Game sound effect processing method and device, storage medium and electronic device
Patent Information
- Application Number
- CN202311079740.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-08-24
- Publication Date
- 2026-09-29
- Estimated Expiration
- 2043-08-24
AI Technical Summary
[0004]本申请至少部分实施例提供了一种游戏音效处理方法、装置、存储介质及电子装置,以至少解决相关技术中进行游戏音效挂接时的音效配置灵活性差、开发成本高的技术问题
[0009]在本申请至少部分实施例中,通过响应于游戏场景内发生的虚拟角色模型关联的游戏事件,确定虚拟角色模型待执行的目标动作,进而对虚拟角色模型的第一模型标识进行识别,得到识别结果,其中,识别结果用于表明目标动作是否被多个虚拟角色模型复用,最后基于识别结果,在游戏场景内播放目标动作相适配的目标动作音效,达到了快速为游戏虚拟角色匹配符合其角色定位的目标动作音效的目的,从而实现了提高音效配置灵活性、降低音效开发成本的技术效果,进而解决了相关技术中进行游戏音效挂接时的音效配置灵活性差、开发成本高的技术问题。
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Figure CN117205562B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and more specifically, to a method, apparatus, storage medium, and electronic device for processing game sound effects. Background Technology
[0002] Game sound effects can enhance immersion in games, drawing players deeper into the game world. They can shape virtual characters and environments, thereby increasing interactivity. One technique involves selecting appropriate frames on specified action animations to determine sound effect attachment points and then choosing notification points for these attachments. However, this method only provides basic sound effects—allowing a specific sound effect to be played when an action is triggered—and lacks the flexibility to control sound effects, thus hindering the development of a truly immersive gaming experience.
[0003] There is currently no effective solution to the above problems. Summary of the Invention
[0004] This application provides at least some embodiments of a game sound effect processing method, apparatus, storage medium, and electronic device to at least solve the technical problems of poor sound effect configuration flexibility and high development cost when attaching game sound effects in related technologies.
[0005] According to one embodiment of this application, a game sound effect processing method is provided, including: responding to a game event associated with a virtual character model occurring in a game scene, determining a target action to be performed by the virtual character model; identifying a first model identifier of the virtual character model to obtain an identification result, wherein the identification result is used to indicate whether the target action is reused by multiple virtual character models; and playing a target action sound effect that matches the target action in the game scene based on the identification result.
[0006] According to one embodiment of this application, a game sound effect processing device is provided, comprising: a determining module, configured to determine a target action to be performed by a virtual character model in response to a game event associated with a virtual character model occurring in a game scene; an identification module, configured to identify a first model identifier of the virtual character model and obtain an identification result, wherein the identification result is used to indicate whether the target action is reused by multiple virtual character models; and a processing module, configured to play a target action sound effect that matches the target action in the game scene based on the identification result.
[0007] According to one embodiment of this application, a computer-readable storage medium is also provided, which stores a computer program, wherein the computer program is configured to execute the game sound effect processing method described in any of the above claims when it is run.
[0008] According to one embodiment of this application, an electronic device is also provided, including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to perform the game sound effect processing method described in any of the above claims.
[0009] In at least some embodiments of this application, by responding to game events associated with virtual character models occurring within a game scene, the target action to be performed by the virtual character model is determined, and then the first model identifier of the virtual character model is identified to obtain an identification result. The identification result is used to indicate whether the target action is reused by multiple virtual character models. Finally, based on the identification result, the target action sound effect that matches the target action is played within the game scene. This achieves the purpose of quickly matching the target action sound effect that matches the role positioning of the game virtual character, thereby realizing the technical effect of improving the flexibility of sound effect configuration and reducing the sound effect development cost. This solves the technical problems of poor flexibility of sound effect configuration and high development cost when attaching game sound effects in related technologies. Attached Figure Description
[0010] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:
[0011] Figure 1 This is a hardware structure block diagram of a mobile terminal for a game sound effect processing method according to one embodiment of this application;
[0012] Figure 2 This is a flowchart of a game sound effect processing method according to one embodiment of this application;
[0013] Figure 3 This is a schematic diagram of a game sound effect processing interface according to one embodiment of this application;
[0014] Figure 4 This is a structural block diagram of a game sound effect processing device according to one embodiment of this application;
[0015] Figure 5 This is a schematic diagram of an electronic device according to one embodiment of the present application. Detailed Implementation
[0016] To enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present application, and not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative effort should fall within the scope of protection of the present application.
[0017] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0018] First, some nouns or terms that appear in the description of the embodiments of this application shall be interpreted as follows:
[0019] Universal Actions: Actions that can be reused by any virtual character in the game.
[0020] AkEvent: A sound event / notification point / sound effect event point, which can be understood as a sound player in a game engine. It adds a sound player to the animation to play sound events.
[0021] Event: Sound events can be understood as transcoded sound files that can be read by game engines.
[0022] Wwise: A commercial engine for game audio.
[0023] Switch: A built-in feature of Wwise. A switch represents different conditions for specific elements in a game and can be used to manage the corresponding objects under these conditions. These conditions are very diverse, and can include weather conditions, the weapon used by the game's protagonist, etc. By assigning objects under specific conditions to specific switches, playing that game element will play the object corresponding to the current switch. For example, in game settings for rooms, floors, and indoor / outdoor environments, switches can be created for different floor materials (such as planks, grass, gravel, etc.).
[0024] Currently, there are four ways to embed sound effects: blueprints, game actions, forms, and program writing. Sound effects related to game virtual characters are generally played by embedding them into game actions.
[0025] As the project expands its content, it will consider using universal game actions for different virtual characters. For example, virtual characters a, b, and c may all use game action 1, or game actions may be reused. For example, the protagonist's game action a may also be used by non-player characters (NPCs). This may lead to problems such as disordered sound effect levels or expressiveness, and mismatch between voice and character.
[0026] In addition, in scenarios involving looping game actions, there are long-charge skills in the game. However, since the charge time is not fixed, all game actions can be looped. The charge time can be modified by the planners by filling in a form. This may cause the sound effects to also loop with the actions, resulting in problems such as sound effect overlap, reuse, sudden increase in volume, and inconsistency between sound effects and charge time.
[0027] In related technologies, a sound effect attachment point is determined by selecting an appropriate frame position on a specified action animation, and an AkEvent notification point is selected. The desired sound effect event is then selected at the attachment notification point, thus completing the game sound effect attachment. However, this sound effect attachment method can only achieve basic sound effect attachment, that is, it can specify the playback of a game sound effect when an action is triggered. Its main drawback is:
[0028] When multiple virtual characters in a game use the same action, it is not possible to play different game sound effects for different virtual characters. In addition, this sound effect splicing method cannot control the sound from repeating along with the action, nor can it control the sound effect to stop playing when the action stops or the model is recycled.
[0029] In summary, existing technologies suffer from poor flexibility in sound effect configuration and high development costs when integrating game sound effects. Currently, no effective solutions have been proposed to address these issues.
[0030] The methods and embodiments described above in this disclosure can be executed on mobile terminals, computer terminals, or similar computing devices. Taking a mobile terminal as an example, the mobile terminal can be a smartphone, tablet computer, PDA, mobile internet device, PAD, game console, or other terminal device. Figure 1 This is a hardware structure block diagram of a mobile terminal for a game sound effect processing method according to an embodiment of this application. Figure 1 As shown, a mobile terminal may include one or more ( Figure 1 Only one is shown in the image. Processor 102 (processor 102 may include, but is not limited to, a central processing unit (CPU), graphics processing unit (GPU), digital signal processing (DSP) chip, microprocessor (MCU), programmable logic device (FPGA), neural network processor (NPU), tensor processor (TPU), artificial intelligence (AI) type processor, etc.) and memory 104 for storing data. In one embodiment of this application, it may also include: input / output device 108 and display device 110.
[0031] In some optional embodiments primarily focused on gaming scenarios, the aforementioned device may also provide a human-computer interaction interface with a touch-sensitive surface. This interface can sense finger contact and / or gestures to interact with a graphical user interface (GUI). The human-computer interaction functions may include the following: creating web pages, drawing, word processing, creating electronic documents, playing games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music, and / or web browsing, etc. Executable instructions for performing the aforementioned human-computer interaction functions are configured / stored in one or more processor-executable computer program products or readable storage media.
[0032] Those skilled in the art will understand that Figure 1 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown.
[0033] According to one embodiment of this application, an embodiment of a game sound effect processing method is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.
[0034] Figure 2 This is a flowchart of a game sound effect processing method according to one embodiment of this application, such as... Figure 2 As shown, the method includes the following steps:
[0035] Step S21: In response to game events associated with the virtual character model that occur within the game scene, determine the target action to be performed by the virtual character model;
[0036] The game events associated with the virtual character models in the aforementioned game scenario include active and passive events. These events are closely related to the player's actions and the game rules. By interacting with and triggering these events, players can experience the fun and challenge of the game.
[0037] Specifically, the aforementioned active events are events that are actively triggered or controlled by the player, including but not limited to: attack events, i.e., the player attacks other virtual character models or releases skills; movement events, i.e., the player moves by controlling the virtual character model; interaction events, i.e., the player interacts with objects or NPCs in the game scene, such as talking or acquiring items; item usage events, i.e., the player uses items in their inventory, such as supplies or buff items; skill casting events, i.e., the player selects and releases skills through the skill tree or skill panel; and triggering plot events, i.e., the player triggers plot developments in the game, driving the storyline forward.
[0038] The aforementioned passive events are triggered by the game system or other virtual character models, and players have no direct control over them. These include, but are not limited to: hit events, where a virtual character model is attacked by other virtual character models or suffers environmental damage; knockback events, where a virtual character model is knocked back by a skill attack from another virtual character model; death events, where a virtual character model is attacked by an enemy, injured, or otherwise causes its health to drop to zero, making it impossible to continue playing; mechanism triggering events, where an ordered character triggers a mechanism in the game scene, such as opening a door or triggering a trap; collision events, where a virtual character model collides with other virtual character models or objects; NPC behavior events, where NPC virtual character models in the game perform specific behaviors, such as patrolling or attacking; and time-triggered events, where certain events are triggered at specific points in the game time, such as daybreak or the end of a countdown.
[0039] After the aforementioned game events are triggered, the target action to be performed by the virtual character model can be determined. For example, after an active event is triggered, the target action to be performed by the virtual character model may include, but is not limited to: releasing game skills, moving position, picking up items, using props, etc.; after a passive event is triggered, the target action to be performed by the virtual character model may include, but is not limited to: dodging when hit, being knocked back, falling to the ground after death, etc.
[0040] Step S22: Identify the first model identifier of the virtual character model to obtain the identification result, wherein the identification result is used to indicate whether the target action is reused by multiple virtual character models;
[0041] Specifically, by identifying the first model identifier of the virtual character model, it is possible to quickly determine whether a target action can be reused by multiple virtual character models, and thus determine the target action sound effect that matches the target action. The first model identifier can be the model number identifier (ID) of the virtual game model; for example, the female protagonist's model number identifier is 101, and the male protagonist's model number identifier is 110.
[0042] Step S23: Based on the recognition results, play the target action sound effects that match the target action in the game scene.
[0043] The aforementioned target action sound effects may include, but are not limited to: attack sound effects, hit sound effects, knockback sound effects, death sound effects, etc. Specifically, the aforementioned target action sound effects may also include pre-bound voice monologues, door opening / closing sounds, throwing sounds, collision / falling sounds, explosion sounds, clapping sounds, dragging object sounds, button click sounds, weapon / item usage sounds, mechanical / electronic device usage sounds, animal calls, character shouts, etc.
[0044] Based on steps S21 to S23 above, by responding to game events associated with virtual character models occurring within the game scene, the target action to be performed by the virtual character model is determined. Then, the first model identifier of the virtual character model is identified to obtain the identification result. The identification result is used to indicate whether the target action is reused by multiple virtual character models. Finally, based on the identification result, the target action sound effect that matches the target action is played within the game scene. This achieves the goal of quickly matching the target action sound effect that matches the role positioning of the game virtual character, thereby realizing the technical effect of improving the flexibility of sound effect configuration and reducing the sound effect development cost. This solves the technical problems of poor sound effect configuration flexibility and high development cost when attaching game sound effects in related technologies.
[0045] The game sound effect processing method in the embodiments of this application will be further described below.
[0046] Optionally, in step S22, the first model identifier of the virtual character model is identified, and the identification result includes:
[0047] Step S221: Obtain the second model identifier bound to the sound effect attachment point corresponding to the target action, wherein the second model identifier is the default model identifier bound to the sound effect attachment point;
[0048] Step S222: Compare the first model identifier with the second model identifier to obtain the recognition result.
[0049] The sound effect connection point corresponding to a target action refers to the precise temporal and spatial correspondence between sound effects and actions in the visuals, as required when creating media such as games or animations to enhance the harmony and realism between visuals and sound effects. Therefore, for each target action, a sound effect connection point needs to be determined, specifying the exact time and location at which the sound effect should appear during the action. This ensures that the timing of the sound effect's playback matches the timing of the action, achieving a unified audio-visual effect.
[0050] For example, if a target action is a character stomping on the ground, the sound effect connection point could be the instant the character's foot contacts the ground, or the moment when the sound of the stomping is perfectly synchronized with the character's foot movement. By precisely determining the sound effect connection point, actions and sound effects in games or animations can be more closely integrated, enhancing the audience's immersion and engagement.
[0051] The default model bound to the sound effect attachment point is represented as the action ontology character model ID. The identification result is obtained by comparing the first model identifier and the second model identifier. When the first model identifier and the second model identifier are inconsistent, it is determined that the current virtual character model is a non-ontology model character, which is reusing the target action; when the first model identifier and the second model identifier are consistent, it can be indicated that the current virtual character model is an ontology model.
[0052] Specifically, an animation resource file typically contains prototype character models. For example, a target action 1 might be designed specifically for virtual character model A to unleash a certain skill. In this case, virtual character model A is the original character model corresponding to target action 1. If virtual character model B is also required to cast this skill later, target action 1 can be reused. In this case, virtual character model B is a non-original character model. When virtual character model A casts this skill, its customized skill voice lines will be played in the animation; while when virtual character model B casts this skill, its generic skill voice lines will be played by querying the preset configuration table.
[0053] Based on the above optional embodiments, by obtaining the second model identifier bound to the sound effect attachment point corresponding to the target action, and then comparing the first model identifier with the second model identifier to obtain the recognition result, it is possible to quickly determine whether the target action is reused by multiple virtual character models based on the recognition result, thereby quickly determining the target action sound effect that matches the target action.
[0054] Optionally, in step S23, playing target action sound effects that match the target action in the game scene based on the recognition result includes: in response to determining that the first model identifier and the second model identifier are the same identifier through the recognition result, playing target action sound effects that match the second model identifier in the game scene.
[0055] Specifically, when the identification results determine that the first model identifier and the second model identifier are the same, the current virtual game model can be identified as the original character model corresponding to the second model identifier. Then, the target action sound effects adapted to the second model identifier can be played directly in the game scene, so that the original character model can play game sound effects that are adapted to its character positioning, further enhancing the player's game immersion.
[0056] Optionally, in step S23, based on the recognition result, playing target action sound effects that match the target action within the game scene includes:
[0057] Step S231: In response to determining that the first model identifier and the second model identifier are different identifiers through the recognition result, query the preset configuration table for multiple alternative action sound effects bound to the first model identifier. The preset configuration table is used to record the various types of action sound effect identifiers corresponding to different model identifiers.
[0058] Step S232: Determine the target action sound effect that matches the first model identifier from multiple candidate action sound effects;
[0059] Step S233: Play the target action sound effect in the game scene.
[0060] Specifically, when the identification results determine that the first model identifier and the second model identifier are different identifiers, the current virtual character model is determined to be a non-original model character. When the non-original model character reuses a target action, it needs to query multiple alternative action sound effects bound to the non-original model character from the preset configuration table, select the target action sound effect that matches the first model identifier, and play it. This allows the non-original model character to play game sound effects that match its character positioning, further enhancing the player's game immersion.
[0061] Optionally, in step S232, the target action sound effect that the first model identifier is adapted to is determined from a plurality of candidate action sound effects, including:
[0062] Step S2321: Obtain the action event of the target action, wherein the action event is used to describe the execution logic of the target action;
[0063] Step S2322: Based on the action event, determine the target action sound effect that the first model identifier is adapted to from multiple candidate action sound effects.
[0064] Specifically, the action event of the target action is acquired to determine the execution logic describing the target action. This action event can be an attack action, a defense action, a death action, etc. Further, based on the action event, the target action sound effect matching the first identifier is determined from multiple candidate action sound effects. For example, the attacker determines an attack sound effect, and the attacked party determines one of the following sound effects: hit / knockback / death. If only a hit action is performed, the hit sound effect is played; if both a hit and a knockback action are performed, the knockback sound effect is played; if both a hit and a knockback action result in death, the death sound effect is played.
[0065] Based on the above optional embodiments, by acquiring the action event of the target action, and then determining the target action sound effect that matches the first model identifier from multiple candidate action sound effects based on the action event, non-body model characters can play game sound effects that match their character positioning, further enhancing the player's game immersion.
[0066] Optionally, the preset configuration table includes: multiple configuration fields, including: model identifier field, action identifier field, and multiple sound effect identifier fields, wherein the multiple sound effect identifier fields are used to record various types of action sound effect identifiers.
[0067] Optionally, the multiple sound effect identifier fields include: attack sound effect identifier field, hit sound effect identifier field, knockback sound effect identifier field, and death sound effect identifier field. The aforementioned model identifier field can record the model number of the virtual character model, and the action identifier field can record the skill action number.
[0068] In one optional embodiment, the preset configuration table further includes multiple baseline speed fields, attack parameter fields, and disable parameter fields. The multiple baseline speed fields may include: baseline walking speed, baseline running speed, baseline sprint speed, baseline fast walking speed, baseline water sprint speed, baseline wall running speed, and baseline crouching walking speed; the attack parameter fields may include: attack radius, defense radius, and minimum combat distance, etc.; the disable parameter fields may include: disable knockback field, disable knock-back field, disable knockdown field, and disable hit field, etc.
[0069] Optionally, the sound effect attachment point is used to insert multiple sound events, wherein the multiple sound events are respectively bound to the model identifiers of different virtual character models.
[0070] Specifically, multiple sound event binding points can be inserted at the same sound effect attachment point, and these points can be used to bind the objects they apply to, i.e., to the model identifiers of different virtual character models. Different sound event binding points can be array elements with different numbers. For example, array element 0 is bound to the monster; when the monster reuses the target action, the game sound effect written to array element 0 is triggered. Array element 1 is bound to the male protagonist; when the male protagonist reuses the target action, the game sound effect written to array element 1 is triggered.
[0071] Optionally, the sound effect hook point is used to play target action sound effects that match the target action while displaying the target action in the game scene, through the conditional assignment function set in the preset game audio engine.
[0072] Specifically, the preset game audio engine can be Wwise. For each target action, a sound effect attachment point needs to be determined. That is, the Switch set in Wwise is used to determine when and where the sound effect should appear during the action. This ensures that the timing of the sound effect playback is consistent with the timing of the action, achieving a unified audio-visual effect.
[0073] Optionally, the sound effect attachment point is used to play the target action sound effect that matches the target action according to the preset playback rules, wherein the preset playback rules are used to determine whether the target action sound effect should be played in a loop following the target action.
[0074] Specifically, a playback rule selection window is written at the sound effect attachment point, such as... Figure 3 As shown, audio developers can choose whether the target action sound effect will loop and repeat with the target action. When "Sound effect loops with animation" is not checked, the target action sound effect will only play once when it is first triggered and will not be repeatedly triggered with the target action. When "Sound effect loops with animation" is checked, the target action sound effect will be repeatedly triggered with the target action, thus allowing for flexible adjustment of the playback method of game sound effects according to the game content.
[0075] In this embodiment, by extending the functionality of the sound effect attachment point, audio playback control can be directly performed on the sound effect attachment point. Specifically, the sound effect attachment point is responsible for attaching the voice or sound effect associated with the target action. By developing audio playback control functionality on the sound effect attachment point, the required playback control can be directly set when attaching sound effects, which is more conducive to audio control and effect detection, and does not consume the performance of the Wwise engine. By binding the virtual character model ID, it is determined whether the target action is reused. When the virtual character model ID is existing data in the project, and the virtual game character model is the main character model and has been bound to the UE engine, the corresponding target action sound effect can be played directly. When binding sound effects for non-character models to target actions using a preset configuration table, since the preset configuration table is an existing management table in the project that records all characters in the game, there is no need to recount the number of characters or develop new sound effect binding methods. It is only necessary to open the audio attachment interface in the management table and have the audio developers fill in the corresponding audio. There is no need to open each action that needs to be attached with voice or sound effects, thereby reducing the man-day consumption of audio attachment by 70% and effectively reducing the development cost of game sound effects.
[0076] The game sound effect processing method in this embodiment can identify whether the main character is using an action and determine which non-main character is using the action. Multiple sound effects can be attached through a single sound effect attachment point. When a non-main character is identified as using an action, other specified sound effects can be automatically invoked. Furthermore, when a non-main character model is identified as using an action, its own dedicated sound effects can be automatically invoked. When the action stops or the character model is recycled, the game sound effects can stop playing synchronously. A selection window allows users to choose whether to interrupt the action based on its specific context. Additionally, regardless of how many times the target action loops, the game sound effects will only play once when the target action is first triggered. A selection window allows users to choose whether the sound effects should loop. Therefore, this embodiment achieves the goal of quickly matching target action sound effects that match the character's positioning in a game, thereby improving the flexibility of sound effect configuration and reducing sound effect development costs. This solves the technical problems of poor sound effect configuration flexibility and high development costs in related technologies when attaching game sound effects.
[0077] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods according to the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods described in the various embodiments of this application.
[0078] This embodiment also provides a game sound effect processing device for implementing the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "module" can refer to a combination of software and / or hardware that performs a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.
[0079] Figure 4 This is a structural block diagram of a game sound effect processing device according to one embodiment of this application, such as... Figure 4 As shown, the device includes:
[0080] The determination module 401 is used to determine the target action to be performed by the virtual character model in response to game events associated with the virtual character model that occur in the game scene.
[0081] The recognition module 402 is used to recognize the first model identifier of the virtual character model and obtain the recognition result, wherein the recognition result is used to indicate whether the target action is reused by multiple virtual character models;
[0082] The processing module 403 is used to play target action sound effects that match the target action within the game scene based on the recognition results.
[0083] Optionally, the recognition module 402 is further configured to: obtain the second model identifier bound to the sound effect attachment point corresponding to the target action, wherein the second model identifier is the default model identifier bound to the sound effect attachment point; compare the first model identifier with the second model identifier to obtain the recognition result.
[0084] Optionally, the processing module 403 is further configured to: in response to determining through the recognition result that the first model identifier and the second model identifier are the same identifier, play the target action sound effect adapted to the second model identifier in the game scene.
[0085] Optionally, the processing module 403 is further configured to: in response to determining that the first model identifier and the second model identifier are different identifiers through the recognition result, query multiple alternative action sound effects bound to the first model identifier from a preset configuration table, wherein the preset configuration table is used to record multiple types of action sound effect identifiers corresponding to different model identifiers; determine the target action sound effect adapted to the first model identifier from the multiple alternative action sound effects; and play the target action sound effect in the game scene.
[0086] Optionally, the processing module 403 is further configured to: acquire the action event of the target action, wherein the action event is used to describe the execution logic of the target action; and determine the target action sound effect that the first model identifier is adapted to from multiple candidate action sound effects based on the action event.
[0087] Optionally, the preset configuration table includes: multiple configuration fields, including: model identifier field, action identifier field, and multiple sound effect identifier fields, wherein the multiple sound effect identifier fields are used to record various types of action sound effect identifiers.
[0088] Optionally, the multiple sound effect identifier fields include: attack sound effect identifier field, hit sound effect identifier field, knockback sound effect identifier field, and death sound effect identifier field.
[0089] Optionally, the sound effect attachment point is used to insert multiple sound events, wherein the multiple sound events are respectively bound to the model identifiers of different virtual character models.
[0090] Optionally, the sound effect hook point is used to play target action sound effects that match the target action while displaying the target action in the game scene, through the conditional assignment function set in the preset game audio engine.
[0091] Optionally, the sound effect attachment point is used to play the target action sound effect that matches the target action according to the preset playback rules, wherein the preset playback rules are used to determine whether the target action sound effect should be played in a loop following the target action.
[0092] It should be noted that the above modules can be implemented by software or hardware. For the latter, they can be implemented in the following ways, but are not limited to: all the above modules are located in the same processor; or, the above modules are located in different processors in any combination.
[0093] Embodiments of this application also provide a computer-readable storage medium storing a computer program, wherein the computer program is configured to execute the steps in any of the above method embodiments when run.
[0094] Optionally, in this embodiment, the computer-readable storage medium may include, but is not limited to, various media capable of storing computer programs, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.
[0095] Optionally, in this embodiment, the computer-readable storage medium may be located in any computer terminal in a group of computer terminals in a computer network, or in any mobile terminal in a group of mobile terminals.
[0096] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:
[0097] S1, in response to game events associated with the virtual character model that occur within the game scene, determines the target action to be performed by the virtual character model;
[0098] S2, identify the first model identifier of the virtual character model to obtain the identification result, wherein the identification result is used to indicate whether the target action is reused by multiple virtual character models;
[0099] S3, based on the recognition results, plays target action sound effects that match the target action within the game scene.
[0100] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: obtaining a second model identifier bound to the sound effect attachment point corresponding to the target action, wherein the second model identifier is the default model identifier bound to the sound effect attachment point; comparing the first model identifier with the second model identifier to obtain a recognition result.
[0101] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to determining, through the recognition result, that the first model identifier and the second model identifier are the same identifier, playing the target action sound effect adapted to the second model identifier within the game scene.
[0102] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to determining that the first model identifier and the second model identifier are different identifiers through the recognition result, querying multiple candidate action sound effects bound to the first model identifier from a preset configuration table, wherein the preset configuration table is used to record multiple types of action sound effect identifiers corresponding to different model identifiers; determining the target action sound effect adapted to the first model identifier from the multiple candidate action sound effects; and playing the target action sound effect in the game scene.
[0103] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: obtaining an action event of a target action, wherein the action event is used to describe the execution logic of the target action; and determining a target action sound effect that matches a first model identifier from a plurality of alternative action sound effects based on the action event.
[0104] Optionally, the preset configuration table includes: multiple configuration fields, including: model identifier field, action identifier field, and multiple sound effect identifier fields, wherein the multiple sound effect identifier fields are used to record various types of action sound effect identifiers.
[0105] Optionally, the multiple sound effect identifier fields include: attack sound effect identifier field, hit sound effect identifier field, knockback sound effect identifier field, and death sound effect identifier field.
[0106] Optionally, the sound effect attachment point is used to insert multiple sound events, wherein the multiple sound events are respectively bound to the model identifiers of different virtual character models.
[0107] Optionally, the sound effect hook point is used to play target action sound effects that match the target action while displaying the target action in the game scene, through the conditional assignment function set in the preset game audio engine.
[0108] Optionally, the sound effect attachment point is used to play the target action sound effect that matches the target action according to the preset playback rules, wherein the preset playback rules are used to determine whether the target action sound effect should be played in a loop following the target action.
[0109] In the computer-readable storage medium of this embodiment, by responding to game events associated with virtual character models occurring within a game scene, the target action to be performed by the virtual character model is determined, and then the first model identifier of the virtual character model is identified to obtain an identification result. The identification result is used to indicate whether the target action is reused by multiple virtual character models. Finally, based on the identification result, the target action sound effect that matches the target action is played within the game scene. This achieves the purpose of quickly matching the target action sound effect that matches the role positioning of the game virtual character, thereby realizing the technical effect of improving the flexibility of sound effect configuration and reducing the sound effect development cost. This solves the technical problems of poor sound effect configuration flexibility and high development cost when attaching game sound effects in related technologies.
[0110] Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this application can be embodied in the form of a software product, which can be stored in a computer-readable storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this application.
[0111] In exemplary embodiments of this application, a computer-readable storage medium stores a program product capable of implementing the methods described above in this embodiment. In some possible implementations, various aspects of the embodiments of this application may also be implemented as a program product including program code, which, when the program product is run on a terminal device, causes the terminal device to perform the steps described in the "Exemplary Methods" section of this embodiment according to various exemplary embodiments of this application.
[0112] The program product for implementing the above-described method according to embodiments of this application may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the embodiments of this application is not limited thereto. In the embodiments of this application, the computer-readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.
[0113] The aforementioned program product may take the form of any combination of one or more computer-readable media. Such computer-readable storage media may be, for example, but not limited to, electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatuses, or devices, or any combination thereof. More specific examples (not exhaustive) of computer-readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fibers, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0114] It should be noted that the program code contained on the computer-readable storage medium can be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.
[0115] Embodiments of this application also provide an electronic device including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to perform the steps in any of the above method embodiments.
[0116] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor and the input / output device is connected to the processor.
[0117] Optionally, in this embodiment, the processor can be configured to perform the following steps via a computer program:
[0118] S1, in response to game events associated with the virtual character model that occur within the game scene, determines the target action to be performed by the virtual character model;
[0119] S2, identify the first model identifier of the virtual character model to obtain the identification result, wherein the identification result is used to indicate whether the target action is reused by multiple virtual character models;
[0120] S3, based on the recognition results, plays target action sound effects that match the target action within the game scene.
[0121] Optionally, the processor may also be configured to perform the following steps via a computer program: obtain the second model identifier bound to the sound effect attachment point corresponding to the target action, wherein the second model identifier is the default model identifier bound to the sound effect attachment point; compare the first model identifier with the second model identifier to obtain the recognition result.
[0122] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to determining that the first model identifier and the second model identifier are the same identifier through the recognition result, playing the target action sound effect adapted to the second model identifier in the game scene.
[0123] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to determining that the first model identifier and the second model identifier are different identifiers through the recognition result, querying multiple alternative action sound effects bound to the first model identifier from a preset configuration table, wherein the preset configuration table is used to record multiple types of action sound effect identifiers corresponding to different model identifiers; determining the target action sound effect adapted to the first model identifier from the multiple alternative action sound effects; and playing the target action sound effect in the game scene.
[0124] Optionally, the processor may also be configured to perform the following steps via a computer program: acquiring action events of the target action, wherein the action events are used to describe the execution logic of the target action; and determining the target action sound effect that matches the first model identifier from multiple candidate action sound effects based on the action events.
[0125] Optionally, the preset configuration table includes: multiple configuration fields, including: model identifier field, action identifier field, and multiple sound effect identifier fields, wherein the multiple sound effect identifier fields are used to record various types of action sound effect identifiers.
[0126] Optionally, the multiple sound effect identifier fields include: attack sound effect identifier field, hit sound effect identifier field, knockback sound effect identifier field, and death sound effect identifier field.
[0127] Optionally, the sound effect attachment point is used to insert multiple sound events, wherein the multiple sound events are respectively bound to the model identifiers of different virtual character models.
[0128] Optionally, the sound effect hook point is used to play target action sound effects that match the target action while displaying the target action in the game scene, through the conditional assignment function set in the preset game audio engine.
[0129] Optionally, the sound effect attachment point is used to play the target action sound effect that matches the target action according to the preset playback rules, wherein the preset playback rules are used to determine whether the target action sound effect should be played in a loop following the target action.
[0130] In the electronic device of this embodiment, by responding to game events associated with virtual character models occurring within the game scene, the target action to be performed by the virtual character model is determined, and then the first model identifier of the virtual character model is identified to obtain an identification result. The identification result is used to indicate whether the target action is reused by multiple virtual character models. Finally, based on the identification result, the target action sound effect that matches the target action is played within the game scene. This achieves the purpose of quickly matching the target action sound effect that matches the role positioning of the game virtual character, thereby realizing the technical effect of improving the flexibility of sound effect configuration and reducing the sound effect development cost. This solves the technical problems of poor sound effect configuration flexibility and high development cost when attaching game sound effects in related technologies.
[0131] Figure 5 This is a schematic diagram of an electronic device according to an embodiment of this application. Figure 5 As shown, the electronic device 500 is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of this application.
[0132] like Figure 5 As shown, the electronic device 500 is presented in the form of a general-purpose computing device. The components of the electronic device 500 may include, but are not limited to: at least one processor 510, at least one memory 520, a bus 530 connecting different system components (including memory 520 and processor 510), and a display 540.
[0133] The memory 520 stores program code that can be executed by the processor 510, causing the processor 510 to perform the steps described in the method section of the embodiments of this application according to various exemplary implementations of this application.
[0134] The memory 520 may include a readable medium in the form of volatile memory cells, such as random access memory (RAM) 5201 and / or cache memory 5202, and may further include read-only memory (ROM) 5203, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
[0135] In some instances, memory 520 may also include programs / utilities 5204 having a set (at least one) of program modules 5205, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. Memory 520 may further include memory remotely located relative to processor 510, which can be connected to electronic device 500 via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
[0136] Bus 530 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, peripheral bus, graphics acceleration port, processor 510, or a local bus using any of the various bus structures.
[0137] The display 540 may be, for example, a touchscreen liquid crystal display (LCD) that allows a user to interact with the user interface of the electronic device 500.
[0138] Optionally, the electronic device 500 can also communicate with one or more external devices 600 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 500, and / or any device that enables the electronic device 500 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via the input / output (I / O) interface 550. Furthermore, the electronic device 500 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via a network adapter 560. Figure 5 As shown, network adapter 560 communicates with other modules of electronic device 500 via bus 530. It should be understood that, although... Figure 5As not shown, other hardware and / or software modules may be used in conjunction with electronic device 500, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0139] The aforementioned electronic device 500 may also include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply, and / or a camera.
[0140] Those skilled in the art will understand that Figure 5 The structure shown is for illustrative purposes only and does not limit the structure of the electronic device described above. For example, the electronic device 500 may also include components that are more... Figure 5 The more or fewer components shown, or having the same Figure 1 Different configurations are shown. The memory 520 can be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the game sound effect processing method in this embodiment. The processor 510 executes various functional applications and data processing by running the computer program stored in the memory 520, thereby implementing the aforementioned game sound effect processing method.
[0141] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0142] In the above embodiments of this application, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.
[0143] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units can be a logical functional division, and in actual implementation, there may be other division methods. For instance, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual coupling, direct coupling, or communication connection may be through some interfaces; the indirect coupling or communication connection between units or modules may be electrical or other forms.
[0144] 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 units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0145] Furthermore, the functional units in the various embodiments of this application 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. The integrated unit can be implemented in hardware or as a software functional unit.
[0146] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part 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 application. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, read-only memory (ROM), random access memory (RAM), portable hard drive, magnetic disk, or optical disk.
[0147] The above description is only a preferred embodiment of this application. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principle of this application, and these improvements and modifications should also be considered within the scope of protection of this application.
Claims
1. A method for processing game sound effects, characterized in that, include: In response to game events associated with virtual character models occurring within the game scene, determine the target action to be performed by the virtual character model; The first model identifier of the virtual character model is identified to obtain an identification result, wherein the identification result is used to indicate whether the target action is reused by multiple virtual character models; Based on the recognition results, target action sound effects that match the target action are played in the game scene; The process of identifying the first model identifier of the virtual character model to obtain the identification result includes: obtaining the second model identifier bound to the sound effect attachment point corresponding to the target action, wherein the second model identifier is the default model identifier bound to the sound effect attachment point; and comparing the first model identifier and the second model identifier to obtain the identification result.
2. The game sound effect processing method according to claim 1, characterized in that, Based on the recognition result, playing the target action sound effect adapted to the target action within the game scene includes: In response to determining through the recognition result that the first model identifier and the second model identifier are the same identifier, the target action sound effect adapted to the second model identifier is played in the game scene.
3. The game sound effect processing method according to claim 1, characterized in that, Based on the recognition result, playing the target action sound effect adapted to the target action within the game scene includes: In response to determining that the first model identifier and the second model identifier are different identifiers through the recognition result, a number of alternative action sound effects bound to the first model identifier are queried from a preset configuration table, wherein the preset configuration table is used to record various types of action sound effect identifiers corresponding to different model identifiers; The target action sound effect that the first model identifier is adapted to is determined from the plurality of candidate action sound effects; Play the target action sound effect within the game scene.
4. The game sound effect processing method according to claim 3, characterized in that, The target action sound effect that is matched to the first model identifier from the plurality of candidate action sound effects includes: Obtain the action event of the target action, wherein the action event is used to describe the execution logic of the target action; Based on the action event, the target action sound effect that the first model identifier is adapted to is determined from the plurality of candidate action sound effects.
5. The game sound effect processing method according to claim 3, characterized in that, The preset configuration table includes multiple configuration fields, which include a model identifier field, an action identifier field, and multiple sound effect identifier fields. The multiple sound effect identifier fields are used to record the various types of action sound effect identifiers.
6. The game sound effect processing method according to claim 5, characterized in that, The multiple sound effect identifier fields include: attack sound effect identifier field, hit sound effect identifier field, knockback sound effect identifier field, and death sound effect identifier field.
7. The game sound effect processing method according to claim 1, characterized in that, The sound effect attachment point is used to insert multiple sound events, wherein the multiple sound events are respectively bound to the model identifiers of different virtual character models.
8. The game sound effect processing method according to claim 1, characterized in that, The sound effect attachment point is used to play the target action sound effect that matches the target action while displaying the target action in the game scene, through the conditional assignment function set in the preset game audio engine.
9. The game sound effect processing method according to claim 1, characterized in that, The sound effect attachment point is used to play the target action sound effect that matches the target action according to a preset playback rule, wherein the preset playback rule is used to determine whether the target action sound effect loops with the target action.
10. A game sound effect processing device, characterized in that, include: The determination module is used to determine the target action to be performed by the virtual character model in response to game events associated with the virtual character model that occur within the game scene. The identification module is used to identify the first model identifier of the virtual character model and obtain an identification result, wherein the identification result is used to indicate whether the target action is reused by multiple virtual character models; The processing module is used to play target action sound effects that match the target action within the game scene based on the recognition result; The recognition module is further configured to: obtain the second model identifier bound to the sound effect attachment point corresponding to the target action, wherein the second model identifier is the default model identifier bound to the sound effect attachment point; compare the first model identifier and the second model identifier to obtain the recognition result.
11. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the game sound effect processing method according to any one of claims 1 to 9 when run by a processor.
12. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to run the computer program to perform the game sound effect processing method according to any one of claims 1 to 9.
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