A game audio preview method and device, electronic equipment and medium
By adjusting the position and parameters of game objects on the interactive interface of the terminal device, the target audio data is generated and played, solving the problem of repeated debugging for game audio designers and achieving efficient game audio design.
Patent Information
- Application Number
- CN202311108595.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-08-30
- Publication Date
- 2026-08-25
- Estimated Expiration
- 2043-08-30
AI Technical Summary
Game audio designers need to repeatedly work between the game audio middleware and the game client when debugging game audio, resulting in high time costs.
This paper provides a method for previewing game audio. Through the interactive interface of a terminal device, designers can adjust the position and parameters of game objects on the same interface, generate and play target audio data, and achieve synchronous parameter adjustment and preview.
It improves the design efficiency of game audio designers, making the debugging process of game audio data more efficient and able to more realistically reflect the sound effects in the game.
Smart Images

Figure CN117138340B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the technical field of games, and in particular to a method, apparatus, electronic device, and medium for previewing game audio. Background Technology
[0002] In games, to enhance player enjoyment and realism, corresponding sound effects can be added to different game scenes. The audio data for these sound effects is generally generated in advance by game audio designers in the game audio middleware through synthesis and other methods. Then, the game audio designers can input the generated audio data into the game client to know the effect of the audio data in the game.
[0003] In practical applications, game audio designers may need to perform repeated debugging; that is, they need to first perform operations such as synthesis in the game audio middleware, then import the audio data generated by the game audio middleware into the game client's pre-built test scenario for testing; and then return to the game audio middleware for debugging. This iterative debugging process can consume a lot of the game audio designer's time. Summary of the Invention
[0004] In view of the above problems, a method, apparatus, electronic device, and medium for previewing game audio are proposed to overcome or at least partially solve the above problems, including:
[0005] A method for previewing game audio, comprising providing an interactive interface through a terminal device, wherein the interactive interface displays game objects, the method comprising:
[0006] In response to a first user action on the game object, the position of the game object is adjusted, and the target location information of the current location of the game object is determined;
[0007] In response to a second user action on the interactive interface, at least one target game parameter of the game object in a game scene is determined;
[0008] Based on the target location information and the at least one target game parameter, generate target audio data;
[0009] Play the target audio based on the target audio data.
[0010] Optionally, the interactive interface also displays multiple sound effects for the game object, and the step of determining at least one target game parameter of the game object in a game scene in response to a second user operation on the interactive interface includes:
[0011] In response to the second user action, at least one target game parameter is determined from the plurality of sound effects.
[0012] Optionally, the method further includes:
[0013] The target location information and at least one target game parameter are displayed on the interactive interface.
[0014] Optionally, generating target audio data based on the target location information and the at least one target game parameter includes:
[0015] Based on the target location information and the at least one target game parameter, a target snapshot is determined from a plurality of pre-stored snapshots, wherein the snapshot stores location information and adjustment parameters corresponding to sound effects for adjusting audio data;
[0016] The preset audio data is adjusted according to the target snapshot to obtain the target audio data.
[0017] Optionally, the method further includes:
[0018] The system receives adjustment parameters input by the user for different location information and different sound effects, and stores the adjustment parameters in the form of snapshots.
[0019] Optionally, the game object includes a sound-emitting entity, and the interactive interface also displays a listener. Generating target audio data based on the target location information and at least one target game parameter includes:
[0020] Based on the target location information, the relative position information of the listener relative to the sound source is determined;
[0021] Based on the relative position information and the at least one target game parameter, target audio data from the sound source that the listener hears is generated.
[0022] Optionally, the at least one target game parameter corresponds to at least one of the following information: game scene, number of triggers, playback interval, and sound event.
[0023] This invention also provides a game audio preview device, which provides an interactive interface via a terminal device. The interactive interface displays game objects. The device includes:
[0024] The first operation module is used to respond to a first user operation on the game object, adjust the position of the game object, and determine the target position information of the current location of the game object;
[0025] The second operation module is used to determine at least one target game parameter of the game object in a game scene in response to a second user operation on the interactive interface;
[0026] A generation module is used to generate target audio data based on the target location information and at least one target game parameter;
[0027] The playback module is used to play the target audio based on the target audio data.
[0028] Optionally, the interactive interface also displays multiple sound effects for the game object, and the second operation module is used to determine at least one target game parameter from the multiple sound effects in response to the second user operation.
[0029] Optionally, the device further includes:
[0030] The display module is used to display the target location information and the at least one target game parameter on the interactive interface.
[0031] Optionally, the generation module is configured to determine a target snapshot from a plurality of pre-stored snapshots based on the target location information and the at least one target game parameter, wherein the snapshot stores location information and adjustment parameters corresponding to sound effects for adjusting audio data; and adjust the preset audio data according to the target snapshot to obtain the target audio data.
[0032] Optionally, the device further includes:
[0033] The storage module is used to receive adjustment parameters input by the user for different location information and different sound effects, and to store the adjustment parameters in the form of snapshots.
[0034] Optionally, the game object includes a sound-emitting body, and the interactive interface also displays a listener. The generation module is used to determine the relative position information of the listener relative to the sound-emitting body based on the target position information; and to generate target audio data heard by the listener from the sound-emitting body based on the relative position information and the at least one target game parameter.
[0035] Optionally, the at least one target game parameter corresponds to at least one of the following information: game scene, number of triggers, playback interval, and sound event.
[0036] This invention also provides an electronic device, including a processor, a memory, and a computer program stored in the memory and capable of running on the processor. When the computer program is executed by the processor, it implements the game audio preview method described above.
[0037] This invention also provides a computer-readable storage medium storing a computer program that, when executed by a processor, implements the game audio preview method described above.
[0038] The embodiments of the present invention have the following advantages:
[0039] In this embodiment of the invention, in response to a first user operation on a game object, the position of the game object is adjusted, and the target position information of the game object is determined; in response to a second user operation on the interactive interface, at least one target game parameter of the game object in a game scene is determined; target audio data is generated based on the target position information and at least one target game parameter; and target audio is played based on the target audio data. Through this embodiment of the invention, target audio data is generated based on the position of the game object and the target game parameters that affect the sound effects of the game object set by the game audio designer, which can more realistically reflect the game effect when the target audio data is actually played in the game. Attached Figure Description
[0040] To more clearly illustrate the technical solution of the present invention, the accompanying drawings used in the description of the present invention will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0041] Figure 1 This is a flowchart illustrating the steps of a game audio preview method according to an embodiment of the present invention;
[0042] Figure 2 This is a flowchart of another method for previewing game audio provided in an embodiment of the present invention;
[0043] Figure 3 This is a flowchart illustrating the steps of another game audio preview method provided in an embodiment of the present invention;
[0044] Figure 4 This is a schematic diagram of data interaction in a game audio middleware according to an embodiment of the present invention;
[0045] Figure 5 This is a schematic diagram of a front-end interface provided in an embodiment of the present invention;
[0046] Figure 6 This is a schematic diagram of the structure of a game audio preview device provided in an embodiment of the present invention. Detailed Implementation
[0047] To make the above-mentioned objects, features, and advantages of the present invention more apparent and understandable, the present invention will be further described in detail below with reference to the accompanying drawings and specific embodiments. Obviously, the described embodiments are only some, not all, of the embodiments of the present invention. All other embodiments obtained by those skilled in the art based on the embodiments of the present invention without inventive effort are within the scope of protection of the present invention.
[0048] In practical applications, game audio middleware can refer to a software tool used in game development to manage audio resources and implement audio effects. It provides various functions such as audio engines, mixers, and audio editing tools. When game audio designers need to design audio data for use in games, they can adjust a preset audio data in the game audio middleware. Then, the adjusted audio data is imported into a pre-built test scene in the game client for testing.
[0049] When parameter adjustments are needed, game audio designers need to return to the game audio middleware to perform the adjustments. When this needs to be repeated multiple times, it may require game audio designers to invest a significant amount of time. To improve the design effect of game audio data, this invention provides a game audio preview method that allows game audio designers to both adjust parameters in the game audio middleware and preview the generated audio data within the middleware. This enables game audio designers to preview and adjust parameters simultaneously, improving the efficiency of game audio design.
[0050] Reference Figure 1 The diagram shows a flowchart of a game audio preview method according to an embodiment of the present invention. In this method, the terminal device can provide an interactive interface through game audio middleware, and the interactive interface displays game objects.
[0051] Specifically, the method may include the following steps:
[0052] Step 101: In response to the first user action on the game object, adjust the position of the game object and determine the target position information of the current game object.
[0053] In practical applications, the sound effects in games may be related to many factors, such as the game scene and the position of game objects. In order to improve the realism of game sound effects, the audio data of the game can be created from the position of game objects and other parameters that affect the sound effects.
[0054] Specifically, game audio designers can first perform a first user operation on a game object in the game audio middleware to adjust the position of the game object; in response to the first user operation, the game audio middleware can adjust the position of the game object in the interactive interface and determine the target position information of the adjusted game object; the target position information can indicate the position of the game object in the game.
[0055] As an example, the first user operation can be dragging a game object or inputting coordinates; this embodiment of the invention does not limit this.
[0056] Step 102: In response to a second user action on the interactive interface, determine at least one target game parameter of the game object in a game scene.
[0057] When adjusting the position of game objects, game audio designers can also perform a second user action in the interactive interface to select target game parameters in order to determine at least one target game parameter that affects the sound effects of the game objects.
[0058] As an example, at least one target game parameter corresponds to at least one of the following information: game scene, number of triggers, playback interval, and sound event.
[0059] Among them, the game scene can refer to the scene in which the currently produced audio data is applied; for example, it can indicate information such as weather, humidity, and temperature in the game that can affect the sound effects of game objects; the trigger count can refer to how many times the current audio data needs to be played; the playback interval can refer to the interval between multiple playbacks of audio data; the sound event can include multiple audio files, sound effects, effects, and volume changes, etc., and the sound event can refer to the sound event in Wwise.
[0060] In practical applications, the second user operation can be a drop-down + click operation or an input operation, and this embodiment of the invention does not limit it.
[0061] Step 103: Generate target audio data based on the target location information and at least one target game parameter.
[0062] After obtaining the target location information and at least one target game parameter, target audio data can be generated based on the target location information and the target game parameter; specifically, a preset audio data can be adjusted based on the influence of the target location information and the target game parameter on the sound effect to obtain the target audio data.
[0063] Step 104: Play the target audio based on the target audio data.
[0064] After generating the target audio data, the game audio middleware on the terminal device can play the corresponding target audio based on this data. This allows game audio designers to preview the effect of the created target audio data during parameter tuning. Furthermore, since the target audio data is generated based on the position of game objects and the target game parameters that affect the sound effects of game objects set by the game audio designer, it can more realistically reflect the game effect when the target audio is actually played in the game.
[0065] As an example, the playback of the target audio can be performed after the game audio designer executes the operation of playing the target audio data, or it can be performed automatically after the target audio data is generated. This embodiment of the invention does not limit this.
[0066] In this embodiment of the invention, in response to a first user operation on a game object, the position of the game object is adjusted, and the target position information of the game object is determined; in response to a second user operation on the interactive interface, at least one target game parameter of the game object in a game scene is determined; target audio data is generated based on the target position information and at least one target game parameter; and the target audio data is played. Through this embodiment of the invention, target audio data is generated based on the position of the game object and the target game parameters that affect the sound effects of the game object set by the game audio designer, which can more realistically reflect the game effect when the target audio data is actually played in the game.
[0067] Reference Figure 2 The diagram illustrates a flowchart of another game audio preview method provided by an embodiment of the present invention, which may specifically include the following steps:
[0068] Step 201: In response to the first user action on the game object, adjust the position of the game object and determine the target position information of the game object.
[0069] In practical applications, game audio designers can first perform a first user operation on a game object in the game audio middleware to adjust the position of the game object; in response to this first user operation, the game audio middleware can adjust the position of the game object in the interactive interface and determine the target position information of the adjusted game object.
[0070] Step 202: The interactive interface also displays multiple sound effects for the game object. In response to the second user's operation, at least one target game parameter is determined from the multiple sound effects.
[0071] In practical applications, the interactive interface can display multiple sound effects for game objects; when game audio designers need to create target audio data, they can perform a second user operation on these multiple sound effects to select at least one target game parameter from these multiple sound effects to create the target audio data.
[0072] In one embodiment of the present invention, after determining the target location information and the target game parameters, the following steps may be further included:
[0073] The interactive interface displays the target location information and at least one target game parameter.
[0074] In practical applications, to allow game audio designers to know the parameters that have been set, the target location information and at least one target game parameter can be displayed in an area of the interactive interface after the target location information and target game parameters are determined.
[0075] For example, it can display the audio file to be played, the number of times to play, the playback interval, etc., but this embodiment of the invention does not limit this.
[0076] Step 203: Based on the target location information and at least one target game parameter, determine the target snapshot from multiple pre-stored snapshots. The snapshot stores location information and adjustment parameters corresponding to sound effects for adjusting audio data.
[0077] After determining the target location information and at least one target game parameter, a target snapshot corresponding to the target location information and a target snapshot corresponding to the target game parameter can be determined from multiple pre-stored snapshots; wherein, the snapshot may store adjustment parameters for adjusting audio data corresponding to the location information and sound effects.
[0078] As an example, adjustment parameters can be collected in the following way:
[0079] It receives adjustment parameters input by the user for different location information and different sound effects, and stores the adjustment parameters in the form of snapshots.
[0080] In real-time applications, users (who could be the game audio designers mentioned earlier, or other users) can pre-input different location information and adjustment parameters corresponding to different sound effects into the game audio middleware.
[0081] After receiving the location information and the adjustment parameters corresponding to each sound effect, the game audio middleware can store the adjustment parameters of different location information and different sound effects in the form of snapshots. This allows the game audio middleware to directly obtain the corresponding adjustment parameters through the stored snapshots after determining the target location information and target game parameters.
[0082] Step 204: Adjust the preset audio data according to the target snapshot to obtain the target audio data.
[0083] After determining the target snapshot, one or more preset audio data can be adjusted according to the target adjustment parameters stored in the target snapshot to obtain the target audio data.
[0084] Step 205: Play the target audio based on the target audio data.
[0085] After generating the target audio data, the game audio middleware on the terminal device can play the corresponding target audio based on this data. This allows game audio designers to preview the effect of the created target audio data during parameter tuning. Furthermore, since the target audio data is generated based on the position of game objects and the target game parameters that affect the sound effects of game objects set by the game audio designer, it can more realistically reflect the game effect when the target audio is actually played in the game.
[0086] As an example, when playing target audio, it can be played based on sound events; for example, different audio can be played at different times based on sound events, an audio can be played in a loop, or there can be a certain time interval during the loop playback, etc. The embodiments of the present invention do not limit this.
[0087] In this embodiment of the invention, in response to a first user operation on a game object, the position of the game object is adjusted, and the target position information of the game object is determined. The interactive interface also displays multiple sound effects for the game object. In response to a second user operation, at least one target game parameter is determined from the multiple sound effects. Based on the target position information and at least one target game parameter, a target snapshot is determined from multiple pre-stored snapshots. The snapshot stores adjustment parameters for adjusting audio data corresponding to the position information and sound effects. The preset audio data is adjusted according to the target snapshot to obtain target audio data. The target audio data is then played. This embodiment of the invention allows game audio designers to preview and adjust parameters simultaneously, thereby improving the efficiency of game audio design.
[0088] Reference Figure 3 The diagram illustrates a flowchart of another game audio preview method according to an embodiment of the present invention, which may specifically include the following steps:
[0089] Step 301: In response to the first user operation on the game object, adjust the position of the game object and determine the target position information of the current game object.
[0090] In practical applications, game audio designers can first perform a first user operation on a game object in the game audio middleware to adjust the position of the game object; in response to this first user operation, the game audio middleware can adjust the position of the game object in the interactive interface and determine the target position information of the adjusted game object.
[0091] Step 302: In response to a second user action on the interactive interface, determine at least one target game parameter of the game object in a game scene.
[0092] When adjusting the position of game objects, game audio designers can also perform a second user action in the interactive interface to select target game parameters in order to determine at least one target game parameter that affects the sound effects of the game objects.
[0093] Step 303: The game objects include the sound source, and the interactive interface also displays the listener. Based on the target location information, determine the relative position information of the listener relative to the sound source.
[0094] Among them, the sound source can refer to a sound source, that is, the sound body, which can define the location, direction, volume and other attributes of the sound; the listener can be used to locate the position and direction of the listener to simulate the auditory experience; the listener can be placed anywhere in the game world; then, by changing the position and direction of the listener, the effect of the listener moving can be simulated, making the sound experience more realistic and immersive.
[0095] In practical applications, in order to make the sound effects heard by players more realistic and to provide a more immersive gaming experience, the relative position of the listener to the sound source can be determined based on the target position information of the sound source.
[0096] As an example, relative position information may include information such as relative distance and relative direction, and this embodiment of the invention does not limit this.
[0097] Step 304: Based on the relative position information and at least one target game parameter, generate the target audio data from the sound source that the listener hears.
[0098] After determining the relative position information of the listener relative to the sound source, the target audio data of the sound source that the listener can hear at the current position can be generated based on the determined relative position information and at least one target game parameter. This target audio data can represent the game sound effects heard by the player after controlling a target game object to move to a position.
[0099] Step 305: Play the target audio based on the target audio data.
[0100] After generating the target audio data, the game audio middleware on the terminal device can play the corresponding target audio based on this data. This allows game audio designers to preview the effect of the created target audio data during parameter tuning. Furthermore, since the target audio data is generated based on the position of game objects and the target game parameters that affect the sound effects of game objects set by the game audio designer, it can more realistically reflect the game effect when the target audio is actually played in the game.
[0101] As an example, the aforementioned game audio middleware could be Wwise, with an interactive interface that serves as a front-end for interaction with game audio designers. Wwise also includes a back-end service that can interact with a device storing user data to obtain that data and generate audio data. Figure 4 As shown.
[0102] like Figure 5 As shown, for the front-end interface 500, an interface ① that simulates operation on game objects can be set up, which can display the coordinates of the sound source and the listener, as well as the relative position information between them.
[0103] The front-end interface 500 can also display custom event names, trigger counts, intervals, and the range of controllable positions (the custom event name, trigger count, interval, and range of controllable positions are displayed in area ②). Here, an event refers to sound time in Wwise, a basic element used to control sound and music playback. An event can contain multiple audio files, sound effects, effects, and volume changes; it can be triggered or played and can be controlled. The trigger count refers to the number of times the event is triggered; the interval refers to the time interval between each triggered event. The trigger count and interval can be filled in by the game audio designer.
[0104] The range of controllable position can refer to the radius of the interface ① that simulates operation on game objects; for example, the default radius is 200m, and when the parameter for controlling the range of controllable position is set to 2, the numerical radius of region ① is 200*2=400m.
[0105] The front-end interface 500 can also display relevant sound effects③ for game audio designers to choose from, and transmit them to the back-end service for processing in real time.
[0106] Once the game audio designer has selected the relevant sound effects and moved the game objects to their positions, the game parameters corresponding to the snapshots of the sound effects and positions can be displayed in the front-end interface 500 (displayed in area ④).
[0107] In addition, the front-end interface 500 can also display the game parameters of the sound-emitting body (displayed in area ⑤), such as the name, volume, and number of times the audio data played by the sound-emitting body is played.
[0108] After the front-end interface 500 transmits sound effects and location information to the back-end server, the back-end service can send this information to the corresponding modules for processing. For example, the location processing module is responsible for synchronizing the location information of the sound source to the sound source in Wwise. When the game audio designer operates, the location information is synchronized to the sound source in Wwise in real time. When the game audio designer clicks the button in area ④, the location information of the sound source configured by the game audio designer is synchronized to Wwise, and the location processing module sends the data to the front-end interface 500 and changes the displayed position of the sound source.
[0109] For example, the module that controls the playback logic of Wwise events will use the data displayed in area ②, including the event name, number of playbacks, playback interval, and coordinate scaling factor. Finally, the button in area ③ will control the event to play according to this logic.
[0110] The backend service can also perform resource verification based on the configuration information in the user data. That is, before the program starts, it checks whether the information configured by the game audio designer exists and matches the data in Wwise. Only when the information configured in the user data can be completely matched can it be passed as a parameter in subsequent calls to the Wwise API and the processing result is returned to the front-end interface in real time.
[0111] The user data can store customized configuration information for game audio designers, such as project paths, parameter snapshots, and audio data.
[0112] In this embodiment of the invention, in response to a first user operation on a game object, the position of the game object is adjusted, and the target position information of the game object is determined; in response to a second user operation on the interactive interface, at least one target game parameter of the game object in a game scene is determined; the game object includes a sound emitter, and the interactive interface also displays a listener; based on the target position information, the relative position information of the listener relative to the sound emitter is determined; based on the relative position information and at least one target game parameter, target audio data of the sound emitter heard by the listener is generated; and the target audio data is played. Through this embodiment of the invention, game audio designers can preview and adjust parameters simultaneously, thereby improving the efficiency of game audio design.
[0113] It should be noted that, for the sake of simplicity, the method embodiments are all described as a series of actions. However, those skilled in the art should understand that the embodiments of the present invention are not limited to the described order of actions, because according to the embodiments of the present invention, some steps can be performed in other orders or simultaneously. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions involved are not necessarily essential to the embodiments of the present invention.
[0114] Reference Figure 6 The diagram shows a schematic of a game audio preview device according to an embodiment of the present invention. In this device, the terminal device can provide an interactive interface through the game audio middleware, and the interactive interface displays game objects.
[0115] Specifically, the device may include the following modules:
[0116] The first operation module 601 is used to respond to the first user operation on the game object, adjust the position of the game object, and determine the target position information of the current location of the game object;
[0117] The second operation module 602 is used to determine at least one target game parameter of a game object in a game scene in response to a second user operation on the interactive interface;
[0118] The generation module 603 is used to generate target audio data based on target location information and at least one target game parameter;
[0119] Playback module 604 is used to play the target audio data.
[0120] In an optional embodiment of the present invention, the interactive interface also displays multiple sound effects for the game object, and the second operation module is used to determine at least one target game parameter from the multiple sound effects in response to the second user operation.
[0121] In an optional embodiment of the present invention, the apparatus further includes:
[0122] The display module is used to display the target location information and at least one target game parameter in the interactive interface.
[0123] In an optional embodiment of the present invention, the generation module 603 is used to determine a target snapshot from a plurality of pre-stored snapshots based on target location information and at least one target game parameter. The snapshot stores location information and adjustment parameters corresponding to sound effects for adjusting audio data. The preset audio data is adjusted according to the target snapshot to obtain target audio data.
[0124] In an optional embodiment of the present invention, the apparatus further includes:
[0125] The storage module is used to receive adjustment parameters input by the user for different location information and different sound effects, and to store the adjustment parameters in the form of snapshots.
[0126] In an optional embodiment of the present invention, the game object includes a sound source, and the interactive interface also displays a listener; the generation module 603 is used to determine the relative position information of the listener relative to the sound source based on the target position information; and to generate target audio data of the sound source heard by the listener based on the relative position information and at least one target game parameter.
[0127] In an optional embodiment of the present invention, at least one target game parameter corresponds to at least one of the following information: game scene, number of triggers, playback interval, and sound event.
[0128] In this embodiment of the invention, the game audio middleware can respond to a first user operation on a game object, adjust the position of the game object, and determine the target position information of the game object; respond to a second user operation on the interactive interface, determine at least one target game parameter of the game object in a game scene; generate target audio data based on the target position information and at least one target game parameter; and play the target audio data. Through this embodiment of the invention, target audio data is generated based on the position of the game object and the target game parameters that affect the sound effects of the game object set by the game audio designer, which can more realistically reflect the game effect when the target audio data is actually played in the game.
[0129] An embodiment of the present invention also provides an electronic device, which may include a processor, a memory, and a computer program stored in the memory and capable of running on the processor. When the computer program is executed by the processor, it implements the above-mentioned game audio preview method.
[0130] An embodiment of the present invention also provides a computer-readable storage medium on which a computer program is stored, and when the computer program is executed by a processor, it implements the above-described method for previewing game audio.
[0131] As the apparatus embodiment is basically similar to the method embodiment, it is described in a relatively simple manner. For relevant details, please refer to the description of the method embodiment.
[0132] The various embodiments in this specification are described in a progressive manner, with each embodiment focusing on the differences from other embodiments. The same or similar parts between the various embodiments can be referred to each other.
[0133] Those skilled in the art will understand that embodiments of the present invention can be provided as methods, apparatus, or computer program products. Therefore, embodiments of the present invention can take the form of entirely hardware embodiments, entirely software embodiments, or embodiments combining software and hardware aspects. Furthermore, embodiments of the present invention can take the form of computer program products implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0134] This invention is described with reference to flowchart illustrations and / or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable data processing terminal device to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal device, generate instructions for implementing the flowchart illustrations and / or block diagrams. Figure 1 One or more processes and / or boxes Figure 1 A device that provides the functions specified in one or more boxes.
[0135] These computer program instructions may also be stored in a computer-readable storage medium that can direct a computer or other programmable data processing terminal device to operate in a particular manner, such that the instructions stored in the computer-readable storage medium produce an article of manufacture including instruction means, which are implemented in a process Figure 1 One or more processes and / or boxes Figure 1 The function specified in one or more boxes.
[0136] These computer program instructions can also be loaded onto a computer or other programmable data processing terminal equipment, causing a series of operational steps to be performed on the computer or other programmable terminal equipment to produce a computer-implemented process, thereby providing instructions that execute on the computer or other programmable terminal equipment for implementing the process. Figure 1 One or more processes and / or boxes Figure 1 The steps of the function specified in one or more boxes.
[0137] Although preferred embodiments of the present invention have been described, those skilled in the art, upon learning the basic inventive concept, can make other changes and modifications to these embodiments. Therefore, the appended claims are intended to be interpreted as including the preferred embodiments as well as all changes and modifications falling within the scope of the embodiments of the present invention.
[0138] Finally, it should be noted that in this document, relational terms such as "first" and "second" are used only to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or terminal device that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or terminal device. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or terminal device that includes said element.
[0139] The above provides a detailed description of a game audio preview method, apparatus, electronic device, and medium. Specific examples have been used to illustrate the principles and implementation methods of the present invention. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of the present invention. At the same time, those skilled in the art will recognize that, based on the ideas of the present invention, there will be changes in the specific implementation methods and application scope. Therefore, the content of this specification should not be construed as a limitation of the present invention.
Claims
1. A method for previewing game audio, characterized in that, The method includes providing an interactive interface via a terminal device, wherein the interactive interface displays game objects, and the method comprises: In response to a first user action on the game object, the position of the game object is adjusted, and the target location information of the current location of the game object is determined; In response to a second user action on the interactive interface, at least one target game parameter of the game object in a game scene is determined; Based on the target location information and the at least one target game parameter, generate target audio data; Play the target audio based on the target audio data; The step of generating target audio data based on the target location information and the at least one target game parameter includes: Based on the target location information and the at least one target game parameter, a target snapshot is determined from a plurality of pre-stored snapshots, wherein the snapshot stores adjustment parameters for adjusting audio data corresponding to the location information and game parameters; The preset audio data is adjusted according to the target snapshot to obtain the target audio data; Receive adjustment parameters input by the user for different location information and different game parameters, and store the adjustment parameters in the form of a snapshot; The game object includes a sound-emitting entity, and the interactive interface also displays a listener. The step of generating target audio data based on the target location information and at least one target game parameter includes: Based on the target location information, the relative position information of the listener relative to the sound source is determined; Based on the relative position information and the at least one target game parameter, target audio data is generated that is heard by the listener and originates from the sound source.
2. The method according to claim 1, characterized in that, The interactive interface also displays multiple game parameters for the game object. The step of determining at least one target game parameter of the game object in a game scene in response to a second user operation on the interactive interface includes: In response to the second user action, at least one target game parameter is determined from the plurality of game parameters.
3. The method according to claim 1, characterized in that, The method further includes: The target location information and at least one target game parameter are displayed on the interactive interface.
4. The method according to claim 1, characterized in that, The at least one target game parameter corresponds to at least one of the following information: game scene, number of triggers, playback interval, and sound event.
5. A device for previewing game audio, characterized in that, The device provides an interactive interface via a terminal device, the interface displaying game objects, and the device includes: The first operation module is used to respond to a first user operation on the game object, adjust the position of the game object, and determine the target position information of the current location of the game object; The second operation module is used to determine at least one target game parameter of the game object in a game scene in response to a second user operation on the interactive interface; A generation module is used to generate target audio data based on the target location information and at least one target game parameter; The playback module is used to play target audio based on the target audio data; The generation module is configured to determine a target snapshot from a plurality of pre-stored snapshots based on the target location information and the at least one target game parameter. The snapshot stores location information and adjustment parameters corresponding to sound effects for adjusting audio data. The module then adjusts the preset audio data based on the target snapshot to obtain the target audio data. The game object includes a sound-emitting body, and the interactive interface also displays a listener. The generation module is used to determine the relative position information of the listener relative to the sound-emitting body based on the target position information; and to generate target audio data heard by the listener from the sound-emitting body based on the relative position information and the at least one target game parameter. The device further includes: The storage module is used to receive adjustment parameters input by the user for different location information and different sound effects, and to store the adjustment parameters in the form of snapshots.
6. An electronic device, characterized in that, It includes a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements the game audio preview method as described in any one of claims 1 to 4.
7. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium, which, when executed by a processor, implements the game audio preview method as described in any one of claims 1 to 4.
Citation Information
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