Music control method and device in game, readable storage medium and electronic equipment

CN117379787BActive Publication Date: 2026-09-15NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311323202.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-10-12
Publication Date
2026-09-15
Estimated Expiration
2043-10-12

AI Technical Summary

Benefits of technology

[0011] In the music control process of the aforementioned game, the system responds to interactive events triggered by scene components in the game scene, and obtains the attribute values ​​of the scene components under various preset attribute types. Based on the attribute values ​​of the scene components under various preset attribute types, the system determines the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type. Based on the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type, the associated music resources of each preset attribute type are played in a mixed manner. This disclosure controls the playback of music resources through the attribute values ​​of scene components, achieving a large number of musical auditory effects with a small amount of music resources. This not only enhances the diversity of musical auditory effects but also reduces the production cost of music resources. Furthermore, this disclosure obtains relevant attribute data in real time by responding to interactive events triggered by scene components in the game scene, and uses the obtained relevant attribute data to control the auditory feel of the music to provide feedback to the player's interactive behavior. Players can feel the dynamic changes in the music in real time, resulting in strong immediacy.

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Abstract

The present disclosure provides a music control method and device in a game, a storage medium and an electronic device, and relates to the technical field of computers. The music control in the game comprises: in response to an interaction event triggering a scene component in a game scene, obtaining attribute values of the scene component under each preset attribute type; based on the attribute values of the scene component under each preset attribute type, determining a play control parameter value corresponding to an associated music resource of each preset attribute type; and based on the play control parameter value corresponding to the associated music resource of each preset attribute type, mixing and playing the associated music resource of each preset attribute type. The present disclosure controls the play of the music resource through the attribute values of the scene component, not only enhances the diversity of the auditory effect of the music, but also reduces the production cost of the music resource, and has strong instantaneity.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and in particular to a music control method, a music control device, a computer-readable storage medium, and an electronic device in a game. Background Technology

[0002] In some game scenarios, the music playback content may change due to interactions with scene components within the game environment.

[0003] In related technologies, multiple different audio resources are typically directly bound to different scene components, and the music resource bound to that component is played directly when the player interacts with the scene component. The auditory effect produced by this method is relatively simple, and when there are many scene components or types, or when there are a large number of permutations and combinations of player interactions with scene components, a large number of music resources need to be produced for use, resulting in high production costs.

[0004] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0005] This disclosure provides a method for controlling music in a game, a device for controlling music in a game, a computer-readable storage medium, and an electronic device, thereby overcoming, to at least a certain extent, the problems of monotonous music auditory effects and high production costs of music resources in related technologies.

[0006] Other features and advantages of this disclosure will become apparent from the following detailed description, or may be learned in part from practice of this disclosure.

[0007] According to a first aspect of this disclosure, a music control method for a game is provided, the method comprising: responding to an interaction event that triggers an interaction event of a scene component in a game scene, and obtaining attribute values ​​of the scene component under each preset attribute type; determining playback control parameter values ​​corresponding to associated music resources of each preset attribute type based on the attribute values ​​of the scene component under each preset attribute type; and mixing and playing the associated music resources of each preset attribute type based on the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type.

[0008] According to a second aspect of this disclosure, a music control device for a game is provided, the device comprising: an attribute value acquisition module, configured to respond to an interaction event that triggers a scene component in a game scene and acquire the attribute values ​​of the scene component under each preset attribute type; a playback parameter determination module, configured to determine playback control parameter values ​​corresponding to associated music resources of each preset attribute type based on the attribute values ​​of the scene component under each preset attribute type; and a music mixing playback module, configured to mix and play the associated music resources of each preset attribute type based on the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type.

[0009] According to a third aspect of this disclosure, a computer-readable storage medium is provided, on which a computer program is stored, which, when executed by a processor, implements the music control method in the above-described game and its possible implementations.

[0010] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: one or more processors; and a storage device for storing one or more programs, which, when executed by the one or more processors, cause the one or more processors to implement the music control method in the above-described game and its possible implementations.

[0011] In the music control process of the aforementioned game, the system responds to interactive events triggered by scene components in the game scene, and obtains the attribute values ​​of the scene components under various preset attribute types. Based on the attribute values ​​of the scene components under various preset attribute types, the system determines the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type. Based on the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type, the associated music resources of each preset attribute type are played in a mixed manner. This disclosure controls the playback of music resources through the attribute values ​​of scene components, achieving a large number of musical auditory effects with a small amount of music resources. This not only enhances the diversity of musical auditory effects but also reduces the production cost of music resources. Furthermore, this disclosure obtains relevant attribute data in real time by responding to interactive events triggered by scene components in the game scene, and uses the obtained relevant attribute data to control the auditory feel of the music to provide feedback to the player's interactive behavior. Players can feel the dynamic changes in the music in real time, resulting in strong immediacy.

[0012] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0013] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.

[0014] Figure 1 A flowchart illustrating a music control method in a game according to one of the exemplary embodiments of this disclosure is shown;

[0015] Figure 2 This diagram illustrates a flowchart of one of the exemplary embodiments of the present disclosure for obtaining the attribute values ​​of scene components under various preset attribute types;

[0016] Figure 3 This diagram illustrates a flowchart of one exemplary embodiment of adjusting music playback effects according to the present disclosure;

[0017] Figure 4 This diagram illustrates a flowchart of one exemplary embodiment of audio resource mixing playback according to the present disclosure;

[0018] Figure 5 This diagram illustrates a structural block diagram of a music control device in a game, one of the exemplary embodiments of this disclosure.

[0019] Figure 6 An electronic device is shown as one of the exemplary embodiments of this disclosure for implementing the music control method in the above-described game. Detailed Implementation

[0020] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of the specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.

[0021] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.

[0022] In this article, "first," "second," etc., are labels for specific objects, rather than limiting the number or order of objects.

[0023] In related technologies, multiple different audio resources are usually directly bound to different scene components, and the music resources bound to the component are played directly when the player interacts with the scene component. The resulting auditory effect is relatively simple and the production cost is high.

[0024] In view of one or more of the above-mentioned problems, exemplary embodiments of this disclosure provide a music control method, a music control device, a computer-readable storage medium, and an electronic device for games.

[0025] In one embodiment of this disclosure, the music control method in the game can run on a local terminal device or a server. When the music control method in the game runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.

[0026] In one alternative implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and operation of the music control methods in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the control is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0027] In one alternative implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0028] This disclosure provides a flowchart illustrating a music control method in a game, as shown in the embodiments below. Figure 1 As shown, the specific steps may include S110 to S130:

[0029] Step S110: Respond to the interaction events triggered by scene components in the game scene, and obtain the attribute values ​​of scene components under each preset attribute type;

[0030] Step S120: Based on the attribute values ​​of the scene components under each preset attribute type, determine the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type;

[0031] Step S130: Based on the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type, the associated music resources of each preset attribute type are played in a mixed manner.

[0032] In the music control process described above, the playback of music resources is controlled by the attribute values ​​of scene components. This allows for a large number of auditory effects with a relatively small amount of music resources, enhancing the diversity of auditory effects and reducing the production cost of music resources. Furthermore, by responding to interactive events triggered by scene components in the game scene, relevant attribute data is acquired in real time. This acquired attribute data is then used to control the sound quality of the music to provide feedback to the player's interactive behavior. Players can experience the dynamic changes in the music in real time, resulting in a high degree of immediacy.

[0033] The following is about Figure 1 Each step is explained in detail.

[0034] In step S110, the interaction event of the scene component in the game scene is triggered, and the attribute value of the scene component under each preset attribute type is obtained.

[0035] The game scene can be a simulation of the real world, a semi-simulated and semi-fictional 3D scene, or a purely fictional 3D scene. This disclosure does not impose any specific limitations on this.

[0036] Scene components refer to virtual objects that can be deployed in game scenes and interacted with by players, such as living room furniture scene components, dance hall prop scene components, display case exhibit scene components, etc. This disclosure does not make specific limitations on them.

[0037] Among them, the interaction events of scene components in the game scene can be the interaction events triggered by the game player interacting with the scene components in the game scene through the terminal device.

[0038] Optionally, triggering an interaction event for a scene component in the game scene can be achieved by the game character controlled by the terminal device entering the interactive range of the scene component, or by the game screen switching to the interactive range of the scene component. Taking the living room furniture scene component as an example, when the game character controlled by the terminal device enters the interactive range of the living room furniture scene component, the interaction event of the living room furniture scene component is triggered. It should be noted that in this case, the interactive range of the scene component in the game scene can be pre-set to trigger the interaction event.

[0039] Optionally, the interactive events that trigger scene components in the game scene can also be the touch events of the game character controlled by the terminal device on the scene components. Taking the display case exhibit scene component as an example, the game character controlled by the terminal device touches the display case component, triggering the interactive event of the display case exhibit scene component.

[0040] The preset attribute types refer to pre-defined attribute types, such as courage, resilience, happiness, tranquility, mystery, coldness, passion, and fear. This disclosure does not impose specific limitations on these attributes. Different music resources can be pre-associated with each preset attribute type to enrich the music playback experience while enabling music interaction.

[0041] Optionally, a scene component can contain multiple scene sub-components, which can be added from a scene sub-component library. For example, a living room furniture scene component can contain scene sub-components such as a table, chair, and sofa.

[0042] In one optional implementation, the above-mentioned acquisition of the attribute values ​​of the scene component under each preset attribute type, such as... Figure 2 As shown, this can be achieved through the following steps:

[0043] Step S210: Obtain the attribute values ​​of each scene sub-component in the scene component under each preset attribute type;

[0044] Step S220: Based on the attribute values ​​of each scene sub-component in the scene component under each preset attribute type, determine the attribute values ​​of the scene component under each preset attribute type.

[0045] Specifically, different attribute values ​​can be pre-set for each scene sub-component in the scene sub-component library for each preset attribute type. Then, by querying the attribute values ​​of each scene sub-component in the scene component under each preset attribute type, the attribute value of the scene component under each preset attribute type can be determined.

[0046] Optionally, the attribute values ​​of each scene sub-component under each preset attribute type can be added together according to the attribute type to obtain the attribute value of the scene component under each preset attribute type.

[0047] By associating the attribute values ​​of a scene component with its contained scene sub-components, the controllability of the scene component's attribute values ​​is enhanced. When the scene component contains different scene sub-components, the resulting scene component will have different attribute values ​​under various preset attribute types. In this case, not only can richer music effects be obtained, but no additional music resources are required.

[0048] After obtaining the attribute values ​​of the scene components under each preset attribute type, you can continue to execute the following steps S120.

[0049] In step S120, based on the attribute values ​​of the scene components under each preset attribute type, the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type are determined.

[0050] There can be a corresponding association between the preset attribute types and the music resources.

[0051] It should be noted that, in order to ensure harmonious performance, the different musical resources in this disclosure can be musical resources corresponding to different parts of the same piece of music. Specifically, different instruments can be used to perform different parts of the music.

[0052] Among them, the associated music resources of each preset attribute type can be music resources obtained by playing the same music with different instruments, which can ensure the continuity and coordination of the music during mixed playback to a certain extent.

[0053] Here, playback control parameters refer to parameters that can control the playback effect of music resources. For example, playback control parameter values ​​may include, but are not limited to, one or more of the following: volume control parameter values, reverb control parameter values, and audio frequency saturation control parameters.

[0054] Specifically, the attribute values ​​of scene components under each preset attribute type may have a certain mapping relationship with the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type. Optionally, the attribute values ​​of scene components under each preset attribute type are proportional to the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type.

[0055] For example, taking playback control parameters as volume control parameters, the attribute values ​​of scene components under each preset attribute type can be mapped through mapping relationships to obtain the volume control parameter values ​​of the audio resources associated with the corresponding attribute type, so as to control the music through the attribute values ​​of scene components.

[0056] After determining the playback control parameters, step S130 can be executed.

[0057] In step S130, the associated music resources of each preset attribute type are played in a mixed manner based on the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type.

[0058] For example, taking the playback control parameter as the volume control parameter, the larger the volume control parameter corresponding to the associated music resource of a certain preset attribute type, the louder the playback sound of the associated music resource of that preset attribute type. If the preset attribute types include preset attribute type 1, preset attribute type 2, and preset attribute type 3, where the associated music resource of preset attribute type 1 is recorded using a piano; the associated music resource of preset attribute type 2 is recorded using a harp; and the associated music resource of preset attribute type 3 is recorded using a violin, if the volume control parameter corresponding to the associated music resource of preset attribute type 1 is 0, the volume control parameter corresponding to the associated music resource of preset attribute type 2 is 5, and the volume control parameter corresponding to the associated music resource of preset attribute type 3 is 10, then the player can hear music played by a harp and a violin.

[0059] Specifically, after obtaining the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type, the associated music resources of each preset attribute type can be preprocessed through a preprocessing container to configure parameters and so as to adjust the playback effect of the music resources.

[0060] Optionally, associated music resources of each preset attribute type can be set to loop playback to further enhance the continuity of music playback.

[0061] It should be noted that, when playing mixed music, in order to ensure the consistency of the playback effect, the associated music resources can be aligned and then played synchronously.

[0062] Optionally, during step S130, the playback effect of the mixed music can be adjusted based on a preset total playback control parameter value to ensure that the final playback effect remains within a reasonable and effective range acceptable to the player. This preset total playback control parameter can be configured according to the player's settings.

[0063] In one alternative implementation, such as Figure 3 As shown, you can also adjust the music playback effect through the following steps:

[0064] Step S310: In response to changes in the scene sub-components contained in the scene component, adjust the playback control parameter values ​​corresponding to the associated audio resources of each preset attribute type.

[0065] Step S320: Based on the adjusted playback control parameter values ​​corresponding to the associated audio resources of each preset attribute type, control the associated music resources of each preset attribute type to be played in a mixed manner.

[0066] Optionally, players can add or delete scene sub-components within the scene component using their terminal device, thereby changing the scene sub-components contained in the scene component. Taking the living room furniture scene component as an example, players can add scene sub-components such as tables and chairs to the living room game scene using their terminal device, thus changing the scene sub-components contained in the living room furniture scene component and enabling interaction between the player and the scene component.

[0067] By modifying the scene sub-components within the scene component, the music playback effect can be flexibly adjusted, allowing the music playback effect to change in real time when the player interacts with the scene component, thus enhancing the player's auditory experience to some extent.

[0068] In one optional implementation, the above-mentioned adjustment of playback control parameter values ​​corresponding to associated audio resources of each preset attribute type in response to changes in scene sub-components contained in the scene component can be achieved through the following steps: in response to changes in scene sub-components contained in the scene component, determine the updated scene sub-components in the scene component; obtain the attribute values ​​of the updated scene sub-components under each preset attribute type, and determine the updated attribute values ​​of the scene component under each preset attribute type based on the updated attribute values ​​of the scene sub-components under each preset attribute type; and adjust the playback control parameter values ​​corresponding to associated audio resources of each preset attribute type based on the updated attribute values ​​of the scene component under each preset attribute type.

[0069] Specifically, when the scene sub-components contained in the scene component change, the corresponding playback control parameters can be adjusted by updating the updated attribute values ​​of the scene component under each preset attribute type, so as to achieve real-time updates of the playback control parameters, thereby producing a variety of playback effects and enhancing the player's auditory experience.

[0070] like Figure 4 The diagram illustrates a process for mixed playback of audio resources, which may include the following steps:

[0071] Step S401: Respond to the interactive events that trigger scene components in the game scene, and obtain the attribute values ​​of each scene sub-component in the scene component under each preset attribute type;

[0072] Step S402: Based on the attribute values ​​of each scene sub-component in the scene component under each preset attribute type, determine the attribute values ​​of the scene component under each preset attribute type;

[0073] Step S403: Based on the attribute values ​​of the scene components under each preset attribute type, determine the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type;

[0074] Step S404: Based on the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type, the associated music resources of each preset attribute type are played in a mixed manner.

[0075] Step S405: In response to a change in the scene sub-components contained in the scene component, determine the updated scene sub-components in the scene component;

[0076] Step S406: Obtain the updated attribute values ​​of the scene sub-components under each preset attribute type, and determine the updated attribute values ​​of the scene component under each preset attribute type based on the updated attribute values ​​of the scene sub-components under each preset attribute type.

[0077] Step S407: Based on the updated attribute values ​​of the scene components under each preset attribute type, adjust the playback control parameter values ​​corresponding to the associated audio resources of each preset attribute type.

[0078] Step S408: Adjust the mixed playback state based on the adjusted playback control parameter values ​​corresponding to the associated audio resources of each preset attribute type.

[0079] Optionally, during execution Figure 1 Before the steps shown, the scene music can be divided into several parts according to the number of preset attribute types, so that the number of attribute types is the same as the number of parts. Then, different instruments are used to play and record different parts to obtain the associated music resources of each preset attribute type.

[0080] For example, if the preset attribute types include eight types: courage, resilience, happiness, tranquility, mystery, coldness, heat, and fear, the scene music can be divided into eight instrumental parts: organ, piano, music box, violin, flute, harp, harpsichord, and synthesizer. Music can then be recorded using these instruments to obtain associated music resources for the preset attribute types. It should be noted that this division of instrumental parts is merely an example; in actual applications, the division can be tailored to specific game scenarios. This disclosure does not impose any specific limitations on this.

[0081] Furthermore, to enable real-time interaction between players and scene components to influence music effects, pre-recorded music resources of various preset attribute types can be imported into the audio engine. A new multi-track recording event can be created, aligning the music resources of each preset attribute type within the same multi-track event, allowing multiple music resources to play synchronously. Then, a separate layer can be created for each preset attribute type's music resource within the multi-track recording event, and a playback control parameter can be created for each layer, allowing each playback control parameter to control the corresponding music resource. Optionally, the naming of the playback control parameter can correspond to the layer's name for easy identification. For example, if the layer corresponds to music resources played on a piano, the layer can be named "piano," and the playback control parameter set for the layer can be named "param_piano." It should be noted that the naming method for the playback control parameter described here is merely illustrative; in practical applications, developers can use different naming methods for the playback control parameters according to actual needs, and this disclosure does not impose specific limitations on this.

[0082] Because there is a correspondence between playback control parameters and preset attribute types, changes in attribute values ​​can be used to control audio resources. By splitting music into its parts, the burden of game music production is reduced. In terms of presentation, since the music produced before the initial splitting is a complete piece, and each split's resulting music resource can smoothly transition under parameter control, the music maintains auditory integrity and continuity during playback, avoiding any sense of disjointedness and ensuring a high level of auditory quality.

[0083] Figure 5 A music control device 500 in a game is shown in an exemplary embodiment of this disclosure, such as... Figure 5 As shown, the music control device 500 in the game may include:

[0084] The attribute value acquisition module 510 is used to respond to interactive events that trigger scene components in the game scene and acquire the attribute values ​​of scene components under various preset attribute types.

[0085] The playback parameter determination module 520 is used to determine the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type based on the attribute values ​​of the scene components under each preset attribute type.

[0086] The music mixing playback module 530 is used to mix and play associated music resources of various preset attribute types based on the playback control parameter values ​​corresponding to the associated music resources of various preset attribute types.

[0087] In one optional implementation, based on the aforementioned scheme, the attribute values ​​of the scene components under each preset attribute type are proportional to the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type.

[0088] In an optional implementation, based on the aforementioned scheme, the scene component includes multiple scene sub-components; the attribute value acquisition module 510 can be configured to: acquire the attribute values ​​of each scene sub-component in the scene component under each preset attribute type; and determine the attribute values ​​of the scene component under each preset attribute type based on the attribute values ​​of each scene sub-component in the scene component under each preset attribute type.

[0089] In an optional implementation, based on the foregoing scheme, the music control device 500 in the game may further include: a playback parameter adjustment module, used to adjust the playback control parameter values ​​corresponding to the associated audio resources of each preset attribute type in response to changes in the scene sub-components included in the scene component; and a music dynamic control module, used to control the associated music resources of each preset attribute type to be played in a mixed manner based on the adjusted playback control parameter values ​​corresponding to the associated audio resources of each preset attribute type.

[0090] In an optional implementation, based on the aforementioned scheme, the playback parameter adjustment module can be configured to: in response to a change in the scene sub-components contained in the scene component, determine the updated scene sub-components in the scene component; obtain the attribute values ​​of the updated scene sub-components under each preset attribute type, and based on the attribute values ​​of the updated scene sub-components under each preset attribute type, determine the updated attribute values ​​of the scene component under each preset attribute type; and adjust the playback control parameter values ​​corresponding to the associated audio resources of each preset attribute type based on the updated attribute values ​​of the scene component under each preset attribute type.

[0091] In one alternative implementation, based on the foregoing scheme, the playback control parameter values ​​may include one or more of the following: volume control parameter values, reverberation control parameter values, and audio band saturation control parameters.

[0092] In one alternative implementation, based on the aforementioned scheme, the associated music resources of each of the preset attribute types are music resources obtained by playing the same music with different instruments.

[0093] The specific details of each module in the music control device 500 in the above game have been described in detail in the method section of the implementation method. For any undisclosed details, please refer to the implementation method section of the implementation method, and therefore will not be repeated here.

[0094] Exemplary embodiments of this disclosure also provide a computer-readable storage medium storing a program product capable of implementing the music control method in the game described above. In some possible embodiments, various aspects of this disclosure may also be implemented as a program product including program code that, when the program product is run on an electronic device, causes the electronic device to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure.

[0095] Specifically, a program product stored on a computer-readable storage medium enables an electronic device to perform the following steps:

[0096] Respond to interactive events triggered by scene components in the game scene, and obtain the attribute values ​​of scene components under various preset attribute types;

[0097] Based on the attribute values ​​of scene components under each preset attribute type, determine the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type;

[0098] Based on the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type, the associated music resources of each preset attribute type are played in a mixed manner.

[0099] In one optional implementation, based on the aforementioned scheme, the attribute values ​​of the scene components under each preset attribute type are proportional to the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type.

[0100] In an optional implementation, based on the aforementioned scheme, the scene component may include multiple scene sub-components; the electronic device may obtain the attribute values ​​of the scene component under each preset attribute type by the following steps: obtaining the attribute values ​​of each scene sub-component in the scene component under each preset attribute type; and determining the attribute values ​​of the scene component under each preset attribute type based on the attribute values ​​of each scene sub-component in the scene component under each preset attribute type.

[0101] In an optional implementation, based on the foregoing scheme, the electronic device may further perform the following steps: in response to a change in the scene sub-components included in the scene component, adjust the playback control parameter values ​​corresponding to the associated audio resources of each preset attribute type; and control the associated music resources of each preset attribute type to be played in a mixed manner based on the adjusted playback control parameter values ​​corresponding to the associated audio resources of each preset attribute type.

[0102] In an optional implementation, based on the aforementioned scheme, the electronic device adjusts the playback control parameter values ​​corresponding to the associated audio resources of each preset attribute type in response to changes in the scene sub-components included in the scene component. This can be achieved through the following steps: in response to changes in the scene sub-components included in the scene component, determining the updated scene sub-components in the scene component; obtaining the attribute values ​​of the updated scene sub-components under each preset attribute type, and determining the updated attribute values ​​of the scene component under each preset attribute type based on the updated attribute values ​​of the scene sub-components under each preset attribute type; and adjusting the playback control parameter values ​​corresponding to the associated audio resources of each preset attribute type based on the updated attribute values ​​of the scene component under each preset attribute type.

[0103] In one alternative implementation, based on the foregoing scheme, the playback control parameter values ​​may include one or more of the following: volume control parameter values, reverberation control parameter values, and audio band saturation control parameters.

[0104] In one alternative implementation, based on the aforementioned scheme, the associated music resources of each preset attribute type are music resources obtained by playing the same music using different instruments.

[0105] In the music control process described above, the playback of music resources is controlled by the attribute values ​​of scene components. This allows for a large number of auditory effects with a relatively small amount of music resources, enhancing the diversity of auditory effects and reducing the production cost of music resources. Furthermore, by responding to interactive events triggered by scene components in the game scene, relevant attribute data is acquired in real time. This acquired attribute data is then used to control the sound quality of the music to provide feedback to the player's interactive behavior. Players can experience the dynamic changes in the music in real time, resulting in a high degree of immediacy.

[0106] The program product may be a portable compact disc read-only memory (CD-ROM) and include program code, and may run on an electronic device, such as a personal computer. However, the program product disclosed herein is not limited thereto. In this document, the readable storage medium may be any tangible medium that contains or stores a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.

[0107] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0108] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.

[0109] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF (Radio Frequency), etc., or any suitable combination thereof.

[0110] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java and C++, and conventional procedural programming languages ​​such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing devices can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0111] Exemplary embodiments of this disclosure also provide an electronic device capable of implementing the music control method in the above-described game. Referring below... Figure 6 To describe an electronic device 600 according to such an exemplary embodiment of the present disclosure. Figure 6The electronic device 600 shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments disclosed herein.

[0112] like Figure 6 As shown, the electronic device 600 can be represented as a general-purpose computing device. The components of the electronic device 600 may include, but are not limited to: at least one processing unit 610, at least one storage unit 620, a bus 630 connecting different system components (including storage unit 620 and processing unit 610), and a display unit 640.

[0113] The storage unit 620 stores program code that can be executed by the processing unit 610, causing the processing unit 610 to perform the steps described in the "Exemplary Methods" section above according to various exemplary embodiments of this disclosure.

[0114] Specifically, the processing unit 610 may perform the following steps:

[0115] Respond to interactive events triggered by scene components in the game scene, and obtain the attribute values ​​of scene components under various preset attribute types;

[0116] Based on the attribute values ​​of scene components under each preset attribute type, determine the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type;

[0117] Based on the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type, the associated music resources of each preset attribute type are played in a mixed manner.

[0118] In one optional implementation, based on the aforementioned scheme, the attribute values ​​of the scene components under each preset attribute type are proportional to the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type.

[0119] In an optional implementation, based on the aforementioned scheme, the scene component may include multiple scene sub-components; the processing unit 610 may obtain the attribute values ​​of the scene component under each preset attribute type by the following steps: obtaining the attribute values ​​of each scene sub-component in the scene component under each preset attribute type; and determining the attribute values ​​of the scene component under each preset attribute type based on the attribute values ​​of each scene sub-component in the scene component under each preset attribute type.

[0120] In an optional implementation, based on the foregoing scheme, the processing unit 610 may further perform the following steps: in response to a change in the scene sub-components included in the scene component, adjust the playback control parameter values ​​corresponding to the associated audio resources of each preset attribute type; based on the adjusted playback control parameter values ​​corresponding to the associated audio resources of each preset attribute type, control the associated music resources of each preset attribute type to be played in a mixed manner.

[0121] In an optional implementation, based on the aforementioned scheme, the processing unit 610 adjusts the playback control parameter values ​​corresponding to the associated audio resources of each preset attribute type in response to changes in the scene sub-components included in the scene component. This can be achieved through the following steps: in response to changes in the scene sub-components included in the scene component, determining the updated scene sub-components in the scene component; obtaining the attribute values ​​of the updated scene sub-components under each preset attribute type, and determining the updated attribute values ​​of the scene component under each preset attribute type based on the updated attribute values ​​of the scene sub-components under each preset attribute type; and adjusting the playback control parameter values ​​corresponding to the associated audio resources of each preset attribute type based on the updated attribute values ​​of the scene component under each preset attribute type.

[0122] In one alternative implementation, based on the foregoing scheme, the playback control parameter values ​​may include one or more of the following: volume control parameter values, reverberation control parameter values, and audio band saturation control parameters.

[0123] In one alternative implementation, based on the aforementioned scheme, the associated music resources of each preset attribute type are music resources obtained by playing the same music using different instruments.

[0124] In the music control process described above, the playback of music resources is controlled by the attribute values ​​of scene components. This allows for a large number of auditory effects with a relatively small amount of music resources, enhancing the diversity of auditory effects and reducing the production cost of music resources. Furthermore, by responding to interactive events triggered by scene components in the game scene, relevant attribute data is acquired in real time. This acquired attribute data is then used to control the sound quality of the music to provide feedback to the player's interactive behavior. Players can experience the dynamic changes in the music in real time, resulting in a high degree of immediacy.

[0125] Storage unit 620 may include readable media in the form of volatile storage units, such as random access memory (RAM) 621 and / or cache memory 622, and may further include read-only memory (ROM) 623.

[0126] Storage unit 620 may also include a program / utility 624 having a set (at least one) of program modules 625, including but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of these examples may include an implementation of a network environment.

[0127] Bus 630 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.

[0128] Electronic device 600 can also communicate with one or more external devices 700 (e.g., keyboard, pointing device, Bluetooth device, etc.), and with one or more devices that enable a user to interact with the electronic device 600, and / or with any device that enables the electronic device 600 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 650. Furthermore, electronic device 600 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 660. Figure 6 As shown, network adapter 660 communicates with other modules of electronic device 600 via bus 630. It should be understood that, although... Figure 6 As not shown in the diagram, other hardware and / or software modules may be used in conjunction with the electronic device 600, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.

[0129] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the method according to the exemplary embodiments of this disclosure.

[0130] Furthermore, the above figures are merely illustrative representations of the processes included in the methods according to exemplary embodiments of this disclosure, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.

[0131] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0132] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

[0133] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is limited only by the appended claims.

Claims

1. A method for controlling music in a game, characterized in that, The method includes: Respond to interactive events that trigger scene components in the game scene, and obtain the attribute values ​​of the scene components under each preset attribute type; Based on the attribute values ​​of the scene components under each preset attribute type, the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type are determined; the associated music resources of each preset attribute type are music resources obtained by playing the same music with different instruments. Based on the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type, the associated music resources of each preset attribute type are played in a mixed manner. The scene component includes multiple scene sub-components, and obtaining the attribute values ​​of the scene component under each preset attribute type includes: Obtain the attribute values ​​of each scene sub-component in the scene component under each preset attribute type; Based on the attribute values ​​of each scene sub-component in the scene component under each preset attribute type, the attribute values ​​of the scene component under each preset attribute type are determined.

2. The method according to claim 1, characterized in that, The attribute values ​​of the scene components under each preset attribute type are proportional to the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type.

3. The method according to claim 1, characterized in that, The method further includes: In response to changes in the scene sub-components included in the scene component, the playback control parameter values ​​corresponding to the associated audio resources of each preset attribute type are adjusted; Based on the adjusted playback control parameter values ​​corresponding to the associated audio resources of each preset attribute type, the associated music resources of each preset attribute type are controlled to be played in a mixed manner.

4. The method according to claim 3, characterized in that, The adjustment of playback control parameter values ​​corresponding to the associated audio resources of each preset attribute type in response to changes in the scene sub-components included: In response to a change in the scene sub-components contained in the scene component, the updated scene sub-components in the scene component are determined; Obtain the updated attribute values ​​of the scene sub-components under each preset attribute type, and determine the updated attribute values ​​of the scene component under each preset attribute type based on the updated attribute values ​​of the scene sub-components under each preset attribute type. Based on the updated attribute values ​​of the scene components under each preset attribute type, the playback control parameter values ​​corresponding to the associated audio resources of each preset attribute type are adjusted.

5. The method according to claim 1, characterized in that, The playback control parameter values ​​include one or more of the following: volume control parameter values, reverberation control parameter values, and audio band saturation control parameters.

6. A music control device for a game, characterized in that, The device includes: The attribute value acquisition module is used to respond to interactive events that trigger scene components in the game scene and acquire the attribute values ​​of the scene components under each preset attribute type. The playback parameter determination module is used to determine the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type based on the attribute values ​​of the scene component under each preset attribute type; the associated music resources of each preset attribute type are music resources obtained by playing the same music with different instruments. The music mixing and playback module is used to mix and play the associated music resources of each preset attribute type based on the playback control parameter values ​​corresponding to the associated music resources of each preset attribute type. The scene component includes multiple scene sub-components, and obtaining the attribute values ​​of the scene component under each preset attribute type includes: Obtain the attribute values ​​of each scene sub-component in the scene component under each preset attribute type; Based on the attribute values ​​of each scene sub-component in the scene component under each preset attribute type, the attribute values ​​of the scene component under each preset attribute type are determined.

7. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method described in any one of claims 1 to 5.

8. An electronic device, characterized in that, include: One or more processors; A storage device for storing one or more programs, which, when executed by one or more processors, cause the one or more processors to implement the method as described in any one of claims 1 to 5.

Citation Information

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