are low-frequency sounds or medium-frequency sounds.
[0149] Furthermore, when playing sound, the playing and displaying module 207 is specifically used to:
[0150] Get the sound file corresponding to the sound;
[0151] Parse the sound file to obtain sound-related parameters, generate sound according to the sound-related parameters, and play it.
[0152] Furthermore, the image information determination module 206 is specifically configured to:
[0153] Get the frequency of the sound;
[0154] Determine the intensity of the corresponding psychological feeling according to the frequency of the sound;
[0155] Recall image information that matches the intensity of psychological feelings.
[0156] In another possible implementation, the apparatus 200 for enhancing the gaming effect based on audio-visual integration further includes:
[0157] The historical usage information acquisition module is used to obtain the scene brightness information of the current scene and the player's historical usage information;
[0158] A severity coefficient determination module is used to determine the severity coefficient corresponding to the event information;
[0159] A parameter determination module is used to determine the brightness change range, transparency and display duration according to the severity coefficient;
[0160] A brightness change single value determination module, used to determine a brightness change single value based on the player's historical usage information;
[0161] A brightness change total value calculation module is used to calculate the total brightness change value based on the brightness growth range and the brightness change single value;
[0162] The brightness determination module is used to determine the image brightness based on the scene brightness information, including any of the following:
[0163] If the scene brightness is lower than the preset brightness, the scene brightness is added to the total brightness change value to calculate the image brightness;
[0164] If the scene brightness is higher than the preset brightness, the image brightness is calculated by subtracting the total brightness change from the scene brightness;
[0165] The image display module is used to display image information according to image brightness, transparency and display duration.
[0166] Furthermore, the brightness change single value determination module is specifically used to:
[0167] Determining a first coefficient based on a comparison of the number of times used with a plurality of preset ranges of number of times used;
[0168] Determining a second coefficient based on the comparison of the single duration with a plurality of preset single duration ranges;
[0169] The proficiency coefficient is calculated based on the ratio of the second coefficient to the first coefficient;
[0170] When the proficiency coefficient is a non-integer, the decimal places of the proficiency coefficient are determined based on the relationship between the single duration and the corresponding single duration range, including any of the following:
[0171] If the single duration is close to the lower limit of the corresponding single duration range, the decimal places of the proficiency coefficient are discarded;
[0172] If the single duration is close to the upper limit of the corresponding single duration range, the decimal place of the proficiency coefficient is rounded up.
[0173] The various variations and specific examples of the methods in the aforementioned embodiments are also applicable to the game effect enhancement device based on the combination of audio and video in this embodiment. Through the aforementioned detailed description of the game effect enhancement method based on the combination of audio and video, those skilled in the art can clearly understand the implementation method of the game effect enhancement device based on the combination of audio and video in this embodiment. Therefore, for the sake of brevity of the specification, it will not be described in detail here.
[0174] In order to better implement the above method, the embodiment of the present application provides an electronic device, referring to Figure 3 , electronic device 300 includes: a processor 301, a memory 303, and a display screen 305. The memory 303 and the display screen 305 are both connected to the processor 301, for example, via a bus 302. Optionally, the electronic device 300 may further include a transceiver 304. It should be noted that in actual applications, there is not limited to one transceiver 304, and the structure of the electronic device 300 does not constitute a limitation on the embodiments of the present application.
[0175] Processor 301 can be a CPU (Central Processing Unit), a general-purpose processor, a DSP (Digital Signal Processor), an ASIC (Application Specific Integrated Circuit), an FPGA (Field Programmable Gate Array), or other programmable logic device, transistor logic device, hardware component, or any combination thereof. It can implement or execute the various exemplary logic blocks, modules, and circuits described in conjunction with the disclosure of this application. Processor 301 can also be a combination that implements computing functions, such as a combination of one or more microprocessors, a combination of a DSP and a microprocessor, etc.
[0176] Bus 302 may include a path for transmitting information between the aforementioned components. Bus 302 may be a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus. Bus 302 may be divided into an address bus, a data bus, a control bus, and other components.
[0177] The memory 303 may be a ROM (Read Only Memory) or other type of static storage device that can store static information and instructions, a RAM (Random Access Memory) or other type of dynamic storage device that can store information and instructions, or an EEPROM (Electrically Erasable Programmable Read Only Memory), a CD-ROM (Compact Disc Read Only Memory) or other optical disk storage, optical disk storage (including compact discs, laser discs, optical discs, digital versatile discs, Blu-ray discs, etc.), a magnetic disk storage medium or other magnetic storage device, or any other medium that can be used to carry or store desired program code in the form of instructions or data structures and can be accessed by a computer, but is not limited thereto.
[0178] The memory 303 is used to store application code for executing the solution of the present application, and the execution is controlled by the processor 301. The processor 301 is used to execute the application code stored in the memory 303 to implement the content shown in the above method embodiment.
[0179] Figure 3 The electronic device 300 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present application.
[0180] An embodiment of the present application also provides a computer-readable storage medium storing a computer program. When the program is executed by a processor, the method for enhancing the game effect based on the audio-visual combination provided in the above embodiment is implemented. The processor processes and executes the computer program in the computer-readable storage medium, calls preset sounds according to the scene information of the current game and the player's operation information, and divides the sounds into different types and distinguishes the frequencies of the sounds. Players generate different psychological feelings after hearing the sounds, and the effect of sound on people's psychological feelings is used to achieve the purpose of enhancing the experience effect. At the same time, corresponding image information related to the psychological feelings is displayed on the screen, and the game effect is enhanced from both the audio-visual senses. Combined with the effect of audio-visual on people's psychology, a better game effect is achieved.
[0181] In this embodiment, a computer-readable storage medium may be a tangible device that holds and stores instructions used by an instruction execution device. The computer-readable storage medium may be, but is not limited to, an electrical storage device, a magnetic storage device, an optical storage device, an electromagnetic storage device, a semiconductor storage device, or any combination thereof. Specifically, the computer-readable storage medium may be a portable computer disk, a hard disk, a USB flash drive, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), a lectern random access memory (SRAM), a portable compact disc read-only memory (CD-ROM), a digital versatile disc (DVD), a memory stick, a floppy disk, an optical disc, a magnetic disk, a mechanical encoding device, or any combination thereof.
[0182] The computer program in this embodiment includes program code for executing all of the aforementioned methods. The program code may include instructions corresponding to the steps of the methods provided in the aforementioned embodiments. The computer program can be downloaded from a computer-readable storage medium to a computing / processing device, or downloaded to an external computer or external storage device via a network (e.g., the Internet, a local area network, a wide area network, and / or a wireless network). The computer program can be executed entirely on the player's computer or as a standalone software package.
[0183] The above are all preferred embodiments of the present application, and are not intended to limit the scope of protection of the present application. Therefore, any equivalent changes made based on the structure, shape, and principle of the present application should be included in the scope of protection of the present application.
[0184] In addition, it should be understood that relational terms such as first and second are used only to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any actual relationship or order between these entities or operations. The terms "comprises," "comprising," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that includes a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such process, method, article, or apparatus.
Claims
1. A method for enhancing game effects based on audio-visual combination, characterized in that: include: Get the scene information of the current game; Obtaining the player's operation information in the scene information; calling a preset sound according to the scene information and the operation information; Determining the type of the sound, the type including high-frequency sound, medium-high frequency sound, low-frequency sound and medium-frequency sound; Determining psychological feeling information of the sound on a person according to the type of the sound; calling image information corresponding to the psychological feeling information; Playing the sound and displaying the image information simultaneously; The calling of a preset sound according to the scene information and the operation information includes: Determining event information occurring in the game scene according to the operation information; Calling preset environmental sounds according to the scene information and the event information, and calling preset character perception sounds and / or self-awareness sounds according to the event information, wherein the character perception sounds are high-frequency sounds, the environmental sounds are medium-high frequency sounds, and the self-awareness sounds are low-frequency sounds or medium-frequency sounds; The method further comprises: Get the scene brightness information of the current scene and the player's historical usage information; Determining a severity coefficient corresponding to the event information; Determining a brightness change range, transparency, and display duration based on the severity coefficient; Determine the brightness change value based on the player's historical usage information; Calculating a total brightness change value based on the brightness change range and the brightness change single value; Determining the image brightness according to the scene brightness information includes any of the following: If the scene brightness is lower than the preset brightness, the scene brightness is added to the total brightness change value to calculate the image brightness; If the scene brightness is higher than the preset brightness, the image brightness is calculated by subtracting the total brightness change value from the scene brightness; displaying the image information according to the image brightness, the transparency, and the display duration; The historical usage information includes the number of times used and the duration of each time. The historical usage information of the player includes the determination of the brightness change value based on the historical usage information of the player, including: Determining a first coefficient based on a comparison of the number of times used with a plurality of preset ranges of number of times used; Determining a second coefficient based on the comparison of the single duration with a plurality of preset single duration ranges; Calculating a proficiency coefficient according to a ratio of the second coefficient to the first coefficient; When the proficiency coefficient is a non-integer, the decimal places of the proficiency coefficient are determined according to the relationship between the single duration and the corresponding single duration range, including any of the following: If the single duration is close to the lower limit of the corresponding single duration range, the decimal places of the proficiency coefficient are discarded; If the single duration is close to the upper limit of the corresponding single duration range, the decimal place of the proficiency coefficient is rounded up.
2. The method according to claim 1, characterized in that Playing the sound includes: Obtaining a sound file corresponding to the sound; The sound file is parsed to obtain sound-related parameters, and the sound is generated and played according to the sound-related parameters.
3. The method according to claim 1, characterized in that The calling of the image information corresponding to the psychological feeling information includes: obtaining the frequency of the sound; Determining the corresponding psychological feeling intensity according to the frequency of the sound; Image information matching the intensity of the psychological feeling is retrieved.
4. A device for enhancing game effects based on audio-visual combination, characterized in that: include: The scene information acquisition module is used to obtain the scene information of the current game; An operation information acquisition module, used to acquire the player's operation information in the scene information; A sound calling module, configured to call a preset sound according to the scene information and the operation information; a sound type determination module, configured to determine the type of the sound, wherein the types include high-frequency sound, medium-high-frequency sound, low-frequency sound, and medium-frequency sound; a psychological feeling information determination module, configured to determine the psychological feeling information of the sound on a person according to the type of the sound; An image information calling module, used for calling the image information corresponding to the psychological feeling information; a playing and displaying module, configured to display the image information while playing the sound; The sound calling module is specifically used to: Determining event information occurring in the game scene according to the operation information; Calling preset environmental sounds according to the scene information and the event information, and calling preset character perception sounds and / or self-awareness sounds according to the event information, wherein the character perception sounds are high-frequency sounds, the environmental sounds are medium-high frequency sounds, and the self-awareness sounds are low-frequency sounds or medium-frequency sounds; The historical usage information acquisition module is used to obtain the scene brightness information of the current scene and the player's historical usage information; A severity coefficient determination module, used to determine the severity coefficient corresponding to the event information; A parameter determination module is used to determine the brightness change range, transparency and display duration according to the severity coefficient; A brightness change single value determination module, used to determine a brightness change single value based on the player's historical usage information; A brightness change total value calculation module is used to calculate the total brightness change value based on the brightness change range and the brightness change single value; The brightness determination module is used to determine the image brightness based on the scene brightness information, including any of the following: If the scene brightness is lower than the preset brightness, the scene brightness is added to the total brightness change value to calculate the image brightness; If the scene brightness is higher than the preset brightness, the image brightness is calculated by subtracting the total brightness change from the scene brightness; An image display module is used to display image information according to image brightness, transparency and display duration; The brightness change single value determination module is specifically used for: Determining a first coefficient based on a comparison of the number of times used with a plurality of preset ranges of number of times used; Determining a second coefficient based on the comparison of the single duration with a plurality of preset single duration ranges; The proficiency coefficient is calculated based on the ratio of the second coefficient to the first coefficient; When the proficiency coefficient is a non-integer, the decimal places of the proficiency coefficient are determined based on the relationship between the single duration and the corresponding single duration range, including any of the following: If the single duration is close to the lower limit of the corresponding single duration range, the decimal places of the proficiency coefficient are discarded; If the single duration is close to the upper limit of the corresponding single duration range, the decimal place of the proficiency coefficient is rounded up.
5. An electronic device, characterized in that: at least one processor; Memory; At least one application, wherein the at least one application is stored in the memory and is configured to be executed by the at least one processor, and the at least one application is configured to: execute the game effect enhancement method based on audio-visual combination as described in any one of claims 1 to 3.
6. A computer-readable storage medium, characterized in that The computer program is stored which can be loaded by a processor and execute the game effect enhancement method based on audio-visual combination according to any one of claims 1 to 3.
Citation Information
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