Sound effect processing method, device and electronic equipment for game

CN117357896BActive Publication Date: 2026-10-30NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311070988.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-08-23
Publication Date
2026-10-30
Estimated Expiration
2043-08-23

AI Technical Summary

Technical Problem

但是,一个骨骼动作通常需要挂接多个不同的音效资源,一个游戏中也通常会有大量的骨骼动作,需要音效设计师反复进行上述挂接操作,整个流程操作非常繁琐,导致音效设计师的工作效率较低

Benefits of technology

[0009]本公开实施例提供了一种游戏的音效处理方法、装置和电子设备,获取预设的配置信息;配置信息中包括骨骼文件和音效文件的对应关系;其中,骨骼文件中存储有至少一个骨骼动作,音效文件中存储有至少一个音效事件;根据配置信息,从骨骼文件对应的音效文件存储的至少一个音效事件中,确定与骨骼动作相匹配的音效事件,在骨骼动作挂接上与骨骼动作相匹配的音效事件。该方式中,通过预设的配置信息,提前将每个骨骼动作需要挂接的音效事件进行匹配,得到挂接匹配结果,基于该挂接匹配结果,在骨骼动作上挂接对应的音效事件,实现了批量挂接的操作,避免了手动进行挂接操作,以简化操作流程,提高了工作效率。

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Abstract

Embodiments of the present disclosure provide a game sound effect processing method and device and electronic equipment. Configuration information is obtained. The configuration information includes a correspondence between a skeleton file and a sound effect file. The skeleton file stores at least one skeleton action, and the sound effect file stores at least one sound effect event. According to the configuration information, a sound effect event matched with the skeleton action is determined from the at least one sound effect event stored in the sound effect file corresponding to the skeleton file. The sound effect event matched with the skeleton action is attached to the skeleton action. In this way, the sound effect events that need to be attached to each skeleton action are matched in advance according to the configuration information to obtain an attachment matching result. Based on the attachment matching result, the corresponding sound effect event is attached to the skeleton action. This way, the operation of batch attachment is realized, and manual attachment operation is avoided, thereby simplifying the operation process and improving the work efficiency.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and in particular to a method, apparatus, and electronic device for processing sound effects in a game. Background Technology

[0002] In game development, it's common to attach sound effects to the skeletal movements of game characters. The typical approach involves opening an editor, opening the skeletal file, selecting the skeletal movement to which the sound effect will be attached, then selecting the corresponding sound effect file, choosing the appropriate sound effect resource from the file, and setting the sound effect resource to the playback position corresponding to the skeletal movement. However, a single skeletal movement often requires attaching multiple different sound effect resources, and a game typically contains a large number of skeletal movements. This necessitates sound designers repeatedly performing the above attachment operations, making the entire process cumbersome and resulting in low work efficiency for sound designers. Summary of the Invention

[0003] In view of this, the purpose of this disclosure is to provide a method, device and electronic device for processing sound effects in games. By using preset configuration information, the sound effect events that need to be attached to each skeletal movement are matched in advance to obtain the attachment matching result. Based on the attachment matching result, the corresponding sound effect events are attached to the skeletal movement to realize the batch attachment operation, avoid manual attachment operation, simplify the operation process and improve work efficiency.

[0004] In a first aspect, embodiments of this disclosure provide a method for processing sound effects in a game. The method includes: obtaining preset configuration information; the configuration information includes a correspondence between a skeleton file and a sound effect file; wherein the skeleton file stores at least one skeleton action, and the sound effect file stores at least one sound effect event; based on the configuration information, determining a sound effect event that matches the skeleton action from the at least one sound effect event stored in the sound effect file corresponding to the skeleton file, and obtaining a matching result between the skeleton action and the sound effect event; based on the matching result, attaching the sound effect event that matches the skeleton action to the skeleton action, so as to trigger the sound effect event when the skeleton action is played.

[0005] Secondly, embodiments of the present invention provide a sound effect processing device for a game, the device comprising: an acquisition module, configured to acquire preset configuration information; the configuration information including a correspondence between a skeleton file and a sound effect file; wherein the skeleton file stores at least one skeleton action, and the sound effect file stores at least one sound effect event; a matching module, configured to determine, based on the configuration information, a sound effect event matching the skeleton action from the at least one sound effect event stored in the sound effect file corresponding to the skeleton file, thereby obtaining a matching result between the skeleton action and the sound effect event; and a matching module, configured to, based on the matching result, attach the sound effect event matching the skeleton action to the skeleton action, so as to trigger the sound effect event when the skeleton action is played.

[0006] Thirdly, embodiments of the present invention provide an electronic device, characterized in that it includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, and the processor executing the computer-executable instructions to implement the sound effect processing method of the game according to any one of the first aspects.

[0007] Fourthly, embodiments of the present invention provide a computer-readable storage medium, characterized in that the computer-readable storage medium stores computer-executable instructions, which, when called and executed by a processor, cause the processor to implement the sound effect processing method for the game according to any one of the first aspects.

[0008] The embodiments disclosed herein bring the following beneficial effects:

[0009] This disclosure provides a method, apparatus, and electronic device for processing sound effects in a game. It involves acquiring preset configuration information, including a correspondence between skeletal files and sound effect files. Each skeletal file stores at least one skeletal action, and each sound effect file stores at least one sound effect event. Based on the configuration information, a sound effect event matching the skeletal action is determined from the at least one sound effect event stored in the corresponding sound effect file. This sound effect event is then attached to the skeletal action. In this method, the preset configuration information pre-matches the sound effect events to be attached to each skeletal action, resulting in a matching result. Based on this matching result, the corresponding sound effect event is attached to the skeletal action, enabling batch attachment and avoiding manual attachment operations. This simplifies the process and improves work efficiency.

[0010] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.

[0011] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart illustrating a game sound effect processing method provided in this embodiment of the disclosure;

[0014] Figure 2 A schematic diagram of configuration information provided in an embodiment of this disclosure;

[0015] Figure 3 A schematic diagram illustrating a matching result provided in an embodiment of this disclosure;

[0016] Figure 4 This is a schematic diagram illustrating a hook-up matching result provided in an embodiment of this disclosure;

[0017] Figure 5 A schematic diagram of the structure of a game sound effect processing device provided in an embodiment of this disclosure;

[0018] Figure 6 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0019] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0020] Currently, large-scale game projects are very extensive, with a wide variety of game characters. To achieve sound effects for these characters, skeletal resources (.skeleton) are essential. However, considering the sheer number of game characters—estimated to be thousands—and the dozens of actions each character requires processing, the sheer volume presents a significant challenge to audio production. Current techniques typically involve opening an editor, opening the skeletal file, selecting the desired skeletal action to attach a sound effect to, selecting the corresponding sound effect file (.bnk), choosing the appropriate sound effect resource (.Event) from the sound effect file, and setting the sound effect resource at the playback position corresponding to the skeletal action. However, a single skeletal action often requires attaching multiple different sound effect resources, and a game usually contains a large number of skeletal actions. Sound designers must repeatedly perform these attachment operations, making the entire process cumbersome and resulting in low efficiency. Therefore, this disclosure provides a game sound effect processing method, apparatus, and electronic device, applicable to devices such as computers, laptops, and tablets.

[0021] To facilitate understanding of this embodiment, a method for processing game sound effects disclosed in this disclosure will first be described in detail, such as... Figure 1 As shown, this disclosure includes the following steps:

[0022] Step S102: Obtain preset configuration information; the configuration information includes the correspondence between skeleton files and sound effect files; wherein, the skeleton file stores at least one skeleton action, and the sound effect file stores at least one sound effect event;

[0023] The above configuration information is pre-configured, including the mapping between skeleton files and sound effect files, specifically the storage path or filename of the skeleton file and the storage path or filename of the corresponding sound effect file. Typically, a configuration file will include the storage paths or filenames of multiple skeleton files, and one skeleton file will correspond to one or more storage paths or filenames of sound effect files.

[0024] The above configuration information is usually stored in a Txt file, for example, such as Figure 2As shown, this includes the correspondence between skeletal files and sound effect files. "Char / mom / boss_shadow_lord / boss_shadow_lord.skeleton" is the storage path of the aforementioned skeletal file, and "D3_Monster_P34_Boss_Dymdrail_1.bnk" located on a single line within that skeletal file is the filename of the corresponding sound effect file. The skeletal file stores the skeletal motion resources of one or more game characters, while the sound effect file stores multiple Events, i.e., the aforementioned sound effect events. These sound effect events are used to receive calls from the game engine, and the sound designer sets which audio-related actions are executed corresponding to these calls within the Events.

[0025] It should be noted that the file names of the aforementioned sound effect files are all named according to a preset naming rule: Project Name_Primary Category_Character Batch_Character Type_Character Name. In other words, the file names of the sound effect files include the following information in sequence: Project Name, Primary Category, Character Batch, Character Type, and Character Name. For example, D3_Monster_P33_Monster_BeAtANightmare, where "D3" is the project name, "Monster" is the primary category, "P33" is the character batch, "Monster" is the character type, and "BeAtANightmare" is the character name.

[0026] The event names for the aforementioned sound effect events are all named according to a preset naming rule: Playback Action_Character Type_Character Name_Action Name_Action Description. In other words, the event names for these sound effect events include the following information in sequence: Playback Action, Character Type, Character Name, Action Name, and Action Description. For example, Play_Monster_BeAtANightmare_Skill1_Attack, where "Play" is the playback action, "Monster" is the character type, "BeAtANightmare" is the character name, "Skill1" is the action name (i.e., the name of the skeletal animation), and "Attack" is the action description.

[0027] Step S104: Based on the configuration information, determine the sound effect event that matches the bone movement from at least one sound effect event stored in the sound effect file corresponding to the bone file, and obtain the connection matching result between the bone movement and the sound effect event.

[0028] Specifically, you can first obtain the skeleton file and the skeleton motion stored in the skeleton file, then obtain the sound effect file corresponding to the skeleton file and the sound effect events stored in the sound effect file, and then, based on the file name and event name of the skeleton file, determine the sound effect event that matches the skeleton motion from the corresponding sound effect events, and obtain the hooking and matching result between the skeleton motion and the sound effect event.

[0029] The above-mentioned hook-matching results typically also include the sound effect files where sound effect events are stored. These results can be a table containing the motion names of the skeletal movements stored in the skeletal file, and the event names of the sound effect events that match those movements. It should be noted that a skeletal file usually contains multiple skeletal movements; if no sound effect event matches a particular movement, that movement is deleted, and its motion name is not included in the final hook-matching results.

[0030] In actual implementation, the first program is started and the following process is executed: First, a Txt file is read, and configuration information for each line in the Txt file is retrieved sequentially. For example, as shown below... Figure 2 As shown, three lines of configuration information will be retrieved, namely three skeleton files and the corresponding sound effect files for each skeleton file. For each line of configuration information, or for each skeleton file, the sound effect event that matches the skeleton action is determined from at least one sound effect event stored in the corresponding sound effect file. This yields the matching result between the skeleton action and the sound effect event in that skeleton file. Skeleton actions that match sound effect events will generate an .xlsx table file. When the first program is executed, it will also display the action names of all skeleton actions in that skeleton file and list the event names of the sound effect events that match those action names. If no sound effect event matches an action name, only the action name will be displayed. Figure 3 As shown, some skeletal movements did not match any sound events, while some skeletal movements (a_skill18_C) matched two sound events.

[0031] Finally, regarding Figure 2 The three configuration information will result in three hooking matching results, for example, such as Figure 4 As shown, in this table, the first column is the name of the matching skeletal action in the skeletal file of the first row of configuration information in the Txt file; the third column is the event name of the sound effect event that matches the skeletal action; and the second column is the file name of the sound effect file to which the sound effect event belongs. Below the table, you can switch between displaying the hook matching results corresponding to the configuration information in the second or third row of the Txt file.

[0032] Step S106: Based on the matching result, attach a sound effect event that matches the skeletal motion to the skeletal motion so that the sound effect event is triggered when the skeletal motion is played.

[0033] Finally, launching the second program allows direct reading of the matching results and automatic attachment of the skeletal animations to matching sound effects. After these steps are completed, the sound designer can open the editor, click on a skeletal animation, and trigger the corresponding sound effect when that animation is played. Automating the attachment process significantly optimizes workflow, improves efficiency, and saves costs. Through automated attachment tools, sound effect attachment can be completed quickly and accurately, improving audio production efficiency and bringing greater economic and social benefits to game development.

[0034] This disclosure provides a method for processing sound effects in a game. The method involves obtaining preset configuration information, including a correspondence between skeletal files and sound effect files. Each skeletal file stores at least one skeletal action, and each sound effect file stores at least one sound effect event. Based on the configuration information, a sound effect event matching the skeletal action is determined from the at least one sound effect event stored in the corresponding sound effect file. This sound effect event is then attached to the skeletal action. In this method, the preset configuration information pre-matches the sound effect events that each skeletal action needs to be attached to, resulting in a matching result. Based on this matching result, the corresponding sound effect event is attached to the skeletal action, enabling batch attachment and avoiding manual attachment operations. This simplifies the process and improves work efficiency.

[0035] Based on the configuration information, the above method determines the sound effect event that matches the skeletal movement from at least one sound effect event stored in the sound effect file corresponding to the skeletal file, and obtains the matching result between the skeletal movement and the sound effect event. One possible implementation is as follows:

[0036] (1) Based on the configuration information, obtain the action name of at least one bone action stored in the bone file and the event name of at least one sound effect event stored in the sound effect file corresponding to the bone file;

[0037] First, a skeleton file is read from the configuration information. Then, the action names of at least one skeleton action stored in the skeleton file are obtained. Next, the corresponding sound effect file is read, and the event names of at least one sound effect event stored in the sound effect file are obtained. The event name will include the action name of the skeleton action to which the sound effect event needs to be attached.

[0038] One possible implementation: Based on the storage path of the skeleton file in the configuration information, obtain the skeleton file and the action name of at least one skeleton action stored in the skeleton file; based on the storage path of the sound effect file in the configuration information, obtain the sound effect file and the event name of at least one sound effect event stored in the sound effect file.

[0039] Specifically, for each skeleton file in the configuration information, obtain the skeleton file and the action name of at least one skeleton action stored in the skeleton file; according to the storage path of the sound effect file corresponding to the skeleton file, obtain the sound effect file and the event name of at least one sound effect event stored in the sound effect file.

[0040] (2) Based on the action name of the skeletal action, determine the event name of the sound effect event that matches the action name of the skeletal action from the event name of at least one sound effect event stored in the sound effect file corresponding to the skeletal file, and obtain the connection matching result between the skeletal action and the sound effect event.

[0041] Since the event name of a sound effect event includes the name of the skeletal action to which the sound effect event needs to be attached, each skeletal action in the skeletal file can be matched based on the name. A skeletal action may have multiple matching sound effect events.

[0042] One possible implementation: Based on the action name of the skeletal action, traverse the event names of at least one sound effect event stored in the sound effect file corresponding to the skeletal file. If the event name contains an action name, determine that the event name matches the skeletal action, and obtain the connection matching result between the skeletal action and the sound effect event.

[0043] For each bone action in the bone file, if the action name of that bone action does not exist in the event name of the sound effect event in the sound effect file, then the bone action is deleted. In other words, the final hooking and matching result only includes the successfully matched bone actions and their corresponding sound effect events.

[0044] For example, if the action name of a skeletal motion is "a_skill16", the event names that match this action name include two "Play_Boss_Dymdrail_1_Skill16_LongCast" and "Play_Boss_Dymdrail_1_Skill16_LongCast_V0".

[0045] Furthermore, the above-mentioned hooking and matching results also include the filename of the sound effect file where the sound effect event is stored. For example, such as... Figure 4 As shown, the second column contains the filenames of the sound effect files where the sound effect events are stored.

[0046] In addition, based on the matching results, before attaching the sound effect event that matches the skeletal action to the skeletal action, the above method also includes: if the action name in the event name of the sound effect event that matches the skeletal action is different from the action name of the skeletal action, deleting or modifying the action name of the skeletal action and the event name of the sound effect event that matches the skeletal action.

[0047] Specifically, this involves checking for mismatches between skeletal motions and sound events. For example, in the matching results, a skeletal motion might have the motion name "a_move," and the matched sound event name might be "Play_Boss_Dymdrail_1_Movement_1." Since "move" and "Movement" are different, a new sound event is usually searched for in the sound event files stored in the sound event library to match the skeletal motion. If a sound event with the same motion name is found, its name is changed to match the currently matched event name. If no match is found, both the skeletal motion's motion name and the matching sound event name are deleted. This check for mismatches between skeletal motions and sound events can also be done manually.

[0048] In the above method, the names of the same skeletal movements, sound effect files, and sound effect events are pre-defined. Under the premise of consistent naming, the corresponding Events (i.e., sound effect events) can be automatically attached to the skeletal movements. By standardizing the naming conventions, automated attachment can be achieved, improving audio production efficiency and quality. It avoids the inability to work due to engine crashes and eliminates the need to wait for the editor to start. It also allows audio professionals to bypass the editor during attachment operations. By attaching directly from the source code, the problem of inability to work due to engine crashes is avoided, and the need to wait for the editor to start is eliminated, greatly improving audio production efficiency and quality.

[0049] Furthermore, using direct source code integration instead of the traditional, repetitive method of opening an editor and clicking to integrate is more direct and controllable. By integrating directly from the source code, traditional repetitive work can be avoided, while achieving more direct and controllable automated integration. This provides a superior automated production tool for audio industry workflows.

[0050] Corresponding to the above method embodiments, this invention provides a game sound effect processing device, such as... Figure 5 As shown, the device includes:

[0051] The acquisition module 51 is used to acquire preset configuration information; the configuration information includes the correspondence between the skeleton file and the sound effect file; wherein, the skeleton file stores at least one skeleton action, and the sound effect file stores at least one sound effect event;

[0052] The matching module 52 is used to determine, based on the configuration information, a sound effect event that matches the bone movement from at least one sound effect event stored in the sound effect file corresponding to the bone file, and obtain the connection matching result between the bone movement and the sound effect event.

[0053] The hooking module 53 is used to hook the skeletal motion with a sound effect event that matches the skeletal motion based on the hooking matching result, so as to trigger the sound effect event when the skeletal motion is played.

[0054] The sound effect processing device for the aforementioned game acquires preset configuration information. This configuration information includes the correspondence between skeletal files and sound effect files. Each skeletal file stores at least one skeletal motion, and each sound effect file stores at least one sound effect event. Based on the configuration information, the device determines the sound effect event matching the skeletal motion from the at least one sound effect event stored in the corresponding sound effect file, and then attaches the matching sound effect event to the skeletal motion. In this method, the preset configuration information pre-matches the sound effect events that each skeletal motion needs to be attached to, obtaining a matching result. Based on this matching result, the corresponding sound effect event is attached to the skeletal motion, achieving batch attachment operations, avoiding manual attachment operations, simplifying the operation process, and improving work efficiency.

[0055] The matching module is further configured to: obtain, based on configuration information, the action name of at least one skeletal action stored in the skeletal file and the event name of at least one sound effect event stored in the sound effect file corresponding to the skeletal file; and, based on the action name of the skeletal action, determine the event name of the sound effect event that matches the action name of the skeletal action from the event names of at least one sound effect event stored in the sound effect file corresponding to the skeletal file, thereby obtaining the connection and matching result between the skeletal action and the sound effect event.

[0056] The matching module is also used to: based on the action name of the skeletal action, traverse the event names of at least one sound effect event stored in the sound effect file corresponding to the skeletal file; if the event name contains an action name, determine that the event name matches the skeletal action, and obtain the connection matching result between the skeletal action and the sound effect event.

[0057] The matching module is also used to: obtain the skeleton file and the action name of at least one skeleton action stored in the skeleton file according to the storage path of the skeleton file in the configuration information; and obtain the sound effect file and the event name of at least one sound effect event stored in the sound effect file according to the storage path of the sound effect file in the configuration information.

[0058] The above-mentioned hook matching results also include the file name of the sound effect file where the sound effect event is stored.

[0059] The aforementioned device also includes a modification module for: deleting or modifying the action name of the skeletal motion and the event name of the sound effect event matching the skeletal motion if the action name in the event name of the sound effect event matching the skeletal motion is different from the action name of the skeletal motion.

[0060] The file names of the aforementioned sound effect files include the following information in sequence: Project Name, First-level Category, Character Batch, Character Type, and Character Name.

[0061] The event names of the aforementioned sound effect events include the following information in order: playback behavior, character type, character name, action name, and action description.

[0062] The game sound effect processing device provided in this embodiment has the same technical features as the game sound effect processing method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.

[0063] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the sound effect processing method of the aforementioned game. This electronic device can be a server or a terminal device.

[0064] See Figure 6 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the sound effect processing method of the game described above.

[0065] Furthermore, Figure 6 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0066] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 6 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0067] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0068] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the sound effect processing method of the aforementioned game:

[0069] Obtain preset configuration information; the configuration information includes the correspondence between skeleton files and sound effect files; wherein, the skeleton file stores at least one skeleton action, and the sound effect file stores at least one sound effect event; according to the configuration information, determine the sound effect event that matches the skeleton action from the at least one sound effect event stored in the sound effect file corresponding to the skeleton file, and obtain the hooking matching result between the skeleton action and the sound effect event; based on the hooking matching result, hook the sound effect event that matches the skeleton action onto the skeleton action so that the sound effect event is triggered when the skeleton action is played.

[0070] The above-mentioned method, based on configuration information, determines the sound effect event that matches the skeletal action from at least one sound effect event stored in the sound effect file corresponding to the skeletal file, and obtains the connection matching result between the skeletal action and the sound effect event. This includes: obtaining the action name of at least one skeletal action stored in the skeletal file and the event name of at least one sound effect event stored in the sound effect file corresponding to the skeletal file from the configuration information; and determining the event name of the sound effect event that matches the action name of the skeletal action from the event names of at least one sound effect event stored in the sound effect file corresponding to the skeletal file, based on the action name of the skeletal action, and obtaining the connection matching result between the skeletal action and the sound effect event.

[0071] The above-mentioned method, based on the action name of the skeletal action, determines the event name of the sound effect event that matches the action name of the skeletal action from the event names of at least one sound effect event stored in the sound effect file corresponding to the skeletal file, and obtains the matching result between the skeletal action and the sound effect event. This includes: based on the action name of the skeletal action, traversing the event names of at least one sound effect event stored in the sound effect file corresponding to the skeletal file; if an action name exists in the event name, determining that the event name matches the skeletal action, and obtaining the matching result between the skeletal action and the sound effect event.

[0072] The above-mentioned method of obtaining the action name of at least one skeletal action stored in the skeletal file and the event name of at least one sound effect event stored in the corresponding sound effect file according to the configuration information includes: obtaining the skeletal file and the action name of at least one skeletal action stored in the skeletal file according to the storage path of the skeletal file in the configuration information; and obtaining the sound effect file and the event name of at least one sound effect event stored in the sound effect file according to the storage path of the sound effect file in the configuration information.

[0073] The above-mentioned hook matching results also include the file name of the sound effect file where the sound effect event is stored.

[0074] Based on the matching results, before attaching the sound effect event that matches the skeletal action to the skeletal action, the above method further includes: if the action name in the event name of the sound effect event that matches the skeletal action is different from the action name of the skeletal action, deleting or modifying the action name of the skeletal action and the event name of the sound effect event that matches the skeletal action.

[0075] The file names of the aforementioned sound effect files include the following information in sequence: Project Name, First-level Category, Character Batch, Character Type, and Character Name.

[0076] The event names of the aforementioned sound effect events include the following information in order: playback behavior, character type, character name, action name, and action description.

[0077] In this method, the sound effect events that need to be attached to each skeletal movement are matched in advance by the preset configuration information to obtain the attachment matching result. Based on the attachment matching result, the corresponding sound effect events are attached to the skeletal movement, realizing the batch attachment operation, avoiding manual attachment operation, simplifying the operation process and improving work efficiency.

[0078] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the sound effect processing method of the above-mentioned game.

[0079] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the sound effect processing method of the aforementioned game:

[0080] Obtain preset configuration information; the configuration information includes the correspondence between skeleton files and sound effect files; wherein, the skeleton file stores at least one skeleton action, and the sound effect file stores at least one sound effect event; according to the configuration information, determine the sound effect event that matches the skeleton action from the at least one sound effect event stored in the sound effect file corresponding to the skeleton file, and obtain the hooking matching result between the skeleton action and the sound effect event; based on the hooking matching result, hook the sound effect event that matches the skeleton action onto the skeleton action so that the sound effect event is triggered when the skeleton action is played.

[0081] The above-mentioned method, based on configuration information, determines the sound effect event that matches the skeletal action from at least one sound effect event stored in the sound effect file corresponding to the skeletal file, and obtains the connection matching result between the skeletal action and the sound effect event. This includes: obtaining the action name of at least one skeletal action stored in the skeletal file and the event name of at least one sound effect event stored in the sound effect file corresponding to the skeletal file from the configuration information; and determining the event name of the sound effect event that matches the action name of the skeletal action from the event names of at least one sound effect event stored in the sound effect file corresponding to the skeletal file, based on the action name of the skeletal action, and obtaining the connection matching result between the skeletal action and the sound effect event.

[0082] The above-mentioned method, based on the action name of the skeletal action, determines the event name of the sound effect event that matches the action name of the skeletal action from the event names of at least one sound effect event stored in the sound effect file corresponding to the skeletal file, and obtains the matching result between the skeletal action and the sound effect event. This includes: based on the action name of the skeletal action, traversing the event names of at least one sound effect event stored in the sound effect file corresponding to the skeletal file; if an action name exists in the event name, determining that the event name matches the skeletal action, and obtaining the matching result between the skeletal action and the sound effect event.

[0083] The above-mentioned method of obtaining the action name of at least one skeletal action stored in the skeletal file and the event name of at least one sound effect event stored in the corresponding sound effect file according to the configuration information includes: obtaining the skeletal file and the action name of at least one skeletal action stored in the skeletal file according to the storage path of the skeletal file in the configuration information; and obtaining the sound effect file and the event name of at least one sound effect event stored in the sound effect file according to the storage path of the sound effect file in the configuration information.

[0084] The above-mentioned hook matching results also include the file name of the sound effect file where the sound effect event is stored.

[0085] Based on the matching results, before attaching the sound effect event that matches the skeletal action to the skeletal action, the above method further includes: if the action name in the event name of the sound effect event that matches the skeletal action is different from the action name of the skeletal action, deleting or modifying the action name of the skeletal action and the event name of the sound effect event that matches the skeletal action.

[0086] The file names of the aforementioned sound effect files include the following information in sequence: Project Name, First-level Category, Character Batch, Character Type, and Character Name.

[0087] The event names of the aforementioned sound effect events include the following information in order: playback behavior, character type, character name, action name, and action description.

[0088] In this method, the sound effect events that need to be attached to each skeletal movement are matched in advance by the preset configuration information to obtain the attachment matching result. Based on the attachment matching result, the corresponding sound effect events are attached to the skeletal movement, realizing the batch attachment operation, avoiding manual attachment operation, simplifying the operation process and improving work efficiency.

[0089] The computer program product of the game sound effect processing method, apparatus and system provided in this disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0090] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0091] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.

[0092] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0093] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0094] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A method for processing sound effects in a game, characterized in that, The method includes: Obtain preset configuration information; the configuration information includes the correspondence between skeleton files and sound effect files; wherein, the skeleton file stores at least one skeleton motion, and the sound effect file stores at least one sound effect event; Based on the configuration information, obtain the action name of at least one skeletal action stored in the skeletal file and the event name of at least one sound effect event stored in the sound effect file corresponding to the skeletal file; Based on the action name of the skeletal action, iterate through the event names of at least one sound effect event stored in the sound effect file corresponding to the skeletal file. If the action name exists in the event name, determine that the event name matches the skeletal action, and obtain the connection matching result between the skeletal action and the sound effect event. Based on the matching result, a sound effect event that matches the skeletal motion is attached to the skeletal motion so that the sound effect event is triggered when the skeletal motion is played.

2. The method according to claim 1, characterized in that, Based on the configuration information, the action names of at least one skeletal action stored in the skeletal file and the event names of at least one sound effect event stored in the corresponding sound effect file of the skeletal file are obtained, including: Based on the storage path of the skeleton file in the configuration information, obtain the skeleton file and the action name of at least one skeleton action stored in the skeleton file; Based on the storage path of the sound effect file in the configuration information, obtain the sound effect file and the event name of at least one sound effect event stored in the sound effect file.

3. The method according to claim 1, characterized in that, The matching result also includes the file name of the sound effect file where the sound effect event is stored.

4. The method according to claim 1, characterized in that, Based on the attachment matching result, before attaching the skeletal motion to the sound effect event that matches the skeletal motion, the method further includes: If the action name in the event name of the sound effect event that matches the skeletal motion is different from the action name of the skeletal motion, delete or modify the action name of the skeletal motion and the event name of the sound effect event that matches the skeletal motion.

5. The method according to claim 1, characterized in that, The filename of the sound effect file includes the following information in sequence: Project Name, First-level Category, Role Batch, Role Type, Role Name.

6. The method according to claim 1, characterized in that, The event name of the sound effect event includes the following information in sequence: playback behavior, character type, character name, action name, and action description.

7. A sound effect processing device for a game, characterized in that, The device includes: The acquisition module is used to acquire preset configuration information; the configuration information includes the correspondence between skeleton files and sound effect files; wherein, the skeleton file stores at least one skeleton action, and the sound effect file stores at least one sound effect event; The matching module is used to obtain, according to the configuration information, the action name of at least one skeletal action stored in the skeletal file and the event name of at least one sound effect event stored in the sound effect file corresponding to the skeletal file; according to the action name of the skeletal action, iterate through the event names of at least one sound effect event stored in the sound effect file corresponding to the skeletal file; if the action name exists in the event name, determine that the event name matches the skeletal action, and obtain the attachment matching result between the skeletal action and the sound effect event; The attachment module is used to attach a sound effect event that matches the skeletal motion to the skeletal motion based on the attachment matching result, so as to trigger the sound effect event when the skeletal motion is played.

8. An electronic device, characterized in that, The device includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the sound effect processing method for the game as described in any one of claims 1-6.

9. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the sound effect processing method for the game as described in any one of claims 1-6.

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