A method, apparatus, and readable medium for customizing game titles
Patent Information
- Application Number
- CN202310481479.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-04-27
- Publication Date
- 2026-09-01
- Estimated Expiration
- 2043-04-27
AI Technical Summary
[0003]目前市面上所有的游戏剧情中常常会有语音剧情,但是在语音剧情中都不会直接读出玩家的称谓,而是在需要对玩家进行称呼的场景下采用“主人”、“少侠”之类的统称来代替,或者直接空出不读,因此造成游戏代入感较差,在游戏剧情中容易在对玩家进行称呼的时候导致沉浸感缺失,非常影响游戏体验感
[0029](1)本发明解决了游戏中长期以来以剧情语音必须跳过玩家称谓或采用简单统称导致代入感较差等问题,通过录音自定义用户在游戏内的称谓,提升剧情代入感,提供全新的互动方式,可拓展性较大,并可大大增加游戏的趣味性。
Smart Images

Figure CN116492682B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game audio processing, and more specifically to a method, apparatus, and readable medium for customizing game titles. Background Technology
[0002] Storyline, as a core element of games, is also one of the main sources of game immersion. Regardless of the game genre or whether its main gameplay revolves around story, a compelling narrative can always elevate a game. Game storylines often employ diverse narrative techniques, emotional build-up, or plot development to evoke emotional resonance in players. Regardless of the form, a good game storyline consistently delivers a strong sense of immersion, thus placing extremely high demands on game storytelling.
[0003] Currently, most games on the market feature voice-over narration, but these narrations don't directly read out the player's title. Instead, they use generic terms like "master" or "young hero" instead, or simply leave it blank. This results in a poor sense of immersion, making it difficult to feel engaged when the player is addressed in the game's storyline, which significantly impacts the gaming experience. Summary of the Invention
[0004] In view of the aforementioned technical problems, the purpose of the embodiments of this application is to provide a method, apparatus, and readable medium for customizing game titles, thereby solving the technical problems mentioned in the background section above.
[0005] In a first aspect, the present invention provides a method for customizing game titles, comprising the following steps:
[0006] S1. Obtain the first audio data input by the user. The first audio data includes the way the user is addressed in different contexts. Analyze the first audio data to obtain the timbre, speech rate, tone and speech content corresponding to different contexts.
[0007] S2, convert the timbre of the first audio data into the timbre corresponding to different game characters, and retain the speech rate, tone and voice content in the first audio data in each scenario to obtain the second audio data corresponding to different game characters in different scenarios;
[0008] S3, obtain the initial game voice-over data, and use the position of the different game characters' address to the user in different scenes as the segmentation point in the initial game voice-over data to perform audio segmentation and determine the segmentation point audio data;
[0009] S4. Based on different scenarios and game characters, the second audio data is combined with the segmentation point audio data in the initial game voice-over data to obtain the target game voice-over data.
[0010] Preferably, the process between steps S3 and S4 also includes:
[0011] The type of segmentation point audio data is determined based on the content of the segmentation point audio data. The types of segmentation point audio data include audio data of the titles of different game characters in different scenarios or opening audio data.
[0012] Preferably, in response to determining that the segmentation point audio data is the title audio data corresponding to different game characters in different scenes, step S4 specifically includes:
[0013] Based on the corresponding scenario and game character, the title audio data in the initial game voice-over data is replaced with the second audio data to obtain the target game voice-over data.
[0014] Preferably, in response to determining that the segmentation point audio data is the opening audio data corresponding to different game characters in different scenes, step S4 specifically includes:
[0015] Based on the corresponding scenario and game character, the title audio data is inserted before the opening audio data to obtain the target game voice-over data.
[0016] Preferably, a graphical user interface is provided via a terminal device, the content of which is displayed includes audio input controls, and the method further includes:
[0017] In response to a selection action on the audio input control, record audio and trim the audio to obtain the first audio data.
[0018] Preferably, the graphical user interface displays content including an audio confirmation control, and the method further includes:
[0019] In response to a selection operation on the audio determination control, after selecting the second audio data, the second audio data is determined as the game character's address to the user in different scenarios.
[0020] As a preferred approach, the scenarios are divided into several categories, and different scenarios and different game characters are defined in the second audio data using different labels, while scenarios and game characters are defined in the segmentation point audio data using corresponding labels.
[0021] Secondly, the present invention provides a device for customizing game titles, comprising:
[0022] The audio input module is configured to acquire first audio data input by the user, the first audio data including the user's title in different contexts, and to analyze the first audio data to obtain the timbre, speech rate, tone and speech content corresponding to different contexts.
[0023] The timbre conversion module is configured to convert the timbre of the first audio data into the timbre corresponding to different game characters, and retain the speech rate, tone and voice content in the first audio data in each scenario, so as to obtain the second audio data corresponding to different game characters in different scenarios.
[0024] The audio segmentation module is configured to acquire initial game voice-over data, and to segment the audio in the initial game voice-over data by using the positions of the different game characters' titles to the user in different scenes as segmentation points, and to determine the segmentation point audio data.
[0025] The audio combining module is configured to combine the second audio data with the segmented audio data in the initial game voice-over data according to different scenarios and game characters to obtain the target game voice-over data.
[0026] Thirdly, the present invention provides an electronic device including one or more processors; and a storage device for storing one or more programs, wherein when the one or more programs are executed by the one or more processors, the one or more processors implement the method as described in any implementation of the first aspect.
[0027] Fourthly, the present invention provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the method as described in any of the implementations of the first aspect.
[0028] Compared with the prior art, the present invention has the following beneficial effects:
[0029] (1) This invention solves the long-standing problem in games where the player's title must be skipped or a simple general term is used, resulting in poor immersion. By recording the user's title in the game, the immersion in the storyline is enhanced, a brand-new interactive method is provided, and the scalability is great, which can greatly increase the fun of the game.
[0030] (2) This invention enables users to input the game characters’ titles for them in different scenarios. It not only retains the user’s custom speech speed and tone, but also converts the speech to the corresponding tone of different game characters through tone conversion technology. The user’s custom settings enhance the sense of immersion between player characters and non-player characters and increase the flexibility of the plot.
[0031] (3) This invention obtains segmented audio data by segmenting the initial game voice-over data and marking the corresponding game character in the corresponding scenario. Then, the second audio data under the corresponding label and the segmented audio data are replaced or inserted to form a complete target game voice-over data. This method is easy to implement and will not affect the rest of the game plot, greatly improving the user's experience and immersion. Attached Figure Description
[0032] To more clearly illustrate the technical solutions in the embodiments of the present invention, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0033] Figure 1 This is an exemplary device architecture diagram in which an embodiment of this application can be applied;
[0034] Figure 2 This is a flowchart illustrating a method for customizing game titles according to an embodiment of this application.
[0035] Figure 3 A schematic diagram of a device for customizing game titles according to an embodiment of this application;
[0036] Figure 4 This is a schematic diagram of the structure of a computer device suitable for implementing the electronic devices of the present application. Detailed Implementation
[0037] To make the objectives, technical solutions, and advantages of this invention clearer, the invention will be further described in detail below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this invention, and not all of them. Based on the embodiments of this invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this invention.
[0038] Figure 1 An exemplary device architecture 100 is shown, which can be used to customize game titles according to embodiments of this application.
[0039] like Figure 1 As shown, the device architecture 100 may include terminal devices 101, 102, and 103, a network 104, and a server 105. The network 104 serves as a medium for providing communication links between the terminal devices 101, 102, and 103 and the server 105. The network 104 may include various connection types, such as wired or wireless communication links, or fiber optic cables, etc.
[0040] Users can use terminal devices 101, 102, and 103 to interact with server 105 via network 104 to receive or send messages, etc. Various applications, such as data processing applications and file processing applications, can be installed on terminal devices 101, 102, and 103.
[0041] Terminal devices 101, 102, and 103 can be either hardware or software. When terminal devices 101, 102, and 103 are hardware, they can be various electronic devices, including but not limited to smartphones, tablets, laptops, and desktop computers. When terminal devices 101, 102, and 103 are software, they can be installed in the electronic devices listed above. They can be implemented as multiple software programs or software modules (e.g., software programs or software modules used to provide distributed services) or as a single software program or software module. No specific limitations are imposed here.
[0042] Server 105 can be a server that provides various services, such as a background data processing server that processes files or data uploaded by terminal devices 101, 102, and 103. The background data processing server can process the acquired files or data and generate processing results.
[0043] It should be noted that the game title customization method provided in this application embodiment can be executed by server 105 or by terminal devices 101, 102, and 103. Correspondingly, the game title customization device can be set in server 105 or in terminal devices 101, 102, and 103.
[0044] It should be understood that Figure 1 The number of terminal devices, networks, and servers shown is merely illustrative. Any number of terminal devices, networks, and servers can be included depending on implementation needs. If the data being processed does not need to be retrieved remotely, the above architecture may not include a network, requiring only servers or terminal devices.
[0045] Figure 2 An embodiment of this application illustrates a method for customizing game titles, comprising the following steps:
[0046] S1. Obtain the first audio data input by the user. The first audio data includes the way the user is addressed in different contexts. Analyze the first audio data to obtain the timbre, speech rate, tone and speech content corresponding to different contexts.
[0047] In a specific embodiment, a graphical user interface is provided through a terminal device. The content displayed by the graphical user interface includes audio input controls. The method further includes:
[0048] In response to a selection action on the audio input control, record audio and trim the audio to obtain the first audio data.
[0049] Specifically, in the game, users need to set their in-game name and can also customize the titles used by different game characters, especially the titles used by non-player characters (NPCs) to player characters in different scenarios during the storyline. These titles are determined by the first audio data input by the user. First, audio is recorded using an audio input control. Since there may be background noise during recording, the user needs to manually trim the silent periods before and after the audio to ensure the accuracy of the first audio data length, thus obtaining noise-free first audio data. Before recording, the scenarios can be categorized. In this specific example, they can be categorized into eight scenarios: "panic," "excitement," "coquettishness," "rebuke," "sadness," "calmness," "whispering," and "seriously injured or weak." These eight scenarios basically cover most voice scenarios in the game and can be expanded as needed. For each of these eight scenarios, the user inputs the corresponding first audio data, allowing them to not only record the voice content corresponding to the title but also the speech speed and tone for different scenarios. For example, in a rebuke scenario, the full name can be used, while in a coquettish scenario, a nickname can be used. Taking Guo Jing, a character from martial arts novels, as an example, in a scene of rebuking, the text content in the first audio data could be "Guo Jing!" or "You surnamed Guo!", while in a scene of "acting cute," the text content in the first audio data could be "Brother Jing." Furthermore, this title could be related to the player character's name or a catchphrase corresponding to the player character, thus enhancing the gaming experience, achieving a better sense of immersion, and providing a new way to interact with non-player characters.
[0050] S2 converts the timbre of the first audio data into the timbre corresponding to different game characters, and retains the speech rate, tone and voice content in the first audio data of each scenario to obtain the second audio data corresponding to different game characters in different scenarios.
[0051] In a specific embodiment, the graphical user interface displays content including an audio confirmation control, and the method further includes:
[0052] In response to a selection operation on the audio determination control, after selecting the second audio data, the second audio data is determined as the game character's address to the user in different scenarios.
[0053] Specifically, since the timbre in the first audio data is the user's own timbre, it needs to be converted to the timbre corresponding to different game characters. In a specific embodiment, a timbre conversion algorithm (VC algorithm) can be used. The first audio data with the user's own timbre is input into the timbre conversion algorithm, and the output is the second audio data corresponding to the timbre of different game characters. The timbre conversion algorithm is an existing algorithm with multiple implementation methods, so it will not be described in detail. Different scenarios and different game characters are defined in the second audio data through different tags. As an example, the tag for the second audio data corresponding to the first NPC in a panic scene is NPC1-Panic, and so on. Further, in one embodiment, an index relationship can be established between the tag and the corresponding second audio data. Subsequently, the corresponding second audio data can be determined by indexing through the tag. In another embodiment, the tag can also be used as the name of the corresponding second audio data. Therefore, the second audio data is directly labeled with tags. Finally, the second audio data obtained by timbre conversion can be listened to and confirmed by the user through an audio confirmation control. It can be adjusted according to the user's needs to achieve the effect of customizing the title.
[0054] S3: Obtain the initial game voice-over data. In the initial game voice-over data, use the position of the different game characters' titles to the user in different scenes as the segmentation point to perform audio segmentation and determine the segmentation point audio data.
[0055] In a specific embodiment, the scenarios are divided into several categories, and different scenarios and different game characters are defined in the second audio data by different labels. In the segmentation point audio data, scenarios and game characters are defined by corresponding labels.
[0056] In a specific embodiment, the step between S3 and S4 further includes:
[0057] The type of segmentation point audio data is determined based on the content of the segmentation point audio data. The types of segmentation point audio data include audio data of the titles of different game characters in different scenarios or opening audio data.
[0058] Specifically, currently, when addressing player characters, general terms like "Master" or "Young Hero" are typically used by non-player characters (NPCs) in different scenarios during the storyline, or the audio is left blank. In this embodiment, the initial game voice-over data can be segmented. The resulting segmented audio data can be divided into two cases. The first case involves obtaining audio data for the titles of different game characters in different scenarios. In this case, audio data tagged with the corresponding scenario and game character title can be generated. For example, the title audio data for the first NPC in a panic scenario is tagged as NPC1-Panic. The second case involves obtaining opening audio data for different game characters in different scenarios. This opening audio data contains the character's opening dialogue, which does not include a title for the user; that is, the title before the opening dialogue is left blank. Therefore, the type of segmentation point audio data can be determined by the content of the segmentation point audio data. This allows us to identify whether the segmentation point audio data is audio data for the titles of different game characters in different scenarios or opening audio data for different game characters in different scenarios. This enables us to select the processing method for the second audio data based on the type of segmentation point audio data, thereby improving the accuracy and flexibility of custom game titles.
[0059] S4. Based on different scenarios and game characters, the second audio data is combined with the segmentation point audio data in the initial game voice-over data to obtain the target game voice-over data.
[0060] In a specific embodiment, in response to determining that the segmentation point audio data is the title audio data corresponding to different game characters in different scenes, step S4 specifically includes:
[0061] Based on the corresponding scenario and game character, the title audio data in the initial game voice-over data is replaced with the second audio data to obtain the target game voice-over data.
[0062] In a specific embodiment, in response to determining that the segmentation point audio data is the opening audio data corresponding to different game characters in different scenes, step S4 specifically includes:
[0063] Based on the corresponding scenario and game character, the title audio data is inserted before the opening audio data to obtain the target game voice-over data.
[0064] Specifically, in the first case mentioned above, the title audio data is replaced with the second audio data according to the corresponding tags. The multiple audio segments obtained from the segmentation and the second audio data are then recombined according to the corresponding scene tags and game character tags to finally form the complete target game voice-over data.
[0065] Specifically, in the second case mentioned above, the second audio data is inserted before the opening audio data according to the corresponding tag, so that the opening dialogue of the opening audio data includes the user's title, thus forming the final target game voice-over data.
[0066] Therefore, the target game voice acting data can not only customize the user's title according to different scenarios and convert it into the timbre corresponding to different game characters, but also retain information such as tone, speed and voice content, thereby improving the experience during the game.
[0067] Further reference Figure 3 As an implementation of the methods shown in the above figures, this application provides an embodiment of a device for customizing game titles, which is similar to... Figure 2 Corresponding to the method embodiments shown, this device can be specifically applied to various electronic devices.
[0068] This application provides a device for customizing game titles, including:
[0069] Audio input module 1 is configured to acquire first audio data input by the user. The first audio data includes the way the user is addressed in different contexts. The first audio data is analyzed to obtain the timbre, speech rate, tone and speech content corresponding to different contexts.
[0070] The timbre conversion module 2 is configured to convert the timbre of the first audio data into the timbre corresponding to different game characters, and retain the speech rate, tone and voice content in the first audio data under each scenario, so as to obtain the second audio data corresponding to different game characters under different scenarios.
[0071] Audio segmentation module 3 is configured to acquire initial game voice-over data, and to segment the audio in the initial game voice-over data by using the positions of the different game characters' titles to the user in different scenes as segmentation points, and to determine the segmentation point audio data.
[0072] The audio combination module 4 is configured to combine the second audio data with the segmentation point audio data in the initial game voice-over data according to different scenarios and game characters to obtain the target game voice-over data.
[0073] The following is for reference. Figure 4 It illustrates an electronic device suitable for implementing embodiments of this application (e.g., Figure 1 The diagram shows the structure of a computer device 400 (a server or terminal device). Figure 4 The electronic device shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments of this application.
[0074] like Figure 4As shown, the computer device 400 includes a central processing unit (CPU) 401 and a graphics processing unit (GPU) 402, which can perform various appropriate actions and processes according to programs stored in read-only memory (ROM) 403 or programs loaded from storage section 409 into random access memory (RAM) 404. The RAM 404 also stores various programs and data required for the operation of the device 400. The CPU 401, GPU 402, ROM 403, and RAM 404 are interconnected via a bus 405. An input / output (I / O) interface 406 is also connected to the bus 405.
[0075] The following components are connected to I / O interface 406: an input section 407 including a keyboard, mouse, etc.; an output section 408 including an LCD, speakers, etc.; a storage section 409 including a hard disk, etc.; and a communication section 410 including a network interface card, such as a LAN card or modem. The communication section 410 performs communication processing via a network such as the Internet. A drive 411 may also be connected to I / O interface 406 as needed. A removable medium 412, such as a hard disk, optical disk, magneto-optical disk, semiconductor memory, etc., is installed on drive 411 as needed so that computer programs read from it can be installed into storage section 409 as needed.
[0076] In particular, according to embodiments of this disclosure, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this disclosure include a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication section 410, and / or installed from removable medium 412. When the computer program is executed by central processing unit (CPU) 401 and graphics processing unit (GPU) 402, the functions defined in the methods of this application are performed.
[0077] It should be noted that the computer-readable medium described in this application can be a computer-readable signal medium, a computer-readable medium, or any combination thereof. A computer-readable medium can be, for example,—but not limited to—an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor device, or any combination thereof. More specific examples of a computer-readable medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. In this application, a computer-readable medium can be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution device, apparatus, or device. In this application, a computer-readable signal medium can include a data signal propagated in baseband or as part of a carrier wave, carrying computer-readable program code. Such propagated data signals can take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. Computer-readable signal media can also be any computer-readable medium other than a computer-readable medium, which can send, propagate, or transmit a program for use by or in connection with an instruction execution device, apparatus, or apparatus. The program code contained on the computer-readable medium can be transmitted using any suitable medium, including but not limited to: wireless, wire, optical fiber, RF, etc., or any suitable combination thereof.
[0078] Computer program code for performing the operations of this application can be written in one or more programming languages or a combination thereof, including object-oriented programming languages such as Java, Smalltalk, and C++, and conventional procedural programming languages such as the "C" language or similar programming languages. The program code can be executed entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving remote computers, the remote computer can be connected to the user's computer via any type of network—including a local area network (LAN) or a wide area network (WAN)—or it can be connected to an external computer (e.g., via the Internet using an Internet service provider).
[0079] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods, and computer program products according to various embodiments of this application. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, can be implemented using dedicated hardware-based means to perform the specified function or operation, or using a combination of dedicated hardware and computer instructions.
[0080] The modules described in the embodiments of this application can be implemented in software or hardware. These modules can also be located within a processor.
[0081] In another aspect, this application also provides a computer-readable medium, which may be included in the electronic device described in the above embodiments; or it may exist independently and not assembled into the electronic device. The computer-readable medium carries one or more programs, which, when executed by the electronic device, cause the electronic device to: acquire first audio data input by a user, the first audio data including the user's title in different scenarios; analyze the first audio data to obtain the timbre, speech rate, tone, and speech content corresponding to different scenarios; convert the timbre of the first audio data into the timbre corresponding to different game characters, and retain the speech rate, tone, and speech content in the first audio data of each scenario to obtain second audio data corresponding to different game characters in different scenarios; acquire initial game voice-over data, segment the initial game voice-over data using the positions of the different game characters' titles to the user in different scenarios as segmentation points, and determine the segmentation point audio data; combine the second audio data with the segmentation point audio data in the initial game voice-over data according to different scenarios and game characters to obtain target game voice-over data.
[0082] The above description is merely a preferred embodiment of this application and an explanation of the technical principles employed. Those skilled in the art should understand that the scope of the invention involved in this application is not limited to technical solutions formed by specific combinations of the above-described technical features, but should also cover other technical solutions formed by arbitrary combinations of the above-described technical features or their equivalents without departing from the above-described inventive concept. For example, technical solutions formed by substituting the above features with (but not limited to) technical features with similar functions disclosed in this application.
Claims
1. A method for customizing game titles, characterized in that, Includes the following steps: S1, acquire the first audio data input by the user, the first audio data includes the way the user is addressed in different scenarios, analyze the first audio data to obtain the timbre, speech rate, tone and speech content corresponding to different scenarios; S2, convert the timbre of the first audio data into the timbre corresponding to different game characters, and retain the speech rate, tone and voice content in the first audio data in each scenario to obtain the second audio data corresponding to different game characters in different scenarios; S3. Obtain initial game voice-over data. In the initial game voice-over data, use the position of the different game characters' titles to the user in different scenarios as the segmentation points to perform audio segmentation and determine the segmentation point audio data. Determine the type of the segmentation point audio data based on the content of the segmentation point audio data. The type of the segmentation point audio data includes audio data of titles corresponding to different game characters in different scenarios or opening audio data. The scenarios are divided into several categories, and different scenarios and different game characters are defined by different tags in the second audio data. The scenarios and game characters are defined by corresponding tags in the segmentation point audio data. S4, combining the second audio data with the segmentation point audio data in the initial game voice-over data according to different scenarios and game characters to obtain target game voice-over data, specifically including: in response to determining that the segmentation point audio data is the opening audio data corresponding to different game characters in different scenarios, inserting the title audio data before the opening audio data according to the corresponding scenario and game character to obtain the target game voice-over data.
2. The method for customizing game titles according to claim 1, characterized in that, In response to determining that the segmented audio data is audio data of the titles of different game characters in different scenarios, step S4 specifically includes: The title audio data in the initial game voice-over data is replaced with the second audio data according to the corresponding scenario and game character to obtain the target game voice-over data.
3. The method for customizing game titles according to claim 1, characterized in that, The method further includes providing a graphical user interface via a terminal device, wherein the graphical user interface displays content including audio input controls, and the method also includes: In response to a selection operation on the audio input control, audio is recorded and trimmed to obtain the first audio data.
4. The method for customizing game titles according to claim 3, characterized in that, The graphical user interface displays content including an audio confirmation control, and the method further includes: In response to a selection operation on the audio determination control, after selecting the second audio data, the second audio data is determined as the game character's address to the user in different scenarios.
5. A device for customizing game titles, characterized in that, include: The audio input module is configured to acquire first audio data input by the user, the first audio data including the user's title in different contexts, and to analyze the first audio data to obtain the timbre, speech rate, tone and speech content corresponding to different contexts. The timbre conversion module is configured to convert the timbre of the first audio data into the timbre corresponding to different game characters, and retain the speech rate, tone and voice content in the first audio data in each scenario, so as to obtain the second audio data corresponding to different game characters in different scenarios. An audio segmentation module is configured to acquire initial game voice-over data, segment the audio in the initial game voice-over data using the positions of different game characters' titles to the user in different scenarios as segmentation points, and determine segmentation point audio data; determine the type of segmentation point audio data based on the content of the segmentation point audio data, the type of segmentation point audio data includes audio data of titles corresponding to different game characters in different scenarios or opening audio data, the scenarios are divided into several categories, and different scenarios and different game characters are defined by different tags in the second audio data, and scenarios and game characters are defined by corresponding tags in the segmentation point audio data; The audio combining module is configured to combine the second audio data with the segmentation point audio data in the initial game voice-over data according to different scenarios and game characters to obtain target game voice-over data. Specifically, it includes: in response to determining that the segmentation point audio data is the opening audio data corresponding to different game characters in different scenarios, inserting the title audio data before the opening audio data according to the corresponding scenario and game character to obtain the target game voice-over data.
6. An electronic device, comprising: One or more processors; Storage device for storing one or more programs. When the one or more programs are executed by the one or more processors, the one or more processors implement the method as described in any one of claims 1-4.
7. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the program is executed by the processor, it implements the method as described in any one of claims 1-4.
Citation Information
Patent Citations
Data processing method and device, storage medium and electronic device
CN113920983A
Audio data processing method and device, computer equipment and medium
CN114783408A