Vehicle-mounted game control method and device, electronic equipment and storage medium
Patent Information
- Application Number
- CN202210662159.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-06-13
- Publication Date
- 2026-10-16
- Estimated Expiration
- 2042-06-13
AI Technical Summary
[0003]对于车载打鼓游戏,相关技术中使用鼓槌模拟打鼓场景,并通过大量的定位装置对鼓槌进行定位,以实现对鼓槌敲击方位的识别,成本较高,且无法适用于未装配定位装置的车辆,鼓槌的适应性较差
[0012]A sixth aspect of this disclosure provides a non-transitory computer-readable storage medium storing computer instructions, wherein the computer instructions are used to implement the in-vehicle game control method as described in the first or second aspect embodiments above.
Smart Images

Figure CN117258270B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of in-vehicle gaming technology, and in particular to an in-vehicle gaming control method, device, electronic device, and storage medium. Background Technology
[0002] With the continuous development of new technologies such as autonomous driving and intelligent entertainment systems, vehicles are no longer just responsible for people's travel; they can also carry more and more entertainment functions. Among them, in-vehicle games are gradually being applied to many vehicles to further enrich users' travel entertainment options.
[0003] For in-vehicle drumming games, the relevant technologies use drumsticks to simulate drumming scenarios and use a large number of positioning devices to locate the drumsticks in order to identify the direction of the drumstick strikes. This is costly and cannot be applied to vehicles that are not equipped with positioning devices, resulting in poor adaptability of the drumsticks. Summary of the Invention
[0004] This disclosure presents a method, device, electronic device, and storage medium for controlling in-vehicle games.
[0005] The first aspect of this disclosure provides a method for controlling an in-vehicle game, comprising: acquiring swing data of a drumstick and instantaneous striking pressure of the drumstick; in response to the instantaneous striking pressure being greater than or equal to a striking pressure threshold, generating a striking signal based on the swing data and a unique code of a source pressure sensor of the instantaneous striking pressure, wherein the source pressure sensor is disposed on the drumstick; and sending the striking signal to the vehicle, wherein the striking signal is used to generate a target drum sound.
[0006] In this embodiment, the swing data of the drumstick and the instantaneous striking pressure of the drumstick are acquired. In response to the instantaneous striking pressure being greater than or equal to a striking pressure threshold, a striking signal is generated based on the unique code of the source pressure sensor, which is located on the drumstick. The striking signal is then sent to the vehicle to generate a target drum sound. This embodiment acquires the drumstick swing data and sends it to the vehicle, enabling the vehicle to identify the striking direction of the drumstick based on the swing data. Thus, when the user strikes the drumstick, the vehicle can emit a drum sound corresponding to the striking direction, simulating the drum sounds from different striking directions in a real drumming scenario. The swing data is collected by the drumstick's own sensor, eliminating the need for an additional positioning device on the vehicle to identify the striking direction, reducing costs and improving the drumstick's applicability. In addition, the present invention sends the unique code of the pressure sensor to the vehicle, so that the vehicle can identify the object being struck by the drumstick according to the unique code of the pressure sensor. Thus, when the user strikes the drumstick, the vehicle can emit the corresponding type of drum sound, thereby simulating the drum edge sound and drumhead sound in an actual drumming scene.
[0007] A second aspect of this disclosure provides a method for controlling an in-vehicle game, comprising: receiving a striking signal sent by a drumstick; parsing the striking signal to obtain signal data carried by the striking signal, the signal data including wave data and a unique code; generating a target drum sound to be emitted based on the wave data and the unique code; and playing the target drum sound through the vehicle's speakers.
[0008] In this embodiment, the vehicle receives a striking signal from a drumstick; parses the striking signal to obtain signal data carried by the signal, including wave data and a unique code; generates a target drum sound based on the wave data and the unique code; and plays the target drum sound through the vehicle's speakers. In this embodiment, during the user's drumming, the vehicle receives the striking signal from the drumstick and generates drum sounds from different directions based on the wave data in the striking signal, thereby simulating drum sounds from different striking directions in a real drumming scenario. Furthermore, based on the unique code of the pressure sensor in the striking signal, different types of drum sounds are generated, thus simulating the drumhead and rim sounds in a real drumming scenario.
[0009] A third aspect of this disclosure provides an in-vehicle gaming control device, comprising: an acquisition module for acquiring swing data of a drumstick and instantaneous striking pressure of the drumstick; a generation module for generating a striking signal based on the swing data and a unique code of a source pressure sensor of the instantaneous striking pressure, wherein the source pressure sensor is disposed on the drumstick, in response to the instantaneous striking pressure being greater than or equal to a striking pressure threshold; and a transmission module for transmitting the striking signal to a vehicle, wherein the striking signal is used to generate a target drum sound.
[0010] A fourth aspect of this disclosure provides an in-vehicle game control device, comprising: a receiving module for receiving a striking signal sent by a drumstick; a parsing module for parsing the striking signal to obtain signal data carried by the striking signal, the signal data including wave data and a unique code; a generating module for generating a target drum sound to be emitted based on the wave data and the unique code; and a playback module for playing the target drum sound through the vehicle's speakers.
[0011] A fifth aspect of this disclosure provides an electronic device, including: at least one processor; and a memory communicatively connected to the at least one processor; wherein the memory stores instructions executable by the at least one processor to implement the in-vehicle game control method as described in the first or second aspect of this disclosure.
[0012] A sixth aspect of this disclosure provides a non-transitory computer-readable storage medium storing computer instructions, wherein the computer instructions are used to implement the in-vehicle game control method as described in the first or second aspect embodiments above.
[0013] Additional aspects and advantages of this disclosure will be set forth in part in the description which follows, and in part will be obvious from the description, or may be learned by practice of this disclosure. Attached Figure Description
[0014] The above and / or additional aspects and advantages of this disclosure will become apparent and readily understood from the following description of the embodiments taken in conjunction with the accompanying drawings, in which:
[0015] Figure 1 This is a flowchart illustrating an in-vehicle game control method according to an embodiment of the present disclosure;
[0016] Figure 2 This is a schematic diagram of the structure of a drumstick according to an embodiment of the present disclosure;
[0017] Figure 3 This is a flowchart illustrating an in-vehicle game control method according to another embodiment of the present disclosure;
[0018] Figure 4 This is a flowchart illustrating an in-vehicle game control method according to another embodiment of the present disclosure;
[0019] Figure 5 This is a flowchart illustrating an in-vehicle game control method according to another embodiment of the present disclosure;
[0020] Figure 6 This is a schematic diagram of the structure of an in-vehicle game control device according to an embodiment of the present disclosure;
[0021] Figure 7 This is a schematic diagram of the structure of an in-vehicle game control device according to another embodiment of the present disclosure;
[0022] Figure 8 This is a schematic diagram of the structure of an electronic device according to an embodiment of the present disclosure. Detailed Implementation
[0023] Embodiments of this disclosure are described in detail below, examples of which are illustrated in the accompanying drawings, wherein the same or similar reference numerals denote the same or similar elements or elements having the same or similar functions throughout. The embodiments described below with reference to the accompanying drawings are exemplary and intended to explain this disclosure, and should not be construed as limiting this disclosure.
[0024] The following description, with reference to the accompanying drawings, outlines an in-vehicle game control method, apparatus, electronic device, and storage medium according to embodiments of the present disclosure.
[0025] Figure 1 This is a flowchart illustrating an in-vehicle game control method according to an embodiment of the present disclosure, as follows: Figure 1 As shown, the method includes the following steps:
[0026] S101, acquire the swing data of the drumstick and the instantaneous striking pressure of the drumstick.
[0027] It should be noted that the method in this embodiment is performed by a drumstick.
[0028] Optionally, the drumstick in this embodiment of the present disclosure can be... Figure 2 The drumstick shown is as follows: Figure 2 As shown, a pressure sensor is installed on the surface of the drumstick, and an inertial measurement unit (IMU), a communication component, and a controller are installed inside. The controller is connected to the pressure sensor, the communication component, and the IMU. When the instantaneous impact pressure detected by the pressure sensor of the drumstick is greater than or equal to the impact pressure threshold, the controller can generate an impact signal and send the impact signal to the vehicle's infotainment system through the communication component.
[0029] The pressure sensor is used to detect the instantaneous striking pressure of the drumstick and send the detected striking pressure to the controller.
[0030] It should be noted that the instantaneous striking pressure is the maximum pressure generated within a short period of time when the drumstick strikes. The instantaneous time can be set according to the actual situation. For example, if the instantaneous time is set to 100 milliseconds, then the instantaneous striking pressure represents the maximum pressure reached within 100 milliseconds.
[0031] Optionally, see Figure 2 The pressure sensor includes a first pressure sensor and a second pressure sensor. The first pressure sensor is disposed on the end face of the first end of the drumstick, and the second pressure sensor is disposed on the side wall of the drumstick, adjacent to the first pressure sensor.
[0032] Since the first pressure sensor is located on the end face of the first end of the drumstick, when the instantaneous striking pressure detected by the first pressure sensor is greater than or equal to the striking pressure threshold, it can be considered that the user has struck the drumhead with the drumstick. Since the second pressure sensor is located on the side wall of the drumstick, when the instantaneous striking pressure detected by the second pressure sensor is greater than or equal to the striking pressure threshold, it can be considered that the user has struck the rim of the drum with the drumstick.
[0033] Optionally, the communication component can be a Bluetooth module. The Bluetooth module in the drumstick can be paired and connected with the Bluetooth module in the vehicle's infotainment system, allowing the drumstick to send striking signals to the vehicle's infotainment system via Bluetooth communication.
[0034] The identifier of the communication component can be a Media Access Control Address (MAC). When the communication component is about to send a tapping signal, it can mark the tapping signal through its own MAC to avoid data disorder when multiple drumsticks send tapping signals to the vehicle.
[0035] Optionally, the IMU may include a gyroscope, accelerometer, and magnetometer, etc., without any limitation, to collect the swing data of the drumsticks during the user's swing and send the swing data of the drumsticks to the controller.
[0036] The data on the swinging motion includes the drumstick's posture, acceleration, angular velocity, and displacement.
[0037] In some implementations, the IMU can be positioned near the first end of the drumstick, so that when the user swings the drumstick with the part near the second end, the travel of the first end of the drumstick (i.e., the IMU) is much greater than the travel of the second end, thus making the IMU's swing data collection more accurate.
[0038] In this embodiment of the disclosure, during the process of the user striking the drumstick, the drumstick controller can acquire the swing data generated by the IMU and the instantaneous striking pressure detected by the pressure sensor.
[0039] S102, in response to the instantaneous striking pressure being greater than or equal to the striking pressure threshold, generates a striking signal based on the swing data and the unique code of the source pressure sensor of the instantaneous striking pressure.
[0040] After acquiring the swing data and the instantaneous striking pressure of the drumstick, the controller of the drumstick determines whether the instantaneous striking pressure is greater than or equal to the striking pressure threshold. If so, it generates a striking signal based on the unique code of the source pressure sensor of the swing data and the instantaneous striking pressure; otherwise, it does not generate a striking signal.
[0041] The source pressure sensor for the instantaneous striking pressure can be either a first pressure sensor or a second pressure sensor. When the instantaneous striking pressure of the drumstick is greater than or equal to the striking pressure threshold, if the source pressure sensor for the instantaneous striking pressure is the first pressure sensor, the controller generates a drumhead striking signal based on the drumstick's swing data and the first EID of the first pressure sensor; if the source pressure sensor for the instantaneous striking pressure is the second pressure sensor, the controller generates a drum rim striking signal based on the drumstick's swing data and the second EID of the second pressure sensor.
[0042] S103 sends a striking signal to the vehicle, which is used to generate the target drum sound.
[0043] After the drumstick controller generates a striking signal, the striking signal generated by the controller is sent to the vehicle through the drumstick's communication device.
[0044] In this embodiment, the swing data of the drumstick and the instantaneous striking pressure of the drumstick are acquired. In response to the instantaneous striking pressure being greater than or equal to a striking pressure threshold, a striking signal is generated based on the unique code of the source pressure sensor, which is located on the drumstick. The striking signal is then sent to the vehicle to generate a target drum sound. This embodiment acquires the drumstick swing data and sends it to the vehicle, enabling the vehicle to identify the striking direction of the drumstick based on the swing data. Thus, when the user strikes the drumstick, the vehicle can emit a drum sound corresponding to the striking direction, simulating the drum sounds from different striking directions in a real drumming scenario. The swing data is collected by the drumstick's own sensor, eliminating the need for an additional positioning device on the vehicle to identify the striking direction, reducing costs and improving the drumstick's applicability. In addition, the present invention sends the unique code of the pressure sensor to the vehicle, so that the vehicle can identify the object being struck by the drumstick according to the unique code of the pressure sensor. Thus, when the user strikes the drumstick, the vehicle can emit the corresponding type of drum sound, thereby simulating the drum edge sound and drumhead sound in an actual drumming scene.
[0045] Figure 3 This is a flowchart illustrating an in-vehicle game control method according to an embodiment of the present disclosure, as follows: Figure 3 As shown, the method includes the following steps:
[0046] S301 receives the striking signal sent by the drumstick.
[0047] It should be noted that the in-vehicle game control method in this embodiment is executed by the vehicle.
[0048] After the vehicle is powered on, it can monitor in real time whether the drumming game start event is triggered. When the drumming game start event is detected, the drumming game is started.
[0049] In some implementations, the in-vehicle drumming game is launched when the vehicle detects that the user clicks the start button of the drumming game on the vehicle's display screen or multimedia screen, or when a voice command to start the drumming game is detected (such as "start the drumming game", "start the drumming game", etc.).
[0050] During the in-car drumming game, users can use drumsticks to strike the drums and simulate a drumming scenario. When the user strikes the drumsticks, if the instantaneous striking pressure detected by the drumstick's pressure sensor is greater than or equal to a pressure threshold, the drumstick generates a striking signal based on its own swing data and the unique code of the pressure sensor from which the instantaneous striking pressure originates. This striking signal is then sent to the vehicle for reception.
[0051] It should be noted that during the in-car drumming game, the vehicle's button functions should be disabled to prevent accidental activation when the user is using the drumsticks. For example, the horn button on the steering wheel can be disabled to prevent the vehicle from honking when the horn button is pressed to the limit.
[0052] S302, analyze the striking signal to obtain the signal data carried by the striking signal, including wave data and a unique code.
[0053] After receiving the striking signal from the drumstick, the vehicle analyzes the signal to obtain the wave data and unique code carried by the striking signal.
[0054] S303 generates the target drum sound that needs to be emitted based on the waving data and unique code.
[0055] Optionally, the direction of the drumstick's swing is determined based on the swing data, the source pressure sensor of the striking signal is determined based on the unique code, and the target drum sound is generated based on the swing direction and the source pressure sensor.
[0056] The waving direction includes a first direction and a second direction. The first direction is the waving direction from left to right, and the second direction is the waving direction from right to left.
[0057] After acquiring the swing data carried by the striking signal, the swing direction of the drumstick can be determined based on the posture data, acceleration, angular velocity, and displacement data in the swing data.
[0058] After obtaining the unique code carried by the knock signal, the source pressure sensor of the knock signal can be determined based on the unique code. If the unique code is the first EID, the source pressure sensor is the first pressure sensor. If the unique code is the second EID, the source pressure sensor is the second pressure sensor.
[0059] The target drum sound includes the sound of the left drumhead, the sound of the right drumhead, the sound of the left drum edge, or the sound of the right drum edge.
[0060] After determining the source pressure sensor and the direction of the drumstick's swing, the target of the drumstick can be determined based on the source pressure sensor, and the corresponding striking position can be determined based on the swing direction. Then, the corresponding target drum sound can be generated based on the target and striking position.
[0061] The objects struck include the rim and the surface of the drum.
[0062] S304 plays the target drum sound through the vehicle's speakers.
[0063] In some implementations, the target drum sound is played directly through the vehicle's speakers.
[0064] In some implementations, background music is acquired and sent together with the target drum sound to the vehicle's digital signal processing for mixing. After mixing is complete, the mixed target drum sound is played through the vehicle's speakers.
[0065] In this embodiment, the vehicle receives a striking signal from a drumstick, parses the signal to obtain signal data, including wave data and a unique code. Based on the wave data and the unique code, a target drum sound is generated and played through the vehicle's speakers. In this embodiment, while the user is striking the drum, the vehicle receives the striking signal from the drumstick and generates drum sounds from different directions based on the wave data in the striking signal. This simulates drum sounds from different striking directions in a real drumming scenario. Furthermore, based on the unique code from the pressure sensor in the striking signal, different types of drum sounds are generated, simulating the drumhead and rim sounds in a real drumming scenario.
[0066] Figure 4 This is a flowchart illustrating an embodiment of an in-vehicle game control method disclosed herein. Based on the above embodiment, it further incorporates... Figure 4 The process of generating a target drum sound based on the direction of the wave and the source pressure sensor is explained, including the following steps:
[0067] S401 identifies the object being struck by the drumstick based on the source pressure sensor.
[0068] If the source pressure sensor is the first pressure sensor, the drumstick strikes the drumhead; if the source pressure sensor is the second pressure sensor, the drumstick strikes the drum rim.
[0069] S402, Identify the striking direction corresponding to the striking object based on the direction of the swing.
[0070] If the swinging direction is the first direction, the striking direction is to the left of the object being struck; if the swinging direction is the second direction, the striking direction is to the right of the object being struck.
[0071] S403 generates the target drum sound based on the object and direction of the strike.
[0072] If the object being struck is the drumhead, and the striking direction is to the left of the object, a left drumhead sound is generated; if the object being struck is the drumhead, and the striking direction is to the right of the object, a right drumhead sound is generated; if the object being struck is the drum rim, and the striking direction is to the left of the object, a left drum rim sound is generated; if the object being struck is the drum rim, and the striking direction is to the right of the object, a right drum rim sound is generated.
[0073] In this embodiment of the disclosure, the target of the drumstick is identified based on the source pressure sensor, the striking direction of the target is identified based on the swing direction, and a target drum sound is generated based on the target and striking direction. This embodiment of the disclosure can identify the target and striking direction of the drumstick, and generate the corresponding drum sound based on the target and striking direction, thereby simulating the left drumhead sound, right drumhead sound, left drum rim sound, and right drum rim sound in a real drumming scene.
[0074] Figure 5 This is a flowchart illustrating an embodiment of an in-vehicle game control method disclosed herein. Based on the above embodiment, it further incorporates... Figure 5 The process of playing the target drum sound through the vehicle's speakers is explained, including:
[0075] S501 determines the target volume of the target drum sound based on the instantaneous impact pressure.
[0076] After receiving the striking signal from the drumstick, the vehicle can analyze the striking signal and obtain the signal data carried by the striking signal, including the instantaneous striking pressure of the drumstick.
[0077] Optionally, a mapping table between instantaneous striking pressure and drum volume can be pre-created and stored in the vehicle's storage space. In this mapping table, different instantaneous striking pressures correspond to different drum volumees.
[0078] In some implementations, after the vehicle obtains the instantaneous striking pressure of the drumstick, it can use that instantaneous striking pressure as a lead to query the target volume of the target drum sound from the mapping table.
[0079] S502, based on the target volume, plays the target drum sound through the vehicle's speakers.
[0080] Once the target volume is determined, the target drum sound is played through the vehicle's speakers at the target volume.
[0081] In this embodiment, the target volume of the drum sound is determined based on the instantaneous striking pressure, and the target drum sound is played through the vehicle's speakers based on the target volume. This embodiment enables the volume of the drum sound to be determined by the user's striking force when striking with drumsticks; the greater the striking force, the louder the drum sound, and the smaller the striking force, the quieter the drum sound, thereby enhancing the realism of the drumming game and improving the user experience.
[0082] Figure 6 This is a schematic diagram of the structure of an in-vehicle game control device according to an embodiment of the present disclosure, as shown below. Figure 6 As shown, the in-vehicle game control device 600 includes:
[0083] The acquisition module 610 is used to acquire the swing data of the drumstick and the instantaneous striking pressure of the drumstick;
[0084] The generation module 620 is used to generate a striking signal in response to a striking instantaneous pressure being greater than or equal to a striking pressure threshold, based on the swing data and the unique code of the source pressure sensor of the striking instantaneous pressure, wherein the source pressure sensor is set on the drumstick;
[0085] The transmitting module 630 is used to send a striking signal to the vehicle, which is used to generate the target drum sound.
[0086] In this embodiment, the swing data of the drumstick and the instantaneous striking pressure of the drumstick are acquired. In response to the instantaneous striking pressure being greater than or equal to a striking pressure threshold, a striking signal is generated based on the unique code of the source pressure sensor, which is located on the drumstick. The striking signal is then sent to the vehicle to generate a target drum sound. This embodiment acquires the drumstick swing data and sends it to the vehicle, enabling the vehicle to identify the striking direction of the drumstick based on the swing data. Thus, when the user strikes the drumstick, the vehicle can emit a drum sound corresponding to the striking direction, simulating the drum sounds from different striking directions in a real drumming scenario. The swing data is collected by the drumstick's own sensor, eliminating the need for an additional positioning device on the vehicle to identify the striking direction, reducing costs and improving the drumstick's applicability. In addition, the present invention sends the unique code of the pressure sensor to the vehicle, so that the vehicle can identify the object being struck by the drumstick according to the unique code of the pressure sensor. Thus, when the user strikes the drumstick, the vehicle can emit the corresponding type of drum sound, thereby simulating the drum edge sound and drumhead sound in an actual drumming scene.
[0087] In one embodiment of this disclosure, the acquisition module 610 is further configured to acquire the swing data of the drumstick via the inertial measurement unit (IMU) of the drumstick.
[0088] In one embodiment of this disclosure, the generation module 620 is further configured to generate a tapping signal based on the instantaneous tapping pressure, waving data, and a unique code from the source pressure sensor.
[0089] It should be noted that for details not disclosed in the in-vehicle game control device of the present disclosure, please refer to the details disclosed in the in-vehicle game control method of the first aspect of the present disclosure, which will not be repeated here.
[0090] Figure 7 This is a schematic diagram of the structure of an in-vehicle game control device according to an embodiment of the present disclosure, as shown below. Figure 7 As shown, the in-vehicle game control device 700 includes:
[0091] The receiving module 710 is used to receive the striking signal sent by the drumstick;
[0092] The parsing module 720 is used to parse the striking signal and obtain the wave data and unique code carried by the striking signal;
[0093] The generation module 730 is used to generate the target drum sound that needs to be emitted based on the waving data and the unique code.
[0094] The playback module 740 is used to play the target drum sound through the vehicle's speakers.
[0095] In this embodiment, the vehicle receives a striking signal from a drumstick, parses the signal to obtain signal data, including wave data and a unique code. Based on the wave data and the unique code, a target drum sound is generated and played through the vehicle's speakers. In this embodiment, while the user is striking the drum, the vehicle receives the striking signal from the drumstick and generates drum sounds from different directions based on the wave data in the striking signal. This simulates drum sounds from different striking directions in a real drumming scenario. Furthermore, based on the unique code from the pressure sensor in the striking signal, different types of drum sounds are generated, simulating the drumhead and rim sounds in a real drumming scenario.
[0096] In one embodiment of this disclosure, the generation module 730 is further configured to determine the direction of the drumstick's swing based on the swing data; determine the source pressure sensor of the striking signal based on a unique code; and generate a target drum sound based on the swing direction and the source pressure sensor.
[0097] In one embodiment of this disclosure, the generation module 730 is further configured to identify the object being struck by the drumstick based on the source pressure sensor; identify the striking direction corresponding to the striking object based on the swing direction; and generate a target drum sound based on the striking object and the striking direction.
[0098] In one embodiment of this disclosure, the playback module 740 is further configured to determine the target volume of the target drum sound based on the instantaneous pressure of the impact; and to play the target drum sound through the vehicle's speakers based on the target volume.
[0099] It should be noted that for details not disclosed in the in-vehicle game control device of the present disclosure embodiments, please refer to the details disclosed in the in-vehicle game control method of the second aspect of the present disclosure, which will not be repeated here.
[0100] To achieve the above embodiments, such as Figure 8 As shown, this disclosure also proposes an electronic device 800, including a memory 810, a processor 820, and a computer program stored on the memory 810 and executable on the processor 820. The processor 820 executes the program to implement the in-vehicle game control method proposed in the foregoing embodiments of this disclosure.
[0101] To implement the above embodiments, this disclosure also proposes a non-transitory computer-readable storage medium storing a computer program thereon, which is executed by a processor to implement the in-vehicle game control method proposed in the foregoing embodiments of this disclosure.
[0102] In the description of this specification, the terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the number of indicated technical features. Thus, a feature defined as "first" or "second" may explicitly or implicitly include at least one of that feature. In the description of this disclosure, "a plurality of" means at least two, such as two, three, etc., unless otherwise expressly and specifically defined.
[0103] In the description of this specification, the references to terms such as "one embodiment," "some embodiments," "example," "specific example," or "some examples," etc., indicate that a specific feature, structure, material, or characteristic described in connection with that embodiment or example is included in at least one embodiment or example of this disclosure. In this specification, the illustrative expressions of the above terms do not necessarily refer to the same embodiment or example. Furthermore, the specific features, structures, materials, or characteristics described may be combined in any suitable manner in one or more embodiments or examples. Moreover, without contradiction, those skilled in the art can combine and integrate the different embodiments or examples described in this specification, as well as the features of different embodiments or examples.
[0104] Although embodiments of the present disclosure have been shown and described above, it is understood that the above embodiments are exemplary and should not be construed as limiting the present disclosure. Those skilled in the art can make changes, modifications, substitutions and variations to the above embodiments within the scope of the present disclosure.
Claims
1. A method for controlling an in-vehicle game, characterized in that, Performed by a drumstick, the method includes: Acquire the swing data of the drumstick and the instantaneous striking pressure of the drumstick; In response to the instantaneous striking pressure being greater than or equal to a striking pressure threshold, a striking signal is generated based on the swing data and the unique code of the source pressure sensor of the instantaneous striking pressure, wherein the source pressure sensor is disposed on the drumstick; The striking signal is sent to the vehicle, and the striking signal is used to generate the target drum sound; The pressure sensor includes a first pressure sensor and a second pressure sensor. The first pressure sensor is disposed on the end face of the first end of the drumstick, and the second pressure sensor is disposed on the side wall of the drumstick, and the second pressure sensor is adjacent to the first pressure sensor. The step of generating a striking signal based on the waving data and the unique code of the source pressure sensor of the instantaneous striking pressure includes: If the source pressure sensor of the instantaneous striking pressure is the first pressure sensor, a drumhead striking signal is generated based on the waving data and the first unique code of the first pressure sensor. If the source pressure sensor of the instantaneous striking pressure is the second pressure sensor, a drum edge striking signal is generated based on the waving data and the second unique code of the second pressure sensor.
2. The method according to claim 1, characterized in that, The acquisition of the drumstick swing data includes: The drumstick's swing data is acquired through the inertial measurement unit (IMU).
3. The method according to claim 1, characterized in that, The step of generating a striking signal based on the waving data and the unique code of the source pressure sensor of the instantaneous striking pressure includes: The striking signal is generated based on the instantaneous striking pressure, the waving data, and the unique code of the source pressure sensor.
4. A method for controlling in-vehicle games, characterized in that, Performed by a vehicle, the method includes: The system receives a striking signal from a drumstick, wherein the striking signal is generated by the drumstick in response to a striking instantaneous pressure being greater than or equal to a striking pressure threshold, based on the drumstick's swing data and a unique code of a source pressure sensor for the striking instantaneous pressure. The source pressure sensor includes a first pressure sensor disposed on the end face of the first end of the drumstick and a second pressure sensor disposed on the side wall of the drumstick, with the second pressure sensor adjacent to the first pressure sensor. The striking signal is analyzed to obtain the signal data carried by the striking signal, the signal data including wave data and a unique code; Based on the waving data and the unique code, generate the target drum sound that needs to be emitted. The target drum sound is played through the vehicle's speakers; The step of generating the target drum sound to be emitted based on the waving data and the unique code includes: If the unique code is the first unique code of the first pressure sensor, the object struck by the drumstick is determined to be the drumhead; If the unique code is the second unique code of the second pressure sensor, the object struck by the drumstick is determined to be the edge of the drum. Based on the waving data, the waving direction of the drumstick is determined, and the target drum sound is generated according to the striking object and the waving direction.
5. The method according to claim 4, characterized in that, The step of generating the target drum sound to be emitted based on the waving data and the unique code includes: Based on the waving data, the waving direction of the drumstick is determined; Based on the unique code, the source of the knocking signal is determined to be a pressure sensor; The target drum sound is generated based on the waving direction and the source pressure sensor.
6. The method according to claim 5, characterized in that, The generation of the target drum sound based on the waving direction and the source pressure sensor includes: The source pressure sensor identifies the object being struck by the drumstick; The striking direction corresponding to the striking object is identified based on the swing direction; The target drum sound is generated based on the object being struck and the direction of the strike.
7. The method according to claim 4, characterized in that, The signal data also includes the instantaneous impact pressure; The step of playing the target drum sound through the vehicle's speakers includes: The target volume of the target drum sound is determined based on the instantaneous striking pressure. Based on the target volume, the target drum sound is played through the vehicle's speakers.
8. A vehicle-mounted game control device, characterized in that, include: The acquisition module is used to acquire the swing data of the drumstick and the instantaneous striking pressure of the drumstick; A generation module is used to generate a striking signal in response to the instantaneous striking pressure being greater than or equal to a striking pressure threshold, based on the swing data and the unique code of the source pressure sensor of the instantaneous striking pressure, wherein the source pressure sensor is disposed on the drumstick; A transmitting module is used to transmit the striking signal to the vehicle, the striking signal being used to generate a target drum sound; The pressure sensor includes a first pressure sensor and a second pressure sensor. The first pressure sensor is disposed on the end face of the first end of the drumstick, and the second pressure sensor is disposed on the side wall of the drumstick, and the second pressure sensor is adjacent to the first pressure sensor. The generation module is specifically used for: If the source pressure sensor of the instantaneous striking pressure is the first pressure sensor, a drumhead striking signal is generated based on the waving data and the first unique code of the first pressure sensor. If the source pressure sensor of the instantaneous striking pressure is the second pressure sensor, a drum edge striking signal is generated based on the waving data and the second unique code of the second pressure sensor.
9. A vehicle-mounted game control device, characterized in that, include: A receiving module is used to receive a striking signal sent by a drumstick, wherein the striking signal is generated by the drumstick in response to a striking instantaneous pressure being greater than or equal to a striking pressure threshold, based on the drumstick's swing data and a unique code of a source pressure sensor for the striking instantaneous pressure. The source pressure sensor includes a first pressure sensor disposed on the end face of the first end of the drumstick and a second pressure sensor disposed on the side wall of the drumstick, and the second pressure sensor is adjacent to the first pressure sensor. The parsing module is used to parse the striking signal and obtain the signal data carried by the striking signal, the signal data including wave data and a unique code; The generation module is used to generate the target drum sound that needs to be emitted based on the waving data and the unique code; A playback module is used to play the target drum sound through the vehicle's speakers; The generation module is specifically used for: If the unique code is the first unique code of the first pressure sensor, the object struck by the drumstick is determined to be the drumhead; If the unique code is the second unique code of the second pressure sensor, the object struck by the drumstick is determined to be the edge of the drum. Based on the waving data, the waving direction of the drumstick is determined, and the target drum sound is generated according to the striking object and the waving direction.
10. An electronic device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor, when executing the program, implements the in-vehicle game control method as claimed in any one of claims 1-3 or 4-7.
11. A non-transitory computer-readable storage medium, characterized in that, When the instructions in the storage medium are executed by the processor of the electronic device, the electronic device is able to perform the in-vehicle game control method as claimed in any one of claims 1-3 or 4-7.
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