Method and device for adjusting orientation of virtual character, electronic device and storage medium

CN116870475BActive Publication Date: 2026-10-09NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310881406.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-07-18
Publication Date
2026-10-09
Estimated Expiration
2043-07-18

AI Technical Summary

Technical Problem

现阶段,在确定声音方位时,需要玩家反复多次调整视角来确认并控制角色朝向声源所在方位,这导致声源方位确定以及朝向调整的效率以及准确率均比较低

Benefits of technology

[0014] The virtual character orientation adjustment method, apparatus, electronic device, and storage medium provided in this disclosure display a sound marker window in a graphical user interface for marking sound sources generated in a virtual game scene; in response to the generation of a sound source in the virtual game scene, a sound source identifier corresponding to the sound source is displayed in the sound marker window; in response to a first touch operation on the sound source identifier, the orientation of the target virtual character is adjusted to face the sound source relative to the target virtual character. Thus, by marking the sound source location in the virtual game scene through the sound marker window displayed in the graphical user interface, and by accurately and promptly adjusting the orientation of the target virtual character to the sound source location relative to the target virtual character through touch operations on the sound marker window, the efficiency and accuracy of determining the location of the sound source and adjusting its orientation are improved, thereby enhancing human-computer interaction efficiency.

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Abstract

The present disclosure provides a virtual character orientation adjustment method and device, electronic equipment and storage medium. A sound mark window for marking a sound source generating sound in a virtual game scene is displayed in a graphical user interface. In response to the sound source generating sound in the virtual game scene, a sound source identifier corresponding to the sound source generating sound is displayed in the sound mark window. In response to a first touch operation on the sound source identifier, the orientation of a target virtual character is adjusted to face the sound source position of the sound source generating sound relative to the target virtual character. In this way, the sound source position in the virtual game scene is identified through the sound mark window displayed in the graphical user interface. Meanwhile, the orientation of the target virtual character can be accurately and timely adjusted to the sound source position of the sound source generating sound relative to the target virtual character through the touch operation on the sound mark window. This helps to improve the efficiency and accuracy of the determination of the sound source position and the adjustment of the orientation, thereby improving the efficiency of human-computer interaction.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to methods, devices, electronic devices, and storage media for adjusting the orientation of virtual characters. Background Technology

[0002] During gameplay, sounds are generated as virtual characters move or virtual items are used within the virtual game scene. Some experienced players can roughly determine the location of sounds using audio output devices. If a player is in a situation where audio output devices are inconvenient, they need to rely on sound source icons displayed near the sound source or by observing them on the minimap to roughly determine the sound's location and react accordingly when adjusting their character's orientation to face the sound. Currently, determining sound location requires players to repeatedly adjust their view to confirm and control their character's orientation towards the sound source, resulting in relatively low efficiency and accuracy in both sound source location determination and orientation adjustment. Summary of the Invention

[0003] In view of this, the present disclosure provides a method, apparatus, electronic device and storage medium for adjusting the orientation of virtual characters. By displaying a sound marker window in a graphical user interface to identify the location of sound sources in a virtual game scene, and by touching the sound marker window, the orientation of the target virtual character can be accurately and timely adjusted to the location of the sound source relative to the target virtual character. This helps to improve the efficiency and accuracy of determining the location of the sound source and adjusting the orientation, thereby improving the efficiency of human-computer interaction.

[0004] On one hand, embodiments of this disclosure provide a method for adjusting the orientation of a virtual character, the method comprising:

[0005] A sound tagging window is displayed in the graphical user interface; the sound tagging window is used to tag sound sources generated in the virtual game scene;

[0006] In response to the generation of the sound source in the virtual game scene, the sound source identifier corresponding to the sound source is displayed in the sound mark window;

[0007] In response to a first touch operation on the sound source identifier, the orientation of the target virtual character is adjusted to face the sound source relative to the target virtual character.

[0008] Secondly, this disclosure also provides a device for adjusting the orientation of a virtual character, the device comprising:

[0009] A window display module is used to display a sound tagging window in a graphical user interface; the sound tagging window is used to tag sound sources generated in a virtual game scene;

[0010] The sound source display module is used to display the sound source identifier corresponding to the sound source in the sound mark window in response to the sound source generated in the virtual game scene.

[0011] An orientation adjustment module is used to adjust the orientation of the target virtual character to face the sound source relative to the sound source in response to a first touch operation on the sound source identifier.

[0012] Thirdly, embodiments of this disclosure also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the virtual character orientation adjustment method as described in the first aspect.

[0013] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the virtual character orientation adjustment method as described in the first aspect.

[0014] The virtual character orientation adjustment method, apparatus, electronic device, and storage medium provided in this disclosure display a sound marker window in a graphical user interface for marking sound sources generated in a virtual game scene; in response to the generation of a sound source in the virtual game scene, a sound source identifier corresponding to the sound source is displayed in the sound marker window; in response to a first touch operation on the sound source identifier, the orientation of the target virtual character is adjusted to face the sound source relative to the target virtual character. Thus, by marking the sound source location in the virtual game scene through the sound marker window displayed in the graphical user interface, and by accurately and promptly adjusting the orientation of the target virtual character to the sound source location relative to the target virtual character through touch operations on the sound marker window, the efficiency and accuracy of determining the location of the sound source and adjusting its orientation are improved, thereby enhancing human-computer interaction efficiency.

[0015] Furthermore, the sound marker window includes a sound type masking control and a distance masking control. By touching the sound type masking control and / or the distance masking control, the display of the selected sound source type and / or the sound source at the selected distance can be masked. Only the sound source location information of the sound source that the player is most concerned about is displayed in the sound marker window, reducing the steps of filtering the displayed information and further improving the efficiency of determining the location of the sound source and adjusting its orientation, as well as the efficiency of human-computer interaction.

[0016] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0017] To more clearly illustrate the technical solutions of the embodiments of this disclosure, the accompanying drawings used in the embodiments will be briefly described below. It should be understood that the following drawings only show some embodiments of this disclosure and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0018] Figure 1 A flowchart illustrating a method for adjusting the orientation of a virtual character as provided in an embodiment of this disclosure;

[0019] Figure 2 One of the schematic diagrams of the graphical user interface provided in the embodiments of this disclosure;

[0020] Figure 3 This is a second schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;

[0021] Figure 4 This is a fourth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;

[0022] Figure 5 This is one of the structural schematic diagrams of a virtual character orientation adjustment device provided in an embodiment of the present disclosure;

[0023] Figure 6 A second schematic diagram of a virtual character orientation adjustment device provided in an embodiment of this disclosure;

[0024] Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0025] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this disclosure, and not all of them. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely represents selected embodiments of this disclosure. Based on the embodiments of this disclosure, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this disclosure.

[0026] First, let me introduce the terms used in this disclosure:

[0027] (1) Virtual game scene (game scene)

[0028] A virtual game scene is a scene displayed (or provided) by an application while it is running on a terminal or server. Optionally, the virtual game scene is a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional virtual environment. A virtual game scene can be any of three dimensions: two-dimensional, 2.5-dimensional, or three-dimensional. It can include elements such as sky, land, or ocean, with the land element encompassing environmental elements like deserts and cities. Among them, a virtual game scene is a scene where players control virtual characters and other virtual characters to form a complete game logic. For example, in a sandbox-style 3D shooting game, a virtual game scene is a 3D game world where players control virtual objects to fight. Instances of virtual game scenes can include at least one element from the following: mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. For example, in a 2D or 2.5D card game, a virtual game scene is a scene for displaying and releasing cards or displaying the virtual objects corresponding to the cards. Instances of virtual game scenes can include: arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status. For 2D or 2.5D multiplayer online tactical competitive games, a virtual game scene is a 2D or 2.5D terrain scene for virtual objects to fight. Instances of game scenes can include: canyon-style mountains, lines, rivers, classrooms, desks and chairs, podiums, etc.

[0029] (2) Target virtual character

[0030] A target virtual character refers to a virtual object that can be controlled by a player and move within the game environment. It is also called a player virtual character or player virtual object, and in some video games, it may be referred to as a shikigami (spirit) or hero character. A player character can be at least one of several different forms, such as a virtual person, virtual animal, anime character, or virtual vehicle.

[0031] Secondly, the applicable scenarios of this disclosure are introduced. This disclosure can be applied to the field of game technology.

[0032] During gameplay, sounds are generated as virtual characters move or virtual items are used within the virtual game scene. Experienced players can roughly determine the location of sounds in the virtual game scene using their audio output devices. If players are in a situation where it is inconvenient to use audio output devices, they need to rely on sound source icons displayed near the sound source, or observe sound source icons on the minimap, to roughly determine the location of sounds in the game scene, so they can react accordingly when adjusting their character's orientation to face the direction of the sound.

[0033] Currently, when determining the location of a sound, players need to repeatedly adjust their viewpoint to confirm and control their character's orientation towards the sound source. This results in relatively low efficiency and accuracy in determining the sound source's location and adjusting the orientation.

[0034] Furthermore, in related technologies, in-game sound markers can only vaguely mark some types. The amount of information and choices that existing sound markers provide to players are too limited. For example, if a player is hiding in a safe area surrounded by enemies, a sudden gunshot marker will interfere with the footstep marker, affecting the player's judgment. This results in low efficiency and accuracy in determining the location and direction of the sound source.

[0035] Based on this, the present disclosure provides a method for adjusting the orientation of a virtual character to improve the efficiency and accuracy of sound source location determination and orientation adjustment, as well as to improve human-computer interaction efficiency.

[0036] To facilitate understanding of this embodiment, a detailed description is provided of the virtual character orientation adjustment method, device, electronic device, and storage medium provided in this disclosure. This disclosure can be applied to the gaming field, such as first-person shooter (FPS) games or massively multiplayer online (MMO) games; however, it should be noted that this disclosure is not limited to the aforementioned types of games, nor is it limited to the gaming field.

[0037] In one embodiment of this disclosure, the method for adjusting the orientation of a virtual character can run on a local terminal device or a server. When the method for adjusting the orientation of a virtual character runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0038] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separate. The storage and execution of the virtual character orientation adjustment method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0039] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0040] In one possible implementation, this disclosure provides a method for adjusting the orientation of a virtual character, using a graphical user interface provided by a terminal device. The terminal device can be a local terminal device (such as a local touchscreen terminal) or a client device in the aforementioned cloud interaction system. The following description uses the example of the virtual character orientation adjustment method operating on a local terminal device (hereinafter referred to as the terminal device).

[0041] Please see Figure 1 , Figure 1 This is a flowchart illustrating a method for adjusting the orientation of a virtual character, as provided in an embodiment of this disclosure. Figure 1 As shown in the embodiments of this disclosure, the method for adjusting the orientation of a virtual character includes:

[0042] S101. Display a sound tagging window in the graphical user interface; the sound tagging window is used to tag the sound sources generated in the virtual game scene.

[0043] S102. In response to the generation of the sound source in the virtual game scene, display the sound source identifier corresponding to the sound source in the sound mark window.

[0044] S103. In response to a first touch operation on the sound source identifier, adjust the orientation of the target virtual character to face the sound source relative to the sound source orientation of the target virtual character.

[0045] The present invention discloses a method for adjusting the orientation of a virtual character. By displaying a sound marker window in a graphical user interface to identify the location of a sound source in a virtual game scene, and by touching the sound marker window, the orientation of the target virtual character can be accurately and timely adjusted to the location of the sound source relative to the target virtual character. This helps to improve the efficiency and accuracy of determining the location of the sound source and adjusting the orientation, thereby improving the efficiency of human-computer interaction.

[0046] The exemplary steps of the embodiments of this disclosure are described below:

[0047] S101. Display a sound tagging window in the graphical user interface; the sound tagging window is used to tag the sound sources generated in the virtual game scene.

[0048] In this embodiment of the disclosure, a portion or all of the virtual game scene is displayed in the graphical user interface. The game screen displayed in the graphical user interface can be determined based on the virtual game scene captured by the virtual camera. Specifically, the displayed game field of view is determined based on the orientation of the target virtual camera. When the orientation of the target virtual camera changes, the game screen on the graphical user interface will also change.

[0049] In this embodiment of the disclosure, the target virtual character controlled by the target player, other virtual characters controlled by other players, and non-player characters move in the virtual game scene to complete corresponding game tasks and can interact with each other in the game.

[0050] The game perspective includes first-person and third-person perspectives. In the first-person game perspective, the graphical user interface does not display the target virtual character, but only the game screen from the target virtual character's current perspective. In the third-person game perspective, the graphical user interface displays the game screen containing the entire or part of the target virtual character.

[0051] In one possible implementation, the movement of a target virtual character in a virtual game scene can be controlled by touch operation of the movement control response area in the graphical user interface.

[0052] In one possible implementation, the motion control response area is the response area corresponding to the motion control in the graphical user interface.

[0053] In one possible implementation, the motion control response area can be an area displayed in a graphical user interface, including at least one motion control control. The display shape of the motion control response area can be a predefined shape (rectangle, circle, etc.), or it can be consistent with the shape of the motion control control.

[0054] In another possible implementation, the motion control response area can also be an area hidden in the graphical user interface. In this case, the motion control controls contained in the motion control area can be displayed in the graphical user interface or hidden in the graphical user interface.

[0055] Regardless of the display method mentioned above, the response range of the motion control response area is greater than or equal to the control response range of the motion control control. During the game settings process, the response range of the motion control response area can be preset. For example, the response range of the motion control response area can be within the preset range of the motion control control.

[0056] It is worth noting that touch operations for the mobile control response area can be long press, tap, or swipe.

[0057] For example, taking the virtual joystick in the game settings as the motion control control, the virtual joystick is generally located in the lower left corner of the graphical user interface. Players control the target virtual character to move in the virtual game scene according to the player's control by sliding operations (sliding position and sliding distance) on the virtual joystick. The area occupied by the entire virtual joystick in the graphical user interface can be the response range of the entire motion control response area. In another example, a rectangular area can be set with the virtual joystick as the center, and this rectangular area can be defined as the motion control response area (this rectangular area can be displayed in the graphical user interface or hidden in the graphical user interface).

[0058] Specifically, when a player operates within the movement control response area, the target virtual character moves within the virtual game scene, and the game screen in the graphical user interface also changes.

[0059] It is worth noting that when players perform touch operations in the motion control response area, they can change the orientation of the target virtual character they are controlling. However, performing the first touch operation in the motion control response area at this time does not control the change of the orientation of the target virtual camera.

[0060] In one possible implementation, movement from the first character position is controlled according to a preset orientation of the target virtual character. The preset orientation can be an orientation determined by other operations, such as determining the orientation of the target virtual character through an operation applied to the character orientation control response area.

[0061] Furthermore, in virtual game scenes, sounds may be generated when other virtual characters move or use virtual items. Players can hear the sounds in the virtual game scene through sound playback devices (such as headphones), and can also roughly obtain the sound source's location and sound type through sound markers in the graphical user interface. However, the above prompts are only vague, and players cannot accurately locate the specific direction and location of the sound source.

[0062] In the application embodiment, by displaying an additional sound marker window in the graphical user interface, the direction and distance of the sound source relative to the target virtual character can be accurately determined even when the player is not wearing a sound playback device, and the sound type of the sound source can also be known.

[0063] In one possible implementation, the sound marker window is typically displayed at a preset location on the graphical user interface; or, it is displayed at a preset location on the graphical user interface after a sound is generated in the virtual game scene; or, it is displayed at a preset location on the graphical user interface when the virtual equipment currently held by the target virtual character meets preset item conditions.

[0064] In one possible implementation, after entering a game, players can choose whether to display the sound marker window in the graphical user interface through the settings options. Once the player sets the sound marker window to be displayed in the graphical user interface, the sound marker window can be displayed in the graphical user interface like other operation controls.

[0065] In another possible implementation, in order to reduce the obstruction of the sound marker window on the graphical user interface, a sound marker window can be displayed in the graphical user interface in real time when a sound source is identified in the virtual game scene, and each sound source can be marked in the sound marker window. After the player finishes their operation, the display of the sound marker window is canceled, so as to prompt the player about the sound source in the virtual game scene while minimizing the obstruction of the graphical user interface by the sound marker window, and ensuring that the player can better observe the game situation in the virtual game scene.

[0066] In another possible implementation, the virtual equipment currently held by the target virtual character meets the preset item conditions, which could be that the target virtual character picks up a sound-sensing item that can summon and display a sound marker window, or that the target virtual character possesses a sound-sensing item, or that the target virtual character uses a sound-sensing item.

[0067] S102. In response to the generation of the sound source in the virtual game scene, display the sound source identifier corresponding to the sound source in the sound mark window.

[0068] In one possible implementation, the sound marker window includes multiple operation sub-regions, wherein the sound marker window includes a sound location marker region, which displays the location and location scale. After a sound source is generated in the virtual game scene, the sound source marker is displayed at the corresponding location in the sound location marker region according to the sound source location and distance of the sound source relative to the target virtual character.

[0069] Specifically, the step "in response to the generation of the sound source in the virtual game scene, displaying the sound source identifier corresponding to the sound source in the sound tag window" includes:

[0070] a1: In response to the generation of the sound source in the virtual game scene, the sound source identifier corresponding to the sound source is displayed at the corresponding position in the sound location identifier area according to the sound source location; the sound source location includes the sound source direction and / or the sound source distance.

[0071] In this embodiment of the disclosure, after sound is generated in the virtual game scene, the sound source location relative to the target virtual character's location is determined based on the sound source type and the target virtual character's location in the virtual game scene. After the sound source location is determined, the sound source identifier of the sound source is displayed at the corresponding angle position in the sound location identifier area.

[0072] The location of the sound source includes the direction of the sound source and / or the distance to the sound source, that is, the direction of the sound source and / or the distance to the sound source relative to the current position of the target virtual character.

[0073] Specifically, the sound location marking area can be marked with the four directions of east, south, west, and north, and then the corresponding angle information can be marked. It can be presented in a 360° surround manner to show different directions within a 360° range relative to the target virtual character.

[0074] In one possible implementation, when displaying the sound source identifier corresponding to the sound source, the identifier can be determined by the type of the sound source.

[0075] For example, if footsteps are heard in a virtual game scene due to the movement of other virtual characters, and the virtual character making the footsteps is located 30° east of the target virtual character, the footsteps can be identified by a pair of footprints at the 30° east of the sound location marking area.

[0076] It is worth noting that multiple sound sources may appear in the virtual game scene at the same time. Therefore, it is necessary to display the identifiers of each sound source in the sound location identifier area to inform the player of all sound sources in the virtual game scene, thereby improving the accuracy of prompting multiple sound sources appearing in the virtual game scene.

[0077] In one possible implementation, after identifying the sound source type and location, it is also necessary to mark the distance between the sound source and the target virtual character in the sound location identification area.

[0078] Specifically, displaying the distance to the sound source includes:

[0079] b1: Obtain multiple preset distance threshold ranges and the distance display indicators corresponding to each distance threshold range; wherein, the display range of different distance display indicators is different.

[0080] b2: Determine the target distance threshold range to which the sound source distance belongs from the plurality of preset distance threshold ranges, and display the sound source distance according to the distance display identifier corresponding to the target distance threshold range.

[0081] In this embodiment of the disclosure, it is necessary to divide different distance threshold ranges with the target virtual character as the center. Different distance threshold ranges correspond to different distance types, which can be divided into three distance types: "near distance", "medium distance" and "far distance". This realizes the division of multiple preset distance threshold ranges according to the scene distance orientation corresponding to the virtual game scene. For example, the game distance to the target virtual character is (10m, 100m) as the near distance type, (100m, 700m) as the medium distance type, and (700m, ∞) as the far distance type. When displaying the distance type in the sound orientation marking area, the display method corresponding to different distance types is different.

[0082] Specifically, taking the display distance area as an example to show the distance between the sound source and the target virtual character, the color and length of the display distance area differ for different distance types.

[0083] For example, nearby sound sources are marked with a single red bar indicating the distance, medium-distance sound sources are marked with two yellow bars indicating the distance, and distant sound sources are marked with three green bars indicating the distance.

[0084] In one possible implementation, after determining the sound source, it is necessary to determine the sound source distance relative to the target virtual character in the virtual game scene, and determine the target distance threshold range in which the sound source distance is located. Then, according to the distance corresponding to the target distance threshold range, the sound source distance is displayed in the sound location marking area.

[0085] For the example above, if any sound source is 560m (game distance) from the target virtual character in the virtual and game scene, it is determined to be within the range of (100m, 700m) corresponding to the medium distance type. In this case, the sound source distance needs to be marked with two yellow display areas.

[0086] In one possible implementation, since the target virtual character moves in the virtual game scene, or when the sound source is another virtual character, the distance of the sound source relative to the target virtual character will be updated in real time. At this time, it is also necessary to update the display of the sound source distance in the sound location indicator area in real time, so as to update the location of the sound source in a timely manner and further improve the accuracy of the sound source prompt.

[0087] Specifically, the adjustment method further includes:

[0088] c1: In response to the target virtual character moving in the virtual game scene, determine the sound source distance relative to the target virtual character and adjust the sound source distance.

[0089] c2: Based on the adjusted sound source distance, display the sound source identifier of the sound source at the corresponding position in the sound location identifier area.

[0090] In this embodiment of the disclosure, when the target virtual character moves in the virtual game scene, or when the sound source is another virtual character, the sound source distance of the sound source relative to the target virtual character will be updated. It is necessary to determine the adjusted sound source distance of the sound source relative to the target virtual character in real time, and then redetermine the target distance threshold range to which the adjusted sound source distance belongs. Then, the sound source identifier of the sound source and the adjusted sound source distance are displayed at the corresponding position in the sound location identifier area.

[0091] It is worth noting that the display of the position of the sound source icon and the adjustment of the sound source distance are adjusted in real time according to the movement of the target virtual character or the sound source, based on the current distance between the target virtual character and the sound source.

[0092] In the example above, if the sound source is 560m (game distance) from the target virtual character in the virtual game scene, it is determined to be within the range of (100m, 700m) corresponding to the medium distance type. At this time, the sound source distance needs to be marked with two yellow display areas. As the target virtual character moves in the virtual game scene, if the sound source distance is now determined to be 60m (game distance), the sound source is now within the range of (10m, 100m) corresponding to the close distance type. Therefore, the sound source distance display method in the sound location marking area needs to be updated in real time, changing to a single red display area to mark the sound source distance.

[0093] In one possible implementation, since multiple sounds of different types and / or different distances may be generated in the virtual game scene at the same time, in order to ensure that players can focus on the sounds they care about most, a sound type masking control is also included in the sound prompt operation area. Players can mask the prompt display for sound sources they do not care about by touching the sound type masking control.

[0094] In one possible implementation, the masking control (e.g., a distance masking control or a sound type masking control) includes an active state and an off state. The display effect of the active state of the same masking control (e.g., highlighted, touchable) is different from the display effect of the off state (e.g., grayed out, unresponsive to touch). This is to prompt the player whether there is a masked sound source type and the specific masked sound source type based on the different display states of the control, so that the player can make a more accurate judgment about the sound sources in the current virtual game scene.

[0095] Specifically, the adjustment method further includes:

[0096] d1: In response to a second touch operation on the sound type masking control, determine the type of sound source to be masked; the sound type masking control is used to mask a specified type of sound source.

[0097] In this embodiment of the disclosure, after receiving the player's second touch operation on the sound type blocking control, it is necessary to determine the sound source type selected by the player to block, and generate the sound of the blocked sound source type in the virtual game scene, and the sound of the blocked sound source type will no longer be displayed in the sound location indicator area.

[0098] In one possible implementation, the sound type masking control includes a distance masking control; players can select the type of sound source to be masked by touching the controls for different sound types.

[0099] Furthermore, the method for adjusting the orientation of the virtual character also includes: responding to a third touch operation on the sound type masking control that is in a closed state, and not responding to the second touch operation.

[0100] Specifically, the step "responding to a second touch operation on the sound type blocking control and determining the type of sound source to be blocked" includes:

[0101] e1: In response to a third touch operation on the distance shielding control, shield the sound sources within the selected distance range in the virtual game scene.

[0102] In this embodiment of the disclosure, a distance blocking control and a sound type blocking control can also be set to block different types and / or distances of sound sources respectively; the distance blocking control and the sound type blocking control can be located on both sides of the sound prompt operation area so that the player can more easily select the type of sound source to be blocked.

[0103] In one possible implementation, the distance masking control may include long-range masking sub-controls, medium-range masking sub-controls, and short-range masking sub-controls; the sound type masking control may include non-sniper gunshot sub-controls, sniper gunshot sub-controls, thrown object sub-controls, and footstep sound sub-controls. The aforementioned long-range, medium-range, and short-range masking sub-controls, as well as the non-sniper gunshot, sniper gunshot, thrown object, and footstep sound sub-controls, are the same as the aforementioned distance masking control and / or sound type masking control, and also include active and deactivated states. When the control is active, it responds to touch operations and masks the corresponding sound source; when the control is deactivated, it does not respond to touch operations or commands directed at the control.

[0104] Players can use touch controls on the long-range mute sub-control to block sound sources at a distance from the target virtual character; on the medium-range mute sub-control, to block sound sources at a medium distance; and on the short-range mute sub-control, to block sound sources at a short distance. Similarly, players can use touch controls on non-sniper gunshots to block all sound sources in the virtual game scene except for sniper gunshots; on the sniper gunshot sub-control, to block sniper gunshots; on the throwable sub-control, to block the sound produced when throwable objects are thrown; and on the footsteps sub-control, to block the footsteps of other virtual characters moving in the virtual game scene.

[0105] It is worth noting that players can block selected sound source types by touching different sub-controls. Players can simultaneously select multiple distance types and multiple sound types to block sound sources. After blocking a selected sound source, if the player touches the sub-control again, the sound source will be unblocked. When the sound source of that type is generated again in the virtual game scene, the sound source will be displayed in the sound prompt area according to the sound source direction and distance relative to the target virtual character.

[0106] In one possible implementation, after a sound masking operation is performed via touch operation of the sound type masking control and / or distance masking control, the prompting method for the sound source will also be updated accordingly (prompting will no longer be given when some sounds are generated in the virtual game scene).

[0107] Specifically, the step "in response to the generation of the sound source in the virtual game scene, displaying the sound source identifier corresponding to the sound source in the sound tag window" includes:

[0108] f1: In response to the fact that the sound source type of the sound source generated in the virtual game scene is consistent with the shielded sound source type, the sound source identifier corresponding to the sound source is not displayed on the graphical user interface.

[0109] f2: In response to the discrepancy between the sound source type of the sound source generated in the virtual game scene and the shielded sound source type, the sound source identifier corresponding to the sound source is displayed in the sound tag window in the graphical user interface.

[0110] In this embodiment of the disclosure, when sound is generated in a virtual game scene, it is necessary to detect whether the sound source type of the sound source is consistent with the masked sound source type; if they are consistent, the sound source will no longer be displayed; if they are inconsistent, the sound source identifier (sound source direction and sound source distance relative to the target virtual character) will be displayed in the sound mark window of the graphical user interface.

[0111] For example, before the sound source is indicated, the player can select to mute distant sounds by operating the distance mute control. If the distance of the sound source from the target virtual character in the virtual game scene is greater than 700m (game distance), the sound source will no longer be indicated in the sound marker window (the sound source identifier will not be displayed in the sound marker window).

[0112] Furthermore, after providing prompts through sounds generated in the virtual game scene, the orientation of the target virtual character can be adjusted based on the latest generated sounds, so that the target virtual character faces the sound source for the next accurate operation.

[0113] S103. In response to a first touch operation on the sound source identifier, adjust the orientation of the target virtual character to face the sound source relative to the sound source orientation of the target virtual character.

[0114] In this embodiment of the disclosure, the sound marker window includes a view adjustment area. When multiple sounds are generated in a virtual game scene, the target sound source with the closest time of origin is determined. Then, based on the first touch operation on the view adjustment area in the sound marker window, the orientation of the target virtual character is adjusted to face the sound source relative to the sound source, so that the target virtual character can quickly and accurately align with the target sound source.

[0115] Specifically, the step "the sound marker window includes a view adjustment area, and in response to the generation of the sound source in the virtual game scene, the sound source identifier corresponding to the sound source is displayed in the sound marker window" includes:

[0116] g1: In response to the generation of the sound source in the virtual game scene, determine the target sound source.

[0117] g2: Display the direction and distance of the target sound source relative to the target virtual character in the view adjustment area.

[0118] In one possible implementation, a virtual game scene may generate more than one sound source over a period of time, and in this case, it is necessary to filter out the target sound source from multiple sound sources.

[0119] Specifically, the step "in response to the generation of the sound source in the virtual game scene, determine the target sound source" includes:

[0120] h1: In response to the generation of at least one sound source in the virtual game scene, the sound source whose sound time is closest to the current time among the at least one sound source is determined as the target sound source.

[0121] In this embodiment of the disclosure, at least one sound source is generated in the virtual game scene. The target sound source whose sound source time is closest to the current time is determined from multiple sound sources. The sound source direction and sound source distance of the target sound source relative to the target virtual character are displayed in the view adjustment area. At the same time, the direction in which the target virtual character needs to turn when turning to the target sound source is also displayed, so that the player can more intuitively understand the specific direction of the turn.

[0122] For example, in a virtual game scene, three sound sources are generated simultaneously: sound source A started 10 seconds ago, sound source B started 7 seconds ago, and sound source C started 5 seconds ago. In this case, sound source C is identified as the target sound source, and the direction and distance of sound source C relative to the target virtual character are displayed in the view adjustment area. After receiving a touch operation on the view adjustment area, the target virtual character will be adjusted to face the direction of sound source C.

[0123] In another possible implementation, the target sound source can be determined based on the distance between the sound source and the target virtual character.

[0124] Specifically, "in response to the generation of the sound source in the virtual game scene, determining the target sound source" further includes:

[0125] i1: In response to the generation of at least one sound source in the virtual game scene, determine the target sound source closest to the target virtual character from the at least one sound source.

[0126] In this embodiment of the disclosure, at least one sound source is generated in the virtual game scene. The target sound source closest to the target virtual character is determined from multiple sound sources. The sound source direction and distance of the target sound source relative to the target virtual character are displayed in the view adjustment area. At the same time, the direction in which the target virtual character needs to turn when turning to the target sound source is also displayed, so that the player can more intuitively understand the specific direction of the turn.

[0127] For example, in a virtual game scene, three sounds are generated simultaneously. Sound source A is 500m (game distance) away from the target virtual character, sound source B is 10m (game distance) away from the target virtual character, and sound source C is 1000m (game distance) away from the target virtual character. In this case, sound source B is identified as the target sound source, and the direction and distance of sound source B relative to the target virtual character are displayed in the view adjustment area. After receiving a touch operation on the view adjustment area, the target virtual character will be adjusted to face the direction of sound source B.

[0128] In one possible implementation, after displaying the sound source distance and direction of the target sound source in the view adjustment area, a touch operation is required after a preset time to trigger the operation of adjusting the orientation of the target virtual character. After the preset time, the sound source direction and distance of the target sound source will no longer be displayed in the view adjustment area, and view adjustment will no longer be possible.

[0129] Specifically, the viewpoint adjustment area includes a directional indicator; the step "in response to a first touch operation on the sound source indicator, adjusting the orientation of the target virtual character to face the sound source relative to the target virtual character's sound source orientation" includes:

[0130] j1: During a preset time period when the direction and distance of the sound source are displayed in the view adjustment area, in response to a fourth touch operation on the turning direction indicator, the orientation is adjusted to face the sound source relative to the target virtual character.

[0131] In this embodiment of the disclosure, if a fourth touch operation is received for the turning direction indicator within a preset time period during which the sound source direction and sound source distance are displayed in the view adjustment area, the orientation of the target virtual character will be adjusted to face the sound source relative to the target virtual character; if no fourth touch operation is received for the turning direction indicator within the preset time period during which the sound source direction and sound source distance are displayed in the view adjustment area, the display of the sound source direction and sound source distance in the view adjustment area will be canceled, and the orientation of the target virtual character will be unable to be adjusted subsequently.

[0132] In one possible implementation, the turning direction indicator can be a display of information such as a direction, arrow, or turning angle in the view adjustment area. This information is used to remind the target virtual character of the direction to turn when turning towards the target sound source, so that the player can more intuitively understand the specific direction of the turn.

[0133] In one possible implementation, the preset time can be set according to the frequency of sound generated in the virtual game scene. For example, the preset time can be set to 5 seconds. After 5 seconds, a new sound will be generated in the virtual game scene. If the direction and distance of the sound source are displayed in the view adjustment area within 5 seconds and no fourth touch operation for the turning direction indicator is received, the direction and distance of the sound source will no longer be displayed in the view adjustment area.

[0134] Furthermore, after adjusting the orientation of the target virtual character, it is also necessary to mark and display the target sound source to better indicate the target sound source that the target virtual character is facing.

[0135] Specifically, the adjustment method further includes:

[0136] k1: Display the sound source marker of the sound source and the sound source distance relative to the target virtual character at the sound source location in the graphical user interface.

[0137] In this embodiment of the disclosure, from a first-person perspective, after adjusting the orientation of the target virtual camera to the direction of the sound source, the image of the virtual game scene captured by the target virtual camera in the direction of the sound source is displayed in the graphical user interface, and the sound source marker of the sound source and the sound source distance of the sound source relative to the target virtual character are displayed in the image.

[0138] From a third-person perspective, only the orientation of the target virtual character is adjusted; the target virtual camera is not adjusted, nor is the game screen. The only difference is that the sound source marker and distance are displayed at the target sound source location on the basis of the game screen.

[0139] The following specific examples will illustrate the process of adjusting the orientation of the target virtual character in this embodiment of the disclosure:

[0140] Please see Figure 2 , Figure 2 One of the schematic diagrams of the graphical user interface provided in the embodiments of this disclosure, such as Figure 2As shown, the graphical user interface 200 displays a movement control area 210. Players control the target virtual character 220 to move in the virtual game scene by performing a first touch operation on the movement control in the movement control area 210. Trees 230 are displayed in the current game screen. When a sound occurs in the virtual game scene, a sound marker window 240 is displayed in the graphical user interface. The sound marker window 240 includes a sound location marker area 241, which displays the location of the sound source in the virtual game scene relative to the target virtual character 220 through the location and scale in the sound location marker area 241. The sound marker window 240 also includes a sound shielding area 242, which is located on both sides of the sound marker window 240. The left sound shielding area 242 includes multiple distance shielding controls 2421, and the right sound shielding area 242 includes multiple sound type shielding controls 2422.

[0141] For further details, please refer to Figure 3 , Figure 3 This is a second schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 3 As shown, if two sound sources appear in a virtual game scene (one is footsteps, and the other is a sniper rifle shot), the location of each sound source is marked in the sound location marking area 241 according to the direction and distance of the sound source relative to the target virtual character 220. That is, the first sound source marker 2411 and the second sound source marker 2412 are displayed in the sound location marking area 241. At the same time, a first distance display marker 2413 is displayed according to the distance of the first sound source relative to the target virtual character, and a second distance display marker 2414 is displayed according to the distance of the second sound source relative to the target virtual character. In addition, the sound marking window 240 also includes a view adjustment area 243, which displays the target distance and target location of the target sound source that is closer to the current time in the first and second sound sources to the target virtual character 220.

[0142] For further details, please refer to Figure 4 , Figure 4 This is a fourth schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 4 As shown, after receiving the player's second touch operation on the view adjustment area 243 within a preset time, the orientation of the target virtual character 220 is adjusted to the direction of the target sound source. At the same time, the game screen on the graphical user interface is adjusted, and the house 250 is displayed in the adjusted screen, along with the target sound source marker 260 and the sound source distance of the target sound source relative to the target virtual character 220.

[0143] The virtual character orientation adjustment method provided in this embodiment displays a sound marker window in a graphical user interface for marking sound sources generated in a virtual game scene; in response to the generation of a sound source in the virtual game scene, a sound source identifier corresponding to the sound source is displayed in the sound marker window; in response to a first touch operation on the sound source identifier, the orientation of the target virtual character is adjusted to face the sound source relative to the target virtual character. Thus, by marking the sound source location in the virtual game scene through the sound marker window displayed in the graphical user interface, and by accurately and promptly adjusting the orientation of the target virtual character to the sound source location relative to the target virtual character through touch operations on the sound marker window, the efficiency and accuracy of determining the location of the sound source and adjusting its orientation are improved, thereby enhancing human-computer interaction efficiency.

[0144] Based on the same inventive concept, this disclosure also provides a virtual character orientation adjustment device corresponding to the virtual character orientation adjustment method. Since the principle of the device in this disclosure for solving the problem is similar to the virtual character orientation adjustment method described above in this disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0145] Please see Figure 5 , Figure 5 , Figure 5 This is one of the structural schematic diagrams of a virtual character orientation adjustment device provided in an embodiment of this disclosure. Figure 6 This is a second schematic diagram of a virtual character orientation adjustment device provided in an embodiment of this disclosure. Figure 5 As shown, the adjustment device 500 includes:

[0146] The window display module 510 is used to display a sound tagging window in a graphical user interface; the sound tagging window is used to tag sound sources generated in a virtual game scene;

[0147] The sound source display module 520 is used to display the sound source identifier corresponding to the sound source in the sound mark window in response to the generation of the sound source in the virtual game scene.

[0148] Orientation adjustment module 530 is used to adjust the orientation of the target virtual character to face the sound source relative to the sound source in response to a first touch operation on the sound source identifier.

[0149] In one possible implementation, such as Figure 6 As shown, the adjustment device 500 further includes a sound source distance adjustment module 540, which is used for:

[0150] In response to the target virtual character moving in the virtual game scene, the distance of the sound source relative to the target virtual character is determined;

[0151] Based on the adjusted sound source distance, the sound source identifier is displayed at the corresponding position in the sound location identifier area.

[0152] In one possible implementation, such as Figure 6 As shown, the adjustment device 500 further includes a sound source shielding module 550, which is used for:

[0153] In response to a second touch operation on the sound type blocking control, the type of sound source to be blocked is determined; the sound type blocking control is used to block a specified type of sound source.

[0154] When the sound source display module 520 is used to display the sound source identifier corresponding to the sound source in the sound mark window in response to the generation of the sound source in the virtual game scene, the sound source display module 520 is used to:

[0155] In response to the fact that the sound source type of the sound source generated in the virtual game scene is consistent with the shielded sound source type, the sound source identifier corresponding to the sound source is not displayed on the graphical user interface;

[0156] In response to the discrepancy between the sound source type of the sound source generated in the virtual game scene and the shielded sound source type, the sound source identifier corresponding to the sound source is displayed in the sound tag window of the graphical user interface.

[0157] In one possible implementation, such as Figure 6 As shown, the adjustment device 500 includes a mark display module 560, which is used for:

[0158] The sound source marker and the sound source distance relative to the target virtual character are displayed at the sound source location in the graphical user interface.

[0159] In one possible implementation, the sound marker window includes a sound location indicator area. When the sound source display module 520 displays the sound source identifier corresponding to the sound source in the sound marker window in response to the generation of the sound source in the virtual game scene, the sound source display module 520 is used to:

[0160] In response to the generation of the sound source in the virtual game scene, the sound source identifier corresponding to the sound source is displayed at the corresponding position in the sound location identifier area according to the sound source location; the sound source location includes the sound source direction and / or the sound source distance.

[0161] In one possible implementation, when the sound source display module 520 is used to display the distance to the sound source, the sound source display module 520 is used to:

[0162] Obtain multiple preset distance threshold ranges and distance display indicators corresponding to each distance threshold range; wherein, the display range of different distance display indicators is different;

[0163] The target distance threshold range to which the sound source distance belongs is determined from the plurality of preset distance threshold ranges, and the sound source distance is displayed according to the distance display icon corresponding to the target distance threshold range.

[0164] In one possible implementation, the sound type masking control includes a distance masking control; when the sound source masking module 550 determines the masked sound source type in response to a second touch operation on the sound type masking control, the sound source masking module 550 is configured to:

[0165] In response to a third touch operation on the distance shielding control, sound sources within the selected distance range in the virtual game scene are shielded.

[0166] In one possible implementation, the sound marker window includes a viewing angle adjustment area, and when the sound source display module 520 displays the sound source identifier corresponding to the sound source in the sound marker window in response to the generation of the sound source in the virtual game scene, the sound source display module 520 is used to:

[0167] In response to the generation of the sound source in the virtual game scene, the target sound source is determined;

[0168] The direction and distance of the target sound source relative to the target virtual character are displayed in the view adjustment area.

[0169] In one possible implementation, when the sound source display module 520 is used to determine the target sound source in response to the generation of the sound source in the virtual game scene, the sound source display module 520 is configured to:

[0170] In response to the generation of at least one sound source in the virtual game scene, the sound source whose sound time is closest to the current time among the at least one sound source is determined as the target sound source.

[0171] In one possible implementation, the viewpoint adjustment area includes a directional indicator; when the orientation adjustment module 530 adjusts the orientation of the target virtual character to face the sound source relative to the target virtual character in response to a first touch operation on the sound source indicator, the orientation adjustment module 530 is configured to:

[0172] During a preset time period when the direction and distance of the sound source are displayed in the viewing angle adjustment area, in response to a fourth touch operation on the turning direction indicator, the orientation is adjusted to face the sound source relative to the target virtual character.

[0173] In one possible implementation, the sound marker window is typically displayed at a preset location on the graphical user interface; or, it is displayed at a preset location on the graphical user interface after a sound is generated in the virtual game scene; or, it is displayed at a preset location on the graphical user interface when the virtual equipment currently held by the target virtual character meets preset item conditions.

[0174] The virtual character orientation adjustment device provided in this embodiment includes a window display module that displays a sound marker window in a graphical user interface to mark sound sources generated in a virtual game scene; a sound source display module that, in response to the generation of sound sources in the virtual game scene, displays a sound source identifier corresponding to the sound source in the sound marker window; and an orientation adjustment module that, in response to a first touch operation on the sound source identifier, adjusts the orientation of the target virtual character to face the sound source relative to the target virtual character. Thus, by marking the sound source location in the virtual game scene through the sound marker window displayed in the graphical user interface, and by accurately and promptly adjusting the orientation of the target virtual character to the sound source location relative to the target virtual character through touch operations on the sound marker window, the efficiency and accuracy of determining the location of the sound source and adjusting the orientation are improved, thereby enhancing human-computer interaction efficiency.

[0175] Please see Figure 7 , Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Figure 7 As shown, the electronic device 700 includes a processor 710, a memory 720, and a bus 730.

[0176] The memory 720 stores machine-readable instructions executable by the processor 710. When the electronic device 700 is running, the processor 710 communicates with the memory 720 via the bus 730, causing the processor 710 to execute the following instructions during operation:

[0177] A sound tagging window is displayed in the graphical user interface; the sound tagging window is used to tag sound sources generated in the virtual game scene;

[0178] In response to the generation of the sound source in the virtual game scene, the sound source identifier corresponding to the sound source is displayed in the sound mark window;

[0179] In response to a first touch operation on the sound source identifier, the orientation of the target virtual character is adjusted to face the sound source relative to the target virtual character.

[0180] In one possible implementation, the sound marker window includes a sound location identifier area. In the instructions executed by the processor 710, the step of displaying a sound source identifier corresponding to the sound source in the sound marker window in response to the generation of the sound source in the virtual game scene includes:

[0181] In response to the generation of the sound source in the virtual game scene, the sound source identifier corresponding to the sound source is displayed at the corresponding position in the sound location identifier area according to the sound source location; the sound source location includes the sound source direction and / or the sound source distance.

[0182] In one possible implementation, the instructions executed by the processor 710 to display the distance to the sound source include:

[0183] Obtain multiple preset distance threshold ranges and distance display indicators corresponding to each distance threshold range; wherein, the display range of different distance display indicators is different;

[0184] The target distance threshold range to which the sound source distance belongs is determined from the plurality of preset distance threshold ranges, and the sound source distance is displayed according to the distance display icon corresponding to the target distance threshold range.

[0185] In one possible implementation, the instructions executed by the processor 710 further include:

[0186] In response to the target virtual character moving in the virtual game scene, the distance of the sound source relative to the target virtual character is determined;

[0187] Based on the adjusted sound source distance, the sound source identifier is displayed at the corresponding position in the sound location identifier area.

[0188] In one possible implementation, the sound tagging window includes a sound type masking control, and the instructions executed by the processor 710 further include:

[0189] In response to a second touch operation on the sound type blocking control, the type of sound source to be blocked is determined; the sound type blocking control is used to block a specified type of sound source.

[0190] The step of responding to the generation of the sound source in the virtual game scene and displaying the corresponding sound source identifier in the sound tag window includes:

[0191] In response to the fact that the sound source type of the sound source generated in the virtual game scene is consistent with the shielded sound source type, the sound source identifier corresponding to the sound source is not displayed on the graphical user interface;

[0192] In response to the discrepancy between the sound source type of the sound source generated in the virtual game scene and the shielded sound source type, the sound source identifier corresponding to the sound source is displayed in the sound tag window of the graphical user interface.

[0193] In one possible implementation, the sound type blocking control includes a distance blocking control; in the instructions executed by the processor 710, the response to a second touch operation on the sound type blocking control, determining the type of the blocked sound source, includes:

[0194] In response to a third touch operation on the distance shielding control, sound sources within the selected distance range in the virtual game scene are shielded.

[0195] In one possible implementation, the sound marker window includes a view adjustment area; in the instructions executed by the processor 710, the step of displaying a sound source identifier corresponding to the sound source in the sound marker window in response to the generation of the sound source in the virtual game scene includes:

[0196] In response to the generation of the sound source in the virtual game scene, the target sound source is determined;

[0197] The direction and distance of the target sound source relative to the target virtual character are displayed in the view adjustment area.

[0198] In one possible implementation, the instructions executed by the processor 710, in response to generating the sound source in the virtual game scene and determining the target sound source, include:

[0199] In response to the generation of at least one sound source in the virtual game scene, the sound source whose sound time is closest to the current time among the at least one sound source is determined as the target sound source.

[0200] In one possible implementation, the viewpoint adjustment area includes a directional indicator; in the instructions executed by the processor 710, adjusting the orientation of the target virtual character to face the sound source relative to the target virtual character in response to a first touch operation on the sound source indicator includes:

[0201] During a preset time period when the direction and distance of the sound source are displayed in the viewing angle adjustment area, in response to a fourth touch operation on the turning direction indicator, the orientation is adjusted to face the sound source relative to the target virtual character.

[0202] In one possible implementation, the instructions executed by the processor 710 further include:

[0203] The sound source marker and the sound source distance relative to the target virtual character are displayed at the sound source location in the graphical user interface.

[0204] In one possible implementation, the sound marker window is typically displayed at a preset location on the graphical user interface; or, it is displayed at a preset location on the graphical user interface after a sound is generated in the virtual game scene; or, it is displayed at a preset location on the graphical user interface when the virtual equipment currently held by the target virtual character meets preset item conditions.

[0205] By employing the above method, the location of sound sources in a virtual game scene is identified through a sound marker window displayed in the graphical user interface. Touch operations on the sound marker window allow for accurate and timely adjustment of the target virtual character's orientation relative to the sound source's location, improving the efficiency and accuracy of sound source location determination and orientation adjustment, thereby enhancing human-computer interaction efficiency. Furthermore, the sound marker window includes sound type and distance masking controls. Touch operations on these controls can mask the display of selected sound source types and / or sound sources at specific distances, displaying only the sound source location information most relevant to the player. This reduces the steps required to filter displayed information, further improving the efficiency of sound source location determination and orientation adjustment, as well as human-computer interaction efficiency.

[0206] The application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following instructions:

[0207] A sound tagging window is displayed in the graphical user interface; the sound tagging window is used to tag sound sources generated in the virtual game scene;

[0208] In response to the generation of the sound source in the virtual game scene, the sound source identifier corresponding to the sound source is displayed in the sound mark window;

[0209] In response to a first touch operation on the sound source identifier, the orientation of the target virtual character is adjusted to face the sound source relative to the target virtual character.

[0210] In one possible implementation, the sound marker window includes a sound location identifier area. In the instructions executed by the computer-readable storage medium, the step of displaying a sound source identifier corresponding to the sound source in the sound marker window in response to the generation of the sound source in the virtual game scene includes:

[0211] In response to the generation of the sound source in the virtual game scene, the sound source identifier corresponding to the sound source is displayed at the corresponding position in the sound location identifier area according to the sound source location; the sound source location includes the sound source direction and / or the sound source distance.

[0212] In one possible implementation, the instructions executed by the computer-readable storage medium display the distance to the sound source, including:

[0213] Obtain multiple preset distance threshold ranges and distance display indicators corresponding to each distance threshold range; wherein, the display range of different distance display indicators is different;

[0214] The target distance threshold range to which the sound source distance belongs is determined from the plurality of preset distance threshold ranges, and the sound source distance is displayed according to the distance display icon corresponding to the target distance threshold range.

[0215] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0216] In response to the target virtual character moving in the virtual game scene, the distance of the sound source relative to the target virtual character is determined;

[0217] Based on the adjusted sound source distance, the sound source identifier is displayed at the corresponding position in the sound location identifier area.

[0218] In one possible implementation, the sound tagging window includes a sound type masking control, and the instructions executed by the computer-readable storage medium further include:

[0219] In response to a second touch operation on the sound type blocking control, the type of sound source to be blocked is determined; the sound type blocking control is used to block a specified type of sound source.

[0220] The step of responding to the generation of the sound source in the virtual game scene and displaying the corresponding sound source identifier in the sound tag window includes:

[0221] In response to the fact that the sound source type of the sound source generated in the virtual game scene is consistent with the shielded sound source type, the sound source identifier corresponding to the sound source is not displayed on the graphical user interface;

[0222] In response to the discrepancy between the sound source type of the sound source generated in the virtual game scene and the shielded sound source type, the sound source identifier corresponding to the sound source is displayed in the sound tag window of the graphical user interface.

[0223] In one possible implementation, the sound type masking control includes a distance masking control; in the instructions executed by the computer-readable storage medium, the response to a second touch operation of the sound type masking control, determining the masked sound source type, includes:

[0224] In response to a third touch operation on the distance shielding control, sound sources within the selected distance range in the virtual game scene are shielded.

[0225] In one possible implementation, the sound marker window includes a view adjustment area; in the instructions executed by the computer-readable storage medium, the step of displaying a sound source identifier corresponding to the sound source in the sound marker window in response to the generation of the sound source in the virtual game scene includes:

[0226] In response to the generation of the sound source in the virtual game scene, the target sound source is determined;

[0227] The direction and distance of the target sound source relative to the target virtual character are displayed in the view adjustment area.

[0228] In one possible implementation, the instructions executable by the computer-readable storage medium, in response to generating the sound source in the virtual game scene, include determining the target sound source, which includes:

[0229] In response to the generation of at least one sound source in the virtual game scene, the sound source whose sound time is closest to the current time among the at least one sound source is determined as the target sound source.

[0230] In one possible implementation, the viewpoint adjustment area includes a directional indicator; in the instructions executed by the computer-readable storage medium, adjusting the orientation of the target virtual character to face the sound source relative to the target virtual character in response to a first touch operation on the sound source indicator includes:

[0231] During a preset time period when the direction and distance of the sound source are displayed in the viewing angle adjustment area, in response to a fourth touch operation on the turning direction indicator, the orientation is adjusted to face the sound source relative to the target virtual character.

[0232] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0233] The sound source marker and the sound source distance relative to the target virtual character are displayed at the sound source location in the graphical user interface.

[0234] In one possible implementation, the sound marker window is typically displayed at a preset location on the graphical user interface; or, it is displayed at a preset location on the graphical user interface after a sound is generated in the virtual game scene; or, it is displayed at a preset location on the graphical user interface when the virtual equipment currently held by the target virtual character meets preset item conditions.

[0235] By employing the above method, the location of sound sources in a virtual game scene is identified through a sound marker window displayed in the graphical user interface. Touch operations on the sound marker window allow for accurate and timely adjustment of the target virtual character's orientation relative to the sound source's location, improving the efficiency and accuracy of sound source location determination and orientation adjustment, thereby enhancing human-computer interaction efficiency. Furthermore, the sound marker window includes sound type and distance masking controls. Touch operations on these controls can mask the display of selected sound source types and / or sound sources at specific distances, displaying only the sound source location information most relevant to the player. This reduces the steps required to filter displayed information, further improving the efficiency of sound source location determination and orientation adjustment, as well as human-computer interaction efficiency.

[0236] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0237] In the several embodiments provided in this disclosure, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0238] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0239] In addition, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0240] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0241] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A method for adjusting the orientation of a virtual character, characterized in that, The method for adjusting the orientation of the virtual character includes: A sound tagging window is displayed in the graphical user interface; the sound tagging window is used to tag sound sources generated in the virtual game scene; In response to the generation of the sound source in the virtual game scene, the sound source identifier corresponding to the sound source is displayed in the sound mark window; In response to a first touch operation on the sound source identifier, the orientation of the target virtual character is adjusted to face the sound source relative to the sound source orientation of the target virtual character; The sound marker window includes a sound type masking control, and the method for adjusting the virtual character's orientation further includes: In response to a second touch operation on the sound type blocking control, the type of sound source to be blocked is determined; the sound type blocking control is used to block a specified type of sound source. The step of responding to the generation of the sound source in the virtual game scene and displaying the corresponding sound source identifier in the sound tag window includes: In response to the fact that the sound source type of the sound source generated in the virtual game scene is consistent with the shielded sound source type, the sound source identifier corresponding to the sound source is not displayed on the graphical user interface; In response to the discrepancy between the sound source type of the sound source generated in the virtual game scene and the shielded sound source type, the sound source identifier corresponding to the sound source is displayed in the sound tag window of the graphical user interface; The sound type blocking control includes a distance blocking control; the response to a second touch operation on the sound type blocking control determines the type of sound source to be blocked, including: In response to a third touch operation on the distance shielding control, sound sources within the selected distance range in the virtual game scene are shielded.

2. The method for adjusting the orientation of a virtual character according to claim 1, characterized in that, The sound marker window includes a sound location indicator area. In response to the generation of the sound source in the virtual game scene, the sound marker window displays a sound source identifier corresponding to the sound source, including: In response to the generation of the sound source in the virtual game scene, the sound source identifier corresponding to the sound source is displayed at the corresponding position in the sound location identifier area according to the sound source location; the sound source location includes the sound source direction and / or the sound source distance.

3. The method for adjusting the orientation of a virtual character according to claim 2, characterized in that, Displaying the distance to the sound source includes: Obtain multiple preset distance threshold ranges and distance display indicators corresponding to each distance threshold range; wherein, the display range of different distance display indicators is different; The target distance threshold range to which the sound source distance belongs is determined from the plurality of preset distance threshold ranges, and the sound source distance is displayed according to the distance display icon corresponding to the target distance threshold range.

4. The method for adjusting the orientation of a virtual character according to claim 2, characterized in that, The method for adjusting the orientation of the virtual character also includes: In response to the target virtual character moving in the virtual game scene, the distance of the sound source relative to the target virtual character is determined; Based on the adjusted sound source distance, the sound source identifier is displayed at the corresponding position in the sound location identifier area.

5. The method for adjusting the orientation of a virtual character according to claim 1, characterized in that, The sound marker window includes a view adjustment area; in response to the generation of the sound source in the virtual game scene, displaying the sound source identifier corresponding to the sound source in the sound marker window includes: In response to the generation of the sound source in the virtual game scene, the target sound source is determined; The direction and distance of the target sound source relative to the target virtual character are displayed in the view adjustment area.

6. The method for adjusting the orientation of a virtual character according to claim 5, characterized in that, The step of responding to the generation of the sound source in the virtual game scene and determining the target sound source includes: In response to the generation of at least one sound source in the virtual game scene, the sound source whose emission time is closest to the current time among the at least one sound source is determined as the target sound source.

7. The method for adjusting the orientation of a virtual character according to claim 5, characterized in that, The view adjustment area includes a directional indicator; the step of adjusting the orientation of the target virtual character to face the sound source relative to the target virtual character in response to a first touch operation on the sound source indicator includes: During a preset time period when the direction and distance of the sound source are displayed in the viewing angle adjustment area, in response to a fourth touch operation on the turning direction indicator, the orientation is adjusted to face the sound source relative to the target virtual character.

8. The method for adjusting the orientation of a virtual character according to claim 1, characterized in that, The method for adjusting the orientation of the virtual character also includes: The sound source marker and the sound source distance relative to the target virtual character are displayed at the sound source location in the graphical user interface.

9. The method for adjusting the orientation of a virtual character according to claim 1, characterized in that, The sound marker window is typically displayed at a preset location in the graphical user interface; or, it is displayed at a preset location in the graphical user interface after a sound is generated in the virtual game scene; or, it is displayed at a preset location in the graphical user interface when the virtual equipment currently held by the target virtual character meets preset item conditions.

10. A device for adjusting the orientation of a virtual character, characterized in that, The virtual character orientation adjustment device includes: A window display module is used to display a sound tagging window in a graphical user interface; the sound tagging window is used to tag sound sources generated in a virtual game scene; The sound source display module is used to display the sound source identifier corresponding to the sound source in the sound mark window in response to the sound source generated in the virtual game scene. An orientation adjustment module is used to adjust the orientation of the target virtual character to face the sound source relative to the sound source in response to a first touch operation on the sound source identifier. The sound marker window includes a sound type masking control, and the virtual character orientation adjustment device further includes a sound source masking module, which is used for: In response to a second touch operation on the sound type blocking control, the type of sound source to be blocked is determined; the sound type blocking control is used to block a specified type of sound source. When the sound source display module is used to display the corresponding sound source identifier in the sound mark window in response to the generation of the sound source in the virtual game scene, the sound source display module is used to: In response to the fact that the sound source type of the sound source generated in the virtual game scene is consistent with the shielded sound source type, the sound source identifier corresponding to the sound source is not displayed on the graphical user interface; In response to the discrepancy between the sound source type of the sound source generated in the virtual game scene and the shielded sound source type, the sound source identifier corresponding to the sound source is displayed in the sound tag window of the graphical user interface; The sound type blocking control includes a distance blocking control; when the sound source blocking module determines the type of sound source to be blocked in response to a second touch operation on the sound type blocking control, the sound source blocking module is used to: In response to a third touch operation on the distance shielding control, sound sources within the selected distance range in the virtual game scene are shielded.

11. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the virtual character orientation adjustment method as described in any one of claims 1 to 9.

12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the method for adjusting the orientation of a virtual character as described in any one of claims 1 to 9.

Citation Information

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