Audio control methods, devices, electronic equipment, and media based on virtual reality (VR)

By adjusting the sound parameters in VR devices to match the position of virtual sound source objects, the problem of unrealistic sound field environment in VR devices is solved, improving the consistency of sound and picture and user experience.

CN116764195BActive Publication Date: 2026-07-17VIVO MOBILE COMM CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
VIVO MOBILE COMM CO LTD
Filing Date
2023-07-14
Publication Date
2026-07-17

AI Technical Summary

Technical Problem

In virtual reality (VR) games, the sound field environment simulated by wearable VR devices is not realistic enough, resulting in the sound source being out of sync with the actual picture, poor spatial sense, and affecting the user experience.

Method used

By determining the relative position information between the wearable VR device and the virtual sound source object, the sound parameters of the connected sound-generating device are adjusted to make the sound field effect more realistic and have a sense of spatial orientation.

Benefits of technology

It improves the audio-visual consistency of wearable VR devices, enhancing the user's immersion and spatial experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

This application discloses a VR-based audio control method, device, electronic device, and readable storage medium, belonging to the field of virtual reality. The method includes: determining first relative position information between the wearable VR device and a virtual sound source object in the target virtual space when the wearable VR device displays a spatial scene of a target virtual space; adjusting the sound parameters of a target sound-emitting device connected to the wearable VR device based on the first relative position information; the target sound-emitting device includes a first environmental sound-emitting device, which is an environmental sound-emitting device connected to the wearable VR device.
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Description

Technical Field

[0001] This application belongs to the field of virtual reality, specifically relating to a VR-based audio control method, device, electronic device, and medium. Background Technology

[0002] Currently, in the process of playing Virtual Reality (VR) games, wearable VR devices simulate a three-dimensional virtual space, providing users with simulations of their senses, such as vision, making them feel as if they are actually there.

[0003] Typically, the sound-generating devices connected to wearable VR devices are in fixed positions. When the sound source needs to be moved, the sound-generating device will still play according to the previously fixed sound parameters. This results in the sound source in the virtual environment being out of sync with the actual visuals, making the sound field environment simulated by the sound-generating device connected to the wearable VR device less realistic, with limited fidelity to the sound in the virtual scene, and consequently causing a poor sense of space in the sound source played in the virtual space. Summary of the Invention

[0004] The purpose of this application is to provide a VR-based audio control method, device, electronic device, and readable storage medium that can achieve a more realistic and spatially oriented sound field effect, and improve the audio-visual consistency of wearable VR devices.

[0005] In a first aspect, embodiments of this application provide a VR-based audio control method, which includes: determining first relative position information between the wearable VR device and a virtual sound source object in the target virtual space when the wearable VR device displays a spatial scene of a target virtual space; adjusting the sound parameters of a target sound-emitting device connected to the wearable VR device based on the first relative position information; the target sound-emitting device includes a first environmental sound-emitting device, which is an environmental sound-emitting device connected to the wearable VR device.

[0006] Secondly, embodiments of this application provide a VR-based audio control device, which includes: a determining module and an adjusting module; the determining module is used to determine a first relative position information between the wearable VR device and a virtual sound source object in the target virtual space when the wearable VR device displays a spatial scene of the target virtual space; the adjusting module is used to adjust the sound parameters of a target sound-emitting device connected to the wearable VR device based on the first relative position information; the target sound-emitting device includes a first environmental sound-emitting device, which is an environmental sound-emitting device connected to the wearable VR device.

[0007] Thirdly, embodiments of this application provide an electronic device including a processor and a memory, wherein the memory stores programs or instructions executable on the processor, and the programs or instructions, when executed by the processor, implement the steps of the method described in the first aspect.

[0008] Fourthly, embodiments of this application provide a readable storage medium on which a program or instructions are stored, which, when executed by a processor, implement the steps of the method described in the first aspect.

[0009] Fifthly, embodiments of this application provide a chip, the chip including a processor and a communication interface, the communication interface being coupled to the processor, the processor being used to run programs or instructions to implement the method as described in the first aspect.

[0010] In a sixth aspect, embodiments of this application provide a computer program product stored in a storage medium, which is executed by at least one processor to implement the method described in the first aspect.

[0011] In this embodiment, when a wearable VR device displays a spatial scene of a target virtual space, a first relative position information between the wearable VR device and a virtual sound source object in the target virtual space is determined. Based on the first relative position information, the sound parameters of a target sound-emitting device connected to the wearable VR device are adjusted. The target sound-emitting device includes a first environmental sound-emitting device, which is an environmental sound-emitting device connected to the wearable VR device. Thus, by adaptively adjusting the sound parameters of the target sound-emitting device according to the relative position information between the virtual sound source object and the wearable VR device, the sound field effect created by the sound emitted by the target sound-emitting device using its sound parameters becomes more realistic and has a stronger sense of spatial orientation. Furthermore, since the sound parameters of the target sound-emitting device are adjusted in conjunction with the position of the virtual sound source object, the direction of the sound emitted by the target sound-emitting device can be made consistent with the sound position of the virtual sound source object, thereby improving the audio-visual consistency of the wearable VR device and providing users with a more immersive experience. Attached Figure Description

[0012] Figure 1 This is one of the flowcharts illustrating a VR-based audio control method provided in this application embodiment;

[0013] Figure 2 This is a second schematic flowchart of a VR-based audio control method provided in an embodiment of this application;

[0014] Figure 3 This is the third flowchart illustrating a VR-based audio control method provided in this application embodiment;

[0015] Figure 4 This is a schematic diagram provided in the embodiments of this application, showing how to determine the headphone device as the target sound-emitting device based on the angle between the audio device and the virtual sound source object;

[0016] Figure 5 This is a schematic diagram provided in the embodiments of this application for determining the headphone device as the target sound-emitting device based on the distance between the audio device and the virtual sound source object;

[0017] Figure 6 This is the fourth flowchart illustrating a VR-based audio control method provided in this application embodiment;

[0018] Figure 7 This is a schematic diagram showing the placement of four audio devices in a room according to an embodiment of this application;

[0019] Figure 8 This is a schematic diagram illustrating the relative positions of the wearable VR device user, the virtual sound source object, and the audio equipment in an embodiment of this application.

[0020] Figure 9 This is a schematic diagram of the structure of a VR-based audio control device provided in an embodiment of this application;

[0021] Figure 10 This is one of the hardware structure diagrams of an electronic device provided in the embodiments of this application;

[0022] Figure 11 This is a second schematic diagram of the hardware structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0023] The technical solutions of the embodiments of this application will be clearly described below with reference to the accompanying drawings. Obviously, the described embodiments are only some, not all, of the embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application are within the scope of protection of this application.

[0024] The terms "first," "second," etc., used in the specification and claims of this application are used to distinguish similar objects and not to describe a specific order or sequence. It should be understood that such use of data can be interchanged where appropriate so that embodiments of this application can be implemented in orders other than those illustrated or described herein, and the objects distinguished by "first," "second," etc., are generally of the same class and the number of objects is not limited; for example, a first object can be one or more. Furthermore, in the specification and claims, "and / or" indicates at least one of the connected objects, and the character " / " generally indicates that the preceding and following objects are in an "or" relationship.

[0025] The following description, in conjunction with the accompanying drawings, details a VR-based audio control method, device, electronic device, and medium provided in this application through specific embodiments and application scenarios.

[0026] In this application embodiment, VR, or Virtual Reality, is a combination of virtual and reality. It is a brand-new practical technology that developed in the 20th century. Virtual Reality technology encompasses computer science, electronic information, and simulation technology. Its basic implementation method is to simulate a virtual environment using computers to give people a sense of immersion. VR refers to creating a virtual space through external devices; people can watch movies and play games in this virtual space.

[0027] Theoretically, VR is a computer simulation system that creates and allows users to experience virtual worlds. It uses computers to generate a simulated environment, immersing users in it. Virtual reality technology utilizes real-world data, generating electronic signals through computer technology, and combining this with various output devices to transform it into phenomena that people can perceive. These phenomena can be real objects or substances invisible to the naked eye, represented through three-dimensional models. Because these phenomena are not things we can directly see, but rather a simulated reality created through computer technology, it is called virtual reality.

[0028] Generally, VR can change the perspective in virtual space by locating and tracking the user's head movements using head-mounted displays, providing a more realistic experience. For example, cameras and inertial measurement units (IMUs) on the head-mounted display can be used to sense the user's head position and orientation in real time. Alternatively, infrared sensors and ultra-wideband (UWB) base stations can be deployed outside the virtual space to configure the head-mounted display's IMU, detecting the user's head position and orientation, and calculating the user's position and direction within the virtual space based on this data.

[0029] Currently, during VR gaming, VR simulation creates a three-dimensional virtual space, providing users with sensory simulations such as vision, making them feel as if they are actually there. Typically, users use stereo headphones as the sound source for wearable VR devices, or they set up an external sound system in the space, placing environmental sound devices at different locations within the space to play the sound source from the wearable VR device.

[0030] While existing stereo headphones can deliver a better stereo sound experience, the fact that they need to be worn on the ears limits the user's auditory perception and lacks the support of sound propagation. Therefore, the spatial perception is inferior to that of ambient sound devices, failing to create a stronger sense of environment. For example, in shooting games, stereo headphones struggle to accurately distinguish between gunshots coming from the front or rear. Seeing is not as effective as hearing, disrupting immersion and resulting in a less-than-perfect user experience.

[0031] To address the issue of spatial sound, two common solutions are spatial audio technology and external speaker systems. Spatial audio technology is based on human auditory understanding, simulating how the human auditory system captures sound. It requires multiple audio sources (at least two), isolating their signals and then remixing them during playback to achieve a spatial audio effect. This not only distinguishes depth, height, and width but also pinpoints the direction of the audio source. However, spatial audio technology uses software algorithms to create a virtual sense of space, resulting in a less natural feel and some loss of sound quality. External sound systems, on the other hand, achieve a realistic surround sound effect by placing multiple environmental sound-generating devices at different locations within a space. External sound systems offer a wider sound field and can better reproduce the realistic sound. However, external sound systems are often positioned within a specific sound field, assuming the user is facing forward. If the user moves or the sound sources within the VR scene move, the external sound system cannot adjust synchronously.

[0032] Thus, because stereo headphones only have left and right channels, the spatial sense of the sound is poor. While external speakers placed in different positions can reproduce the spatial sense of the sound as much as possible, these external speakers are often specifically positioned and assume that the user is facing forward. When the user moves or the sound source moves within the VR-simulated virtual space, the external sound system cannot adjust synchronously, which can easily lead to inconsistencies between sound and image.

[0033] In this embodiment, when the wearable VR device displays a spatial scene of the target virtual space, a first relative position information between the wearable VR device and the virtual sound source object in the target virtual space is determined. Based on the first relative position information, the sound parameters of the target sound-emitting device connected to the wearable VR device are adjusted. The target sound-emitting device includes a first environmental sound-emitting device, which is an environmental sound-emitting device connected to the wearable VR device. Thus, by adaptively adjusting the sound parameters of the target sound-emitting device according to the relative position information between the virtual sound source object and the wearable VR device, the sound field effect created by the sound emitted by the target sound-emitting device using its sound parameters becomes more realistic and has a stronger sense of spatial orientation. Furthermore, since the sound parameters of the target sound-emitting device are adjusted in conjunction with the position of the virtual sound source object, the direction of the sound emitted by the target sound-emitting device can be made consistent with the sound position of the virtual sound source object, thereby improving the audio-visual consistency of the wearable VR device and providing users with a more immersive experience.

[0034] For example, the VR-based audio control method provided in this application can be applied to various virtual reality applications, such as virtual ball sports and virtual multiplayer games.

[0035] It should be noted that the executing entity of the VR-based audio control method provided in this application embodiment is a VR-based audio control device. This VR-based audio control device can be an electronic device or a functional control module within the electronic device; this application embodiment does not limit this. The following will illustrate the execution of the VR-based audio control method using an electronic device as an example.

[0036] This application provides a VR-based audio control method. Figure 1 A flowchart illustrating a VR-based audio control method provided in an embodiment of this application is shown. Figure 1 As shown, the VR-based audio control method provided in this application embodiment may include the following steps 201 to 202.

[0037] Step 201: When the wearable VR device displays the spatial scene of the target virtual space, the electronic device determines the first relative position information between the wearable VR device and the virtual sound source object in the target virtual space.

[0038] In the embodiments of this application, the wearable VR device can be a glasses-type VR device or a helmet-type VR device, etc., and this application does not impose any restrictions.

[0039] In the embodiments of this application, the aforementioned target virtual space refers to the space established in the wearable VR device during the user's use of the wearable VR device, which allows the user to perform virtual reality interaction.

[0040] In the embodiments of this application, the aforementioned spatial scene is a scene in a virtual space for virtual reality interaction; for example, a game scene in a shooting game, or a movie scene.

[0041] In this embodiment of the application, the first relative position information may include at least one of the following: distance information between the wearable VR device and the virtual sound source object in the target virtual space, and orientation information of the virtual sound source object in the target virtual space relative to the wearable VR device.

[0042] In this embodiment of the application, the position of the wearable VR device can be detected by means of laser or UWB.

[0043] In this embodiment of the application, the location information of the aforementioned virtual sound source object can be obtained directly from the spatial scene of the target virtual space displayed by the wearable VR device.

[0044] Step 202: Based on the first relative position information between the wearable VR device and the virtual sound source object in the target virtual space, the electronic device adjusts the sound parameters of the target sound-emitting device connected to the wearable VR device.

[0045] In this embodiment of the application, the target sound-emitting device includes a first environmental sound-emitting device.

[0046] In this embodiment, the first environmental sound device is an environmental sound device connected to a wearable VR device.

[0047] In this embodiment of the application, the virtual sound source object can be a sound source object in the target virtual space that can produce sound.

[0048] In this embodiment, the sound source object that needs to emit sound can be a VR display object in the target virtual space, such as a virtual character or flowing water.

[0049] For example, the virtual sound source object mentioned above can be a background sound source, a special effects sound source, or a character's voice sound source.

[0050] In the embodiments of this application, the target sound-emitting device can be a headphone device or an environmental sound-emitting device, such as an audio device; this application does not impose any limitations.

[0051] In this embodiment of the application, the aforementioned target sound-emitting device needs to be connected to a wearable VR device.

[0052] In this embodiment of the application, the connection method between the target sound-emitting device and the wearable VR device can be Bluetooth or wireless transmission (Wi-Fi).

[0053] In the embodiments of this application, the above-mentioned sound parameters may include, but are not limited to, loudness parameters, amplitude parameters, and frequency parameters.

[0054] In this embodiment of the application, the above-mentioned adjustment of the sound parameters of the target sound-emitting device connected to the wearable VR device may be achieved by the electronic device determining the sound parameters required by the virtual sound source object based on the first relative position information between the wearable VR device and the virtual sound source object, so as to adjust the sound parameters of the target sound-emitting device accordingly based on the sound parameters required by the virtual sound source object.

[0055] Optionally, in this embodiment of the application, after determining the required sound parameters of the virtual sound source object, the electronic device can send the sound parameters to the target sound device via Bluetooth or Wi-Fi, so that the electronic device can adjust the sound parameters of the target sound device according to the required sound parameters of the virtual sound source object.

[0056] In the VR-based audio control method provided in this application embodiment, when a wearable VR device displays a spatial scene of a target virtual space, a first relative position information between the wearable VR device and a virtual sound source object in the target virtual space is determined. Based on the first relative position information, the sound parameters of a target sound-emitting device connected to the wearable VR device are adjusted. The target sound-emitting device includes a first environmental sound-emitting device, which is an environmental sound-emitting device connected to the wearable VR device. Thus, by adaptively adjusting the sound parameters of the target sound-emitting device according to the relative position information between the virtual sound source object and the wearable VR device, the sound field effect created by the sound emitted by the target sound-emitting device using its sound parameters becomes more realistic and has a stronger sense of spatial orientation. Furthermore, since the sound parameters of the target sound-emitting device are adjusted in conjunction with the position of the virtual sound source object, the direction of the sound emitted by the target sound-emitting device can be made consistent with the sound position of the virtual sound source object, thereby improving the audio-visual consistency of the wearable VR device and providing users with a more immersive experience.

[0057] Optionally, in this embodiment of the application, before determining the target sound-emitting device, the electronic device may obtain the location information of the wearable VR device and the location information of all environmental sound-emitting devices in the user's current space.

[0058] For example, all environmental sound-emitting devices and wearable VR devices can be located using both outside-in tracking and inside-out tracking to obtain their location information.

[0059] Method 1: Based on outside-in tracking, this method requires externally deployed positioning base stations as a positioning reference. With the assistance of these base stations, the processing of wearable VR devices becomes simpler, and the positioning information becomes more accurate. Taking laser positioning as an example, laser emitters need to be pre-installed at two diagonally opposite corners of the user's current location. These two locators emit laser, infrared, and visible light to cover the space between them and establish 3D position information. During initial positioning modeling, the head-mounted display is placed at the locations of various environmental sound-emitting devices. The positioning of the head-mounted display is used to calibrate the environmental sound-emitting devices, and simultaneously, these devices are added to the model. Based on the initially established model information, the position of the wearable VR device can then be calculated.

[0060] Method 2: The inside-out tracking method eliminates the need for additional base stations as positioning references. For example, multiple cameras on the head-mounted display can be used to obtain the user's spatial position through visual algorithms. Before use, the wearable VR device needs to perform an initial scan and model of the room, simultaneously calibrating the positions of environmental sound-emitting devices. After the scan and modeling are complete, models of all environmental sound-emitting devices are also created synchronously. Based on the initially established model information, the position of the wearable VR device can be calculated.

[0061] The following describes, through two possible embodiments, the process of adjusting the sound parameters of a target sound-emitting device for different target sound-emitting devices.

[0062] In a first possible embodiment, the wearable VR device includes: a headset device worn by the user, and the target sound-emitting device further includes the headset device.

[0063] Optionally, in the embodiments of this application, combined with Figure 1 ,like Figure 2 As shown, prior to step 202 above, the VR-based audio control method provided in this application embodiment further includes steps 301 and 302:

[0064] Step 301: Based on the direction information of the user's face and the position of the virtual sound source object, the electronic device determines the first sound channel from the two sound channels of the headphone device.

[0065] Optionally, the two sound channels of the aforementioned headphone device may include a left channel and a right channel.

[0066] It should be noted that the aforementioned direction information of the user's facial orientation can be any direction relative to the user's initial position. For example, if the user's current facial orientation is set to forward, when the user turns 90 degrees to the right, the user's facial orientation is to the right; when the user turns 180 degrees, the user's facial orientation is backward.

[0067] Optionally, the aforementioned direction information of the user's face can be obtained by scanning with the locator of the positioning base station, or by the camera of the head-mounted display device in the wearable VR device.

[0068] Specifically, regarding method 1 above, during the use of a wearable VR device, the head display device in the wearable VR device receives the scanning light emitted by the locator of the positioning base station, calculates the user's position, and obtains the direction information of the user's face orientation by combining it with the IMU.

[0069] Regarding method 2 above, during the use of wearable VR devices, the camera of the head-mounted display device in the wearable VR device can directly identify the user's current spatial position and environment, thereby obtaining information about the user's position and the direction of their face.

[0070] Optionally, the first sound channel can be determined by obtaining the direction information of the user's face and the position of the virtual sound source object from the wearable VR device, determining the location of the virtual sound source object relative to the user, and then determining the first sound channel of the headphone device based on the position of the virtual sound source object relative to the user.

[0071] For example, taking a room as the user's location, assuming the user's face is facing forward, and the virtual sound source object is located on the right side of the room, and relative to the user, the virtual sound source object is to the user's right, then the first sound channel of the headphones can be determined to be the right channel. Conversely, assuming the user's face is facing backward, and the virtual sound source object is on the right side of the room, and relative to the user's left, then the first sound channel of the headphones can be determined to be the left channel.

[0072] Step 302: The electronic device adjusts the sound parameters of the first sound channel based on the first relative position information between the wearable VR device and the virtual sound source object in the target virtual space.

[0073] Optionally, the sound parameters of the first sound channel may include loudness parameters, intensity parameters, or amplitude parameters, etc.

[0074] For example, when the first sound channel is the right channel, assuming the virtual sound source is located 1 meter to the right of the wearable VR device, the sound parameters of the right channel are adjusted based on the distance between the virtual sound source and the wearable VR device. If the virtual sound source moves to the right to a distance of 1.5 meters to the right of the wearable VR device, the sound parameters of the right channel are increased accordingly, such as increasing the loudness, intensity, or amplitude parameters of the right channel.

[0075] It should be noted that, in addition to the first sound channel, the electronic device can adjust the parameters of other sound channels besides the first sound channel according to the actual situation, or leave them unchanged. For example, since the virtual sound source object is on the right side of the wearable VR device, and the right channel is the first sound channel, increasing the sound parameters of the right channel can decrease the sound parameters of the left channel.

[0076] It should be noted that, Figure 2 The execution timing of steps 301 and 302 shown above can be after step 201 and before step 202.

[0077] Optionally, in this embodiment of the application, in combination with the above steps 301 and 302, step 202 specifically includes step 202a:

[0078] Step 202a: Based on the first relative position information between the wearable VR device and the virtual sound source object in the target virtual space and the sound parameters of the first sound channel of the headphone device, adjust the sound parameters of the first environmental sound device.

[0079] Thus, when the target sound-emitting device includes headphones, different sound channels of the headphones can be switched according to the user's facial orientation, and the sound parameters of the sound channels can be adjusted according to the actual virtual sound source object and the actual position and distance of the wearable VR device, thereby obtaining a more spatial sound field effect.

[0080] Optionally, in the embodiments of this application, combined with Figure 2 ,like Figure 3 As shown, prior to step 301 above, the VR-based audio control method provided in this application embodiment further includes step 401:

[0081] Step 401: If the location of the second environmental sound-emitting device connected to the wearable VR device meets the first condition, the headphone device is used as the target sound-emitting device.

[0082] Optionally, the aforementioned second environmental sound-emitting device can be an audio device.

[0083] Optionally, the first condition mentioned above includes any one of the following:

[0084] Condition 1: The angle between the first direction in which the second environmental sound-emitting device is located relative to the wearable VR device and the second direction in which the virtual sound source object is located relative to the wearable VR device is greater than or equal to the first threshold.

[0085] Condition 2: The relative distance between the second environmental sound-emitting device and the virtual sound source object is greater than or equal to the second threshold.

[0086] Optionally, the second environmental sound-emitting device is at least one of the above three environmental sound-emitting devices.

[0087] Optionally, the first and second thresholds mentioned above can be system-defined or user-defined.

[0088] For example, regarding condition 1, taking the second environment's sound-emitting device as an audio device, such as... Figure 4 As shown, the direction the arrow points to is defined as the direction the user's face is facing. Assuming the first threshold is 60 degrees, the speaker 21 is positioned to the right front of the wearable VR device 23 (the first direction mentioned above), at a distance of L1. The virtual sound source object 22 is positioned to the left front of the wearable VR device 23 (the second direction mentioned above), at a distance of L2. Now, assuming the first threshold is 60 degrees, the angle between the speaker 21 and the virtual sound source object 22 is determined... Figure 4 When the degree of ∠1 is greater than 60 degrees, the headphone device is used as the target sound-producing device.

[0089] For example, regarding condition 2, taking the second environment's sound-emitting device as an audio device, such as... Figure 5 As shown, the direction the arrow points to is defined as the direction the user's face is facing. Assuming the second threshold is 2m, the speaker 31 is positioned to the right front of the wearable VR device 33, and the virtual sound source object 32 is positioned to the left front of the wearable VR device 33. If the relative distance between the two is greater than 2m, then the headphone device is designated as the target sound-emitting device.

[0090] Thus, if the location of the second ambient sound-emitting device connected to the wearable VR device meets the first condition, it indicates that the sound-emitting position of the wearable VR device may deviate significantly from the sound-emitting position of the virtual sound source object. Therefore, it is necessary to use the headphone device as the target sound-emitting device to adaptively compensate for the sound-emitting position deviation between the wearable VR device and the virtual sound source object. This will ensure that the sound-emitting direction of the headphone device and the second ambient device after adjusting the sound-emitting parameters is consistent with the direction of the virtual sound source object, thereby obtaining a more spatial sound field effect.

[0091] In a second possible embodiment, the target sound-emitting device is a first environmental sound-emitting device, which is an environmental sound-emitting device connected to a wearable VR device.

[0092] In one example, the wearable VR device is connected to at least three environmental sound devices, that is, the first environmental sound device is at least one of the at least three environmental sound devices connected to the wearable VR device.

[0093] Optionally, in the embodiments of this application, combined with Figure 1 ,like Figure 6 As shown, prior to step 202 above, the VR-based audio control method provided in this application embodiment further includes step 501:

[0094] Step 501: The electronic device determines the first ambient sound device from the at least three ambient sound devices based on the relative position information between the virtual sound source object and each of the at least three ambient sound devices.

[0095] Optionally, the first environmental sound-emitting device mentioned above can be one of at least three environmental sound-emitting devices, or multiple such devices.

[0096] Optionally, the above-mentioned at least three environmental sound-emitting devices can be sound-emitting devices located in the same space as the wearable VR device, such as audio equipment.

[0097] Optionally, the above-mentioned at least three environmental sound-generating devices can be arranged around the wearable VR device.

[0098] For example, the above-mentioned at least three environmental sound-emitting devices can be arranged in a ring around the center of the wearable VR device, or the above-mentioned at least three environmental sound-emitting devices can also be arranged in a polygonal arrangement around the center of the wearable VR device.

[0099] It should be noted that when arranging the wearable VR device in a polygonal pattern, the appropriate polygonal arrangement can be selected based on the number of ambient sound-emitting devices. Specifically, the aforementioned polygonal arrangement means that at least three ambient sound-emitting devices are located at the vertices of the polygon.

[0100] For example, such as Figure 7 As shown, taking four audio devices as an example, namely audio device 41, audio device 42, audio device 43 and audio device 44, the four audio devices are arranged in a quadrilateral pattern around the wearable VR device 45, and are placed in the four corners of the room respectively.

[0101] Optionally, the relative position information between each of the above at least three environmental sound-emitting devices can be obtained by using method 1 or method 2 to obtain the position information of each environmental sound-emitting device. Based on the position information of each environmental sound-emitting device, the relative position information between each environmental sound-emitting device is obtained, and then combined with the position information of the virtual sound source object to obtain the relative position information between each environmental sound-emitting device and the virtual sound source object.

[0102] Optionally, the relative position information between each environmental sound-emitting device and the virtual sound source object includes: distance information between each environmental sound-emitting device and the virtual sound source object, and direction information between each environmental sound-emitting device and the virtual sound source object.

[0103] For example, when the distance between one or more environmental sound-emitting devices and the virtual sound source object is less than a third threshold, the environmental sound-emitting device is determined to be the target sound-emitting device. Alternatively, when the angle between the direction of one or more environmental sound-emitting devices relative to the wearable VR device and the direction of the virtual sound source object relative to the wearable VR device is less than a fourth threshold, the environmental sound-emitting device is determined to be the target sound-emitting device. It should be noted that the aforementioned third and fourth thresholds can be user-set or system-defined.

[0104] For example, combined with Figure 7 ,like Figure 8 As shown, assuming the fourth threshold is 90 degrees, the angle between the direction L4 of the wearable VR device 45 relative to the speaker device 42 and the direction L5 of the virtual sound source object 51 relative to the wearable VR device 45 is... Figure 8 If the degree measure of ∠3 is less than 90 degrees, then the audio device 42 is determined to be the target sound-emitting device. Simultaneously, the angle between the direction L6 of the wearable VR device 45 relative to the audio device 43 and the direction L5 of the virtual sound source object 51 relative to the wearable VR device 45, i.e. Figure 8 If the degree of ∠4 is also less than 90 degrees, then the audio equipment 43 is determined to be the target sound-emitting device.

[0105] In this way, by considering the relative position between each environmental sound-emitting device and the virtual sound source object, the environmental sound-emitting device that is closer to the sound direction of the virtual sound source object can be selected as the target sound-emitting device, thereby more accurately determining the target sound-emitting device. This allows the electronic device to accurately adjust to the sound-emitting device that matches the sound position of the virtual sound source object.

[0106] Optionally, in this embodiment of the application, step 202 specifically includes step 202A:

[0107] Step 202A: Based on the first relative position information between the wearable VR device and the virtual sound source object in the target virtual space, and the second relative position information between the wearable VR device and the first environmental sound-emitting device, adjust the sound parameters of the first environmental sound-emitting device.

[0108] Optionally, the first relative position information between the wearable VR device and the virtual sound source object in the target virtual space includes a first distance between the wearable VR device and the virtual sound source object, and the third direction of the virtual sound source object relative to the wearable VR device.

[0109] Optionally, the second relative position information between the wearable VR device and the first ambient sound device includes a second distance between the wearable VR device and the first ambient sound device, and a fourth direction relative to the wearable VR device.

[0110] Optionally, the wearable VR device can detect the relative position between the target sound-emitting device and the wearable VR device through Bluetooth, laser, UWB, or other means to obtain a second relative position information between the two.

[0111] Optionally, for each target sound-emitting device, the electronic device can determine the sound-emitting parameters of the target sound-emitting device based on the first relative position information between the wearable VR device and the virtual sound source object, and the second relative position information between the wearable VR device and the target sound-emitting device. Then, the sound-emitting parameters are sent to the target sound-emitting device, so that the target sound-emitting device adjusts its parameters according to the sound-emitting parameters.

[0112] In this way, the electronic device can determine the positional deviation between the sound emission direction of the first environmental sound device and the sound emission direction of the virtual sound source object based on the first relative position information between the wearable VR device and the virtual sound source object in the target virtual space, and the second relative position information between the wearable VR device and the first environmental sound device. Based on the positional deviation between the two sound emission directions, the first environmental sound device further adjusts its sound emission parameters so that the direction of the sound emitted by the first environmental sound device matches the sound emission direction of the virtual sound source object, thereby obtaining a more spatial sound field effect.

[0113] Optionally, in this embodiment of the application, step 202A includes steps 202A1 to 202A3:

[0114] Step 202A1: The electronic device determines the first sound emission parameters based on the first distance between the wearable VR device and the virtual sound source object and the second distance between the wearable VR device and the first environmental sound emission device, and determines the attenuation ratio based on the angle between the third direction in which the virtual sound source object is located relative to the wearable VR device and the fourth direction in which the first environmental sound emission device is located relative to the wearable VR device.

[0115] Optionally, the first distance mentioned above is the distance between the virtual sound source object and the wearable VR device.

[0116] Optionally, the second distance mentioned above is the distance between the target sound-emitting device and the wearable VR device.

[0117] Optionally, the smaller the first distance, the larger the sound parameter. At the same time, the sound parameter is enhanced or attenuated by combining the second distance mentioned above to obtain the first sound parameter.

[0118] Optionally, the attenuation ratio is determined based on the angle between the third and fourth directions. The larger the angle, the greater the directional difference between the target sound-emitting device and the virtual sound source object, and the greater the attenuation ratio; conversely, the smaller the angle, the smaller the directional difference between the target sound-emitting device and the virtual sound source object, and the smaller the attenuation ratio.

[0119] Step 202A2: The electronic device determines the target sound parameters based on the attenuation ratio and the first sound parameters mentioned above.

[0120] Alternatively, the first sound parameter can be multiplied by (1 - attenuation ratio) to determine the final target sound parameter.

[0121] For example, if the first sound parameter includes a first volume value, then (1 - attenuation ratio) is multiplied by the first volume value to obtain a second volume value, and the second volume value is used as the target sound parameter to adjust the target sound device.

[0122] Step 202A3: The electronic device adjusts the sound parameters of the first environmental sound-emitting device based on the above-mentioned target sound parameters.

[0123] Optionally, the electronic device can directly adjust the sound parameters of the first environmental sound-emitting device to the target sound parameters as described above, or it can determine the target adjustment amount based on the target sound parameters and adjust the sound parameters of the first environmental sound-emitting device according to the target adjustment amount.

[0124] For example, refer to Figure 8As shown, if the speaker 42 is determined to be the first ambient sound-emitting device, assuming the distance between the virtual sound source object 51 and the wearable VR device 45 is 0.5m, the sound parameter should be MdB. Since the distance between the speaker 42 and the wearable VR device 45 is 1m, the actual first sound parameter is determined to be NdB. At this time, the angle between the direction L4 of the wearable VR device 45 relative to the speaker 42 and the direction L5 of the virtual sound source object 51 relative to the wearable VR device 45 is... Figure 8 Since ∠3 is 30 degrees, the attenuation ratio is determined to be 30%. Next, based on this attenuation ratio and the first sound parameter, a calculation is performed: (1-30%)*M, determining the target sound parameter to be 70% MdB. Finally, the electronic equipment adjusts the audio device 42 according to this target sound parameter.

[0125] In this way, the sound parameters of the sound-generating device can be adjusted more precisely according to the angle and distance between the virtual sound source object and the wearable VR device, as well as the angle and distance between the virtual sound source object and the sound-generating device, in order to achieve a better sound-image consistency effect.

[0126] It should be noted that, combining the two possible embodiments described above, the target sound-emitting device in this application may include only a headphone device, or it may include both a headphone device and an environmental sound-emitting device, or it may include only an environmental sound-emitting device. It should also be noted that these three modes can be switched, and this mode switching can be automatic switching by the wearable VR device based on the actual situation, or it can be switched manually by the user. In this way, the user can directly select the desired sound mode according to the actual situation.

[0127] It should be noted that the VR-based audio control method provided in this application can be executed by a VR-based audio control device, an electronic device, or a functional module or entity within an electronic device. This application uses an example of a VR-based audio control device executing the VR-based audio control method to illustrate the VR-based audio control device provided in this application.

[0128] Figure 9 A schematic diagram of a possible structure of a VR-based audio control device involved in an embodiment of this application is shown. Figure 9 As shown, the VR-based audio control device 700 may include: a determination module 701 and an adjustment module 702;

[0129] The determining module 701 is used to determine the first relative position information between the wearable VR device and the virtual sound source object in the target virtual space when the wearable VR device displays the spatial scene of the target virtual space; the adjusting module 702 is used to adjust the sound parameters of the target sound-emitting device connected to the wearable VR device based on the first relative position information determined by the determining module 701; the target sound-emitting device includes a first environmental sound-emitting device, which is an environmental sound-emitting device connected to the wearable VR device.

[0130] Optionally, in this embodiment of the application, the first ambient sound device is at least one of at least three ambient sound devices connected to the wearable VR device, and the at least three ambient sound devices are arranged around the wearable VR device.

[0131] Optionally, in this embodiment of the application, the determination module 701 is further configured to determine the first environmental sound device from at least three environmental sound devices based on the relative position information between the virtual sound source object and each of the at least three environmental sound devices before adjusting the sound parameters of the target sound device connected to the wearable VR device based on the first relative position information.

[0132] Optionally, in this embodiment of the application, the wearable VR device includes: a headset device worn by the user, and the target sound-emitting device further includes the headset device; the determining module 701 is further configured to determine the first sound channel from the two sound channels of the headset device based on the direction information of the user's face and the position of the virtual sound source object before adjusting the sound parameters of the target sound-emitting device connected to the wearable VR device based on the first relative position information; the adjusting module 702 is further configured to adjust the sound parameters of the first sound channel based on the first relative position information.

[0133] Optionally, in this embodiment of the application, the determination module 701 is further configured to, before determining the first sound channel from the two sound channels of the headphone device based on the direction information of the user's face orientation and the position of the virtual sound source object, use the headphone device as the target sound device if the position of the second environmental sound device connected to the wearable VR device meets the first condition.

[0134] The first condition includes any one of the following:

[0135] The angle between the second environmental sound-emitting device in the first direction relative to the wearable VR device and the virtual sound source object in the second direction relative to the wearable VR device is greater than or equal to the first threshold.

[0136] The relative distance between the second environmental sound-emitting device and the virtual sound source object is greater than or equal to the second threshold.

[0137] The second environmental sound-generating device is at least one of at least three environmental sound-generating devices.

[0138] Optionally, in this embodiment of the application, the adjustment module 702 is specifically used to adjust the sound parameters of the first environmental sound-emitting device based on the first relative position information determined by the determination module 701 and the sound parameters of the first sound channel.

[0139] Optionally, in this embodiment of the application, the adjustment module 702 is specifically used to adjust the sound parameters of the first environmental sound device based on the first relative position information determined by the determination module 701 and the second relative position information between the wearable VR device and the first environmental sound device.

[0140] Optionally, in this embodiment, the first relative position information includes a first distance between the wearable VR device and the virtual sound source object, and the third direction in which the virtual sound source object is located relative to the wearable VR device; the second relative position information includes a second distance between the wearable VR device and the first environmental sound-emitting device, and the fourth direction in which the first environmental sound-emitting device is located relative to the wearable VR device; the adjustment module 702 is specifically used for: determining a first sound emission parameter based on the first distance and the second distance, and determining an attenuation ratio based on the angle between the third and fourth directions; determining a target sound emission parameter based on the attenuation ratio and the first sound emission parameter; and adjusting the sound emission parameter of the first environmental sound-emitting device based on the target sound emission parameter.

[0141] In the VR-based audio control device provided in this application embodiment, when the wearable VR device displays a spatial scene of a target virtual space, a first relative position information between the wearable VR device and a virtual sound source object in the target virtual space is determined. Based on the first relative position information, the sound parameters of a target sound-emitting device connected to the wearable VR device are adjusted. The target sound-emitting device includes a first environmental sound-emitting device, which is an environmental sound-emitting device connected to the wearable VR device. Thus, by adaptively adjusting the sound parameters of the target sound-emitting device according to the relative position information between the virtual sound source object and the wearable VR device, the sound field effect created by the sound emitted by the target sound-emitting device using its sound parameters becomes more realistic and has a stronger sense of spatial orientation. Furthermore, since the sound parameters of the target sound-emitting device are adjusted in conjunction with the position of the virtual sound source object, the direction of the sound emitted by the target sound-emitting device can be made consistent with the sound position of the virtual sound source object, thereby improving the audio-visual consistency of the wearable VR device and providing users with a more immersive experience.

[0142] The VR-based audio control device in this application embodiment can be an electronic device or a component within an electronic device, such as an integrated circuit or a chip. The electronic device can be a terminal or other devices besides a terminal. For example, the electronic device can be a mobile phone, tablet computer, laptop computer, PDA, in-vehicle electronic device, mobile internet device (MID), augmented reality (AR) / virtual reality (VR) device, robot, wearable device, ultra-mobile personal computer (UMPC), netbook, or personal digital assistant (PDA), etc. It can also be a server, network attached storage (NAS), personal computer (PC), television set (TV), ATM, or self-service machine, etc. This application embodiment does not specifically limit the device.

[0143] The VR-based audio control device in this application embodiment can be a device with an operating system. This operating system can be Android, iOS, or other possible operating systems; this application embodiment does not specifically limit it.

[0144] The VR-based audio control device provided in this application embodiment can achieve... Figures 1 to 8 The various processes implemented in the method implementation examples will not be described again here to avoid repetition.

[0145] Optionally, such as Figure 10 As shown, this application embodiment also provides an electronic device 800, including a processor 801 and a memory 802. The memory 802 stores a program or instructions that can run on the processor 801. When the program or instructions are executed by the processor 801, they implement the various steps of the above-described VR-based audio control method embodiment and can achieve the same technical effect. To avoid repetition, they will not be described again here.

[0146] It should be noted that the electronic devices in the embodiments of this application include the aforementioned mobile electronic devices and non-mobile electronic devices.

[0147] Figure 11 A schematic diagram of the hardware structure of an electronic device to implement an embodiment of this application.

[0148] The electronic device 100 includes, but is not limited to, components such as: radio frequency unit 101, network module 102, audio output unit 103, input unit 104, sensor 105, display unit 106, user input unit 107, interface unit 108, memory 109, and processor 110.

[0149] Those skilled in the art will understand that the electronic device 100 may also include a power supply (such as a battery) for supplying power to various components. The power supply may be logically connected to the processor 110 through a power management system, thereby enabling functions such as managing charging, discharging, and power consumption through the power management system. Figure 11 The electronic device structure shown does not constitute a limitation on the electronic device. The electronic device may include more or fewer components than shown, or combine certain components, or have different component arrangements, which will not be elaborated here.

[0150] The processor 110 is configured to determine the first relative position information between the wearable VR device and the virtual sound source object in the target virtual space when the wearable VR device displays the spatial scene of the target virtual space; the processor 110 is also configured to adjust the sound parameters of the target sound device connected to the wearable VR device based on the first relative position information; the target sound device includes a first environmental sound device, which is an environmental sound device connected to the wearable VR device.

[0151] Optionally, in this embodiment of the application, the first ambient sound device is at least one of at least three ambient sound devices connected to the wearable VR device, and the at least three ambient sound devices are arranged around the wearable VR device.

[0152] Optionally, in this embodiment of the application, the processor 110 is further configured to determine the first environmental sound device from at least three environmental sound devices based on the relative position information between the virtual sound source object and each of the at least three environmental sound devices before adjusting the sound parameters of the target sound device connected to the wearable VR device based on the first relative position information.

[0153] Optionally, in this embodiment of the application, the wearable VR device includes: a headset device worn by the user, and the target sound-emitting device further includes the headset device; the processor 110 is further configured to, before adjusting the sound parameters of the target sound-emitting device connected to the wearable VR device based on the first relative position information, determine the first sound channel from the two sound channels of the headset device based on the direction information of the user's face and the position of the virtual sound source object; the processor 110 is further configured to adjust the sound parameters of the first sound channel based on the first relative position information.

[0154] Optionally, in this embodiment of the application, the processor 110 is further configured to, before determining the first sound channel from the two sound channels of the headphone device based on the direction information of the user's face orientation and the position of the virtual sound source object, use the headphone device as the target sound device if the position of the second environmental sound device connected to the wearable VR device meets the first condition.

[0155] The first condition includes any one of the following:

[0156] The angle between the second environmental sound-emitting device in the first direction relative to the wearable VR device and the virtual sound source object in the second direction relative to the wearable VR device is greater than or equal to the first threshold.

[0157] The relative distance between the second environmental sound-emitting device and the virtual sound source object is greater than or equal to the second threshold.

[0158] The second environmental sound-generating device is at least one of at least three environmental sound-generating devices.

[0159] Optionally, in this embodiment of the application, the processor 110 is specifically used to adjust the sound parameters of the first environmental sound-emitting device based on the first relative position information and the sound parameters of the first sound-emitting channel.

[0160] Optionally, in this embodiment of the application, the processor 110 is specifically used to adjust the sound parameters of the first environmental sound device based on the first relative position information and the second relative position information between the wearable VR device and the first environmental sound device.

[0161] Optionally, in this embodiment, the first relative position information includes a first distance between the wearable VR device and the virtual sound source object, and the third direction in which the virtual sound source object is located relative to the wearable VR device; the second relative position information includes a second distance between the wearable VR device and the first environmental sound-emitting device, and the fourth direction in which the first environmental sound-emitting device is located relative to the wearable VR device; the processor 110 is specifically used to: determine a first sound emission parameter based on the first distance and the second distance, and determine an attenuation ratio based on the angle between the third and fourth directions; determine a target sound emission parameter based on the attenuation ratio and the first sound emission parameter; and adjust the sound emission parameter of the first environmental sound-emitting device based on the target sound emission parameter.

[0162] In the electronic device provided in this application embodiment, when a wearable VR device displays a spatial scene of a target virtual space, a first relative position information between the wearable VR device and a virtual sound source object in the target virtual space is determined. Based on the first relative position information, the sound parameters of a target sound-emitting device connected to the wearable VR device are adjusted. The target sound-emitting device includes a first environmental sound-emitting device, which is an environmental sound-emitting device connected to the wearable VR device. Thus, by adaptively adjusting the sound parameters of the target sound-emitting device according to the relative position information between the virtual sound source object and the wearable VR device, the sound field effect created by the sound emitted by the target sound-emitting device using its sound parameters becomes more realistic and has a stronger sense of spatial orientation. Furthermore, since the sound parameters of the target sound-emitting device are adjusted in conjunction with the position of the virtual sound source object, the direction of the sound emitted by the target sound-emitting device can be made consistent with the sound position of the virtual sound source object, thereby improving the audio-visual consistency of the wearable VR device and providing users with a more immersive experience.

[0163] It should be understood that, in this embodiment, the input unit 104 may include a graphics processing unit (GPU) 1041 and a microphone 1042. The GPU 1041 processes image data of still images or videos obtained by an image capture device (such as a camera) in video capture mode or image capture mode. The display unit 106 may include a display panel 1061, which may be configured in the form of a liquid crystal display, an organic light-emitting diode, or the like. The user input unit 107 includes at least one of a touch panel 1071 and other input devices 1072. The touch panel 1071 is also called a touch screen. The touch panel 1071 may include a touch detection device and a touch controller. Other input devices 1072 may include, but are not limited to, a physical keyboard, function keys (such as volume control buttons, power buttons, etc.), a trackball, a mouse, and a joystick, which will not be described in detail here.

[0164] The memory 109 can be used to store software programs and various data. The memory 109 may primarily include a first storage area for storing programs or instructions and a second storage area for storing data. The first storage area may store the operating system, application programs or instructions required for at least one function (such as sound playback, image playback, etc.). Furthermore, the memory 109 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), or flash memory. Volatile memory can be random access memory (RAM), static random access memory (SRAM), dynamic random access memory (DRAM), synchronous dynamic random access memory (SDRAM), double data rate synchronous dynamic random access memory (DDRSDRAM), enhanced synchronous dynamic random access memory (ESDRAM), synchronous link dynamic random access memory (SLDRAM), and direct memory bus RAM (DRRAM). The memory 109 in the embodiments of this application includes, but is not limited to, these and any other suitable types of memory.

[0165] Processor 110 may include one or more processing units; optionally, processor 110 integrates an application processor and a modem processor, wherein the application processor mainly handles operations involving the operating system, user interface, and applications, and the modem processor mainly handles wireless communication signals, such as a baseband processor. It is understood that the aforementioned modem processor may also not be integrated into processor 110.

[0166] This application also provides a readable storage medium storing a program or instructions. When the program or instructions are executed by a processor, they implement the various processes of the above-described VR-based audio control method embodiments and achieve the same technical effects. To avoid repetition, they will not be described again here.

[0167] The processor is the processor in the electronic device described in the above embodiments. The readable storage medium includes computer-readable storage media, such as computer read-only memory (ROM), random access memory (RAM), magnetic disk, or optical disk.

[0168] This application embodiment also provides a chip, which includes a processor and a communication interface. The communication interface and the processor are coupled. The processor is used to run programs or instructions to implement the various processes of the above-described VR-based audio control method embodiments and achieve the same technical effect. To avoid repetition, it will not be described again here.

[0169] It should be understood that the chip mentioned in the embodiments of this application may also be referred to as a system-on-a-chip, system chip, chip system, or system-on-a-chip, etc.

[0170] This application provides a computer program product, which is stored in a storage medium and executed by at least one processor to implement the various processes of the VR-based audio control method embodiment described above, and can achieve the same technical effect. To avoid repetition, it will not be described again here.

[0171] It should be noted that, in this document, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes that element. Furthermore, it should be noted that the scope of the methods and apparatuses in the embodiments of this application is not limited to performing functions in the order shown or discussed, but may also include performing functions substantially simultaneously or in the reverse order, depending on the functions involved. For example, the described methods may be performed in a different order than described, and various steps may be added, omitted, or combined. Additionally, features described with reference to certain examples may be combined in other examples.

[0172] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods of the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, can be embodied in the form of a computer software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods of the various embodiments of this application.

[0173] The embodiments of this application have been described above with reference to the accompanying drawings. However, this application is not limited to the specific embodiments described above. The specific embodiments described above are merely illustrative and not restrictive. Those skilled in the art can make many other forms under the guidance of this application without departing from the spirit and scope of the claims, and all of these forms are within the protection scope of this application.

Claims

1. An audio control method based on virtual reality (VR), characterized in that, The method includes: When a wearable VR device displays a spatial scene of a target virtual space, determine the first relative position information between the wearable VR device and a virtual sound source object in the target virtual space; Based on the first relative position information, adjust the sound parameters of the target sound-emitting device connected to the wearable VR device; The target sound-emitting device includes a first environmental sound-emitting device, which is at least one of at least three environmental sound-emitting devices connected to the wearable VR device, and the at least three environmental sound-emitting devices are arranged around the wearable VR device. The wearable VR device includes: a headset worn by the user, and the target sound-emitting device also includes the headset; Before adjusting the sound parameters of the target sound-emitting device connected to the wearable VR device based on the first relative position information, the method further includes: Based on the direction information of the user's face and the position of the virtual sound source object, the first sound channel is determined from the two sound channels of the headphone device; Based on the first relative position information, adjust the sound output parameters of the first sound output channel; Before determining the first sound channel from the two sound channels of the headphone device based on the direction information of the user's facial orientation and the position of the virtual sound source object, the method further includes: If the location of the second environmental sound-emitting device connected to the wearable VR device meets the first condition, the headphone device will be used as the target sound-emitting device. The first condition includes any one of the following: The angle between the first direction in which the second environmental sound-emitting device is located relative to the wearable VR device and the second direction in which the virtual sound source object is located relative to the wearable VR device is greater than or equal to a first threshold. The relative distance between the second environmental sound-emitting device and the virtual sound source object is greater than or equal to the second threshold. The second environmental sound-emitting device is at least one of the at least three environmental sound-emitting devices.

2. The method according to claim 1, wherein before adjusting the sound parameters of the target sound-emitting device connected to the wearable VR device based on the first relative position information, the method further comprises: Based on the relative position information between the virtual sound source object and each of the at least three environmental sound devices, the first environmental sound device is determined from the at least three environmental sound devices.

3. The method according to claim 2, characterized in that, The step of adjusting the sound parameters of the target sound-emitting device connected to the wearable VR device based on the first relative position information includes: Based on the first relative position information and the sound parameters of the first sound channel, the sound parameters of the first environmental sound-emitting device are adjusted.

4. The method according to claim 1 or 2, characterized in that, The step of adjusting the sound parameters of the target sound-emitting device connected to the wearable VR device based on the first relative position information includes: Based on the first relative position information and the second relative position information between the wearable VR device and the first environmental sound-emitting device, the sound emission parameters of the first environmental sound-emitting device are adjusted.

5. The method according to claim 4, characterized in that, The first relative position information includes a first distance between the wearable VR device and the virtual sound source object, and the third direction in which the virtual sound source object is located relative to the wearable VR device; The second relative position information includes a second distance between the wearable VR device and the first ambient sound device, and a fourth direction in which the first ambient sound device is located relative to the wearable VR device; The step of adjusting the sound parameters of the target sound-emitting device based on the first relative position information and the second relative position information between the wearable VR device and the first environmental sound-emitting device includes: Based on the first distance and the second distance, a first sound emission parameter is determined, and based on the angle between the third and fourth directions, an attenuation ratio is determined; Based on the attenuation ratio and the first vocal parameter, the target vocal parameter is determined; Based on the target sound parameters, adjust the sound parameters of the first environmental sound-emitting device.

6. A VR-based audio control device, characterized in that, The device includes: a determining module and an adjusting module; The determining module is used to determine the first relative position information between the wearable VR device and the virtual sound source object in the target virtual space when the wearable VR device displays the spatial scene of the target virtual space; The adjustment module is used to adjust the sound parameters of the target sound-emitting device connected to the wearable VR device based on the first relative position information determined by the determining module. The target sound-emitting device includes a first environmental sound-emitting device, which is at least one of at least three environmental sound-emitting devices connected to the wearable VR device, and the at least three environmental sound-emitting devices are arranged around the wearable VR device. The wearable VR device includes: a headset worn by the user, and the target sound-emitting device also includes the headset; Before adjusting the sound parameters of the target sound-emitting device connected to the wearable VR device based on the first relative position information, the method further includes: Based on the direction information of the user's face and the position of the virtual sound source object, the first sound channel is determined from the two sound channels of the headphone device; Based on the first relative position information, adjust the sound output parameters of the first sound output channel; Before determining the first sound channel from the two sound channels of the headphone device based on the direction information of the user's facial orientation and the position of the virtual sound source object, the method further includes: If the location of the second environmental sound-emitting device connected to the wearable VR device meets the first condition, the headphone device will be used as the target sound-emitting device. The first condition includes any one of the following: The angle between the first direction in which the second environmental sound-emitting device is located relative to the wearable VR device and the second direction in which the virtual sound source object is located relative to the wearable VR device is greater than or equal to a first threshold. The relative distance between the second environmental sound-emitting device and the virtual sound source object is greater than or equal to the second threshold. The second environmental sound-emitting device is at least one of the at least three environmental sound-emitting devices.

7. An electronic device, characterized in that, It includes a processor, a memory, and a program or instructions stored in the memory and executable on the processor, wherein the program or instructions, when executed by the processor, implement the steps of the audio control method based on virtual reality (VR) as described in any one of claims 1 to 5.

8. A readable storage medium, characterized in that, The readable storage medium stores a program or instructions that, when executed by a processor, implement the steps of the audio control method based on virtual reality (VR) as described in any one of claims 1 to 5.