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

CN117379788BActive Publication Date: 2026-11-03NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311324305.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-10-12
Publication Date
2026-11-03
Estimated Expiration
2043-10-12

AI Technical Summary

Technical Problem

In existing technologies, the playback effects of interactive music in games are limited and the production costs of music resources are high.

Method used

By responding to music resource unlocking events in the game scene, the currently unlocked music resource is determined and mixed with the already unlocked music resources for playback, and music resources played on different instruments are overlaid for playback.

Benefits of technology

It enhances the diversity of music playback effects and reduces music production costs.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure provides a music interaction method and device in a game, a storage medium and an electronic device, and relates to the technical field of computers. The music interaction in the game comprises: in response to the occurrence of a music resource unlocking event in a game scene, determining a current unlocked music resource; and mixing and playing the current unlocked music resource and the unlocked music resources in the game scene. The present disclosure continuously superimposes new music resources for mixing and playing, thereby not only reducing the cost of music production, but also improving the diversity of music playing effect.
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Description

Technical Field

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

[0002] In game development, interactive music is designed to enhance the player's interactive experience, so that the music played in the game scene changes with the player's behavior.

[0003] In related technologies, music content related to music props is usually played independently in the form of complete tracks through the interaction between players and music props. The playback effect is relatively simple. In addition, when there are many types or quantities of music props, or when there are a large number of permutations and combinations of player-music prop interactions, a large number of different 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 music interaction in games, a device for music interaction in games, a computer-readable storage medium, and an electronic device, thereby overcoming, to at least a certain extent, the problems of monotonous music playback 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 interaction method in a game is provided, the method comprising: in response to the occurrence of a music resource unlocking event in a game scene, determining a currently unlocked music resource; and mixing and playing the currently unlocked music resource and the unlocked music resources in the game scene.

[0008] According to a second aspect of this disclosure, a music interaction device for a game is provided, the device comprising: an unlock resource determination module, configured to determine a currently unlocked music resource in response to a music resource unlocking event occurring in a game scene; and a music mixing playback module, configured to mix and play the currently unlocked music resource and the unlocked music resources in the game scene.

[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 interaction 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 interaction method in the above-described game and its possible implementations.

[0011] In the music interaction process described above, in response to the occurrence of a music resource unlocking event in the game scene, the currently unlocked music resource is determined; the currently unlocked music resource and the previously unlocked music resources in the game scene are then mixed and played. This disclosure, by superimposing the currently unlocked music resource on top of the previously unlocked music resources for mixed playback, eliminates the need for recording multiple music with different playback effects, thus creating diverse playback effects. This not only enhances the diversity of music playback effects but also reduces music production costs.

[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 one of the exemplary embodiments of this disclosure of a music interaction method in a game is shown;

[0015] Figure 2 This diagram illustrates a flowchart of one exemplary embodiment of the present disclosure for determining a currently unlocked music resource;

[0016] Figure 3 A flowchart illustrating one of the exemplary embodiments of this disclosure is shown, illustrating music interaction via level unlocking;

[0017] Figure 4 A flowchart illustrating one exemplary embodiment of the present disclosure of music interaction via element collection is shown.

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

[0019] Figure 6An electronic device is shown as one of the exemplary embodiments of this disclosure for implementing the music interaction 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, music content related to music props is played independently in the form of complete tracks. The playback effect is relatively simple, and a large number of different music resources need to be produced in advance for use, which increases the production cost.

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

[0025] In one embodiment of this disclosure, the music interaction method in the game can run on a local terminal device or a server. When the music interaction 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 execution of the game's music interaction methods 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 interaction method in a game, as shown in the embodiments below. Figure 1 As shown, the specific steps may include S110 to S120:

[0029] Step S110: In response to the occurrence of a music resource unlocking event in the game scene, determine the currently unlocked music resource;

[0030] Step S120: Mix and play the currently unlocked music resources and the unlocked music resources in the game scene.

[0031] In the music interaction process of the above game, by superimposing the currently unlocked music resources on the already unlocked music resources for mixed playback, a variety of playback effects can be formed without recording multiple music with different playback effects. This not only improves the diversity of music playback effects, but also reduces music production costs.

[0032] The following is about Figure 1 Each step is explained in detail.

[0033] In step S110, in response to the occurrence of a music resource unlocking event in the game scene, the currently unlocked music resource is determined.

[0034] 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.

[0035] The music resource unlocking event refers to a game event that occurs within the game scene and unlocks new music resources. Optionally, this music resource unlocking event can be triggered based on the player's game actions within the game scene. Optionally, this music resource unlocking event can also be triggered based on the player's game progress.

[0036] The currently unlocked music resource can be a pre-recorded music resource for a specific part of the music, or it can be determined from the previously unlocked music resources.

[0037] In one alternative implementation, the above-mentioned response to the occurrence of a music resource unlocking event in the game scene determines the currently unlocked music resource, specifically through methods such as... Figure 2 To achieve this, follow the steps shown:

[0038] Step S210: In response to the occurrence of a music resource unlocking event in the game scene, determine the event type corresponding to the music resource unlocking event;

[0039] Step S220: Determine the currently unlocked music resource based on the event type corresponding to the music resource unlocking event.

[0040] Figure 2 The steps shown in the diagram, by determining the unlocking resources based on the event type corresponding to the music resource unlocking event, can not only improve the game's adaptability to a certain extent to meet the music interaction needs of different types of games, but also enrich the types of music-related interactions in the game to enhance the player's gaming experience.

[0041] Specifically, in step S210, in response to the occurrence of a music resource unlocking event in the game scene, the event type corresponding to the music resource unlocking event is determined.

[0042] Among them, the event types corresponding to music resource unlocking events may include, but are not limited to, level unlocking game events, element collection events, and other types.

[0043] Specifically, in response to the occurrence of a music resource unlocking event in the game scene, the event type of the music resource unlocking event can be determined, and different processing can be performed according to the event type.

[0044] Specifically, in step S220, the music resource to be unlocked is determined based on the event type corresponding to the music resource unlocking event.

[0045] The currently unlocked music resource refers to the music resource to be unlocked. This can be selected from multiple locked music resources in a specific order, or randomly selected from multiple locked music resources. It should be noted that music resources cannot be played while locked; they can be played after being unlocked.

[0046] In one optional implementation, if the event type corresponding to the music resource unlocking event is a level unlocking game event, the currently unlocked music resource can be determined from multiple locked music resources based on the mapping relationship between level unlocking progress and music resources.

[0047] Among them, level-unlocking game events can include game events with multiple game levels or stages, such as upgrading game items, decrypting game item passwords, and successfully completing game missions.

[0048] Specifically, a mapping relationship can be established in advance between different level unlock progress and different music resources, so as to determine the music resources to be unlocked in a specific order.

[0049] For example, there is a mapping relationship between one-sixth of the level unlock progress and the music resource corresponding to the piano part; two-sixths of the level unlock progress and the music resource corresponding to the violin part; three-sixths of the level unlock progress and the music resource corresponding to the flute part, and so on. If the level unlock progress corresponding to the current level unlock game event reaches three-sixths, then the music resource corresponding to the flute part can be used as the currently unlocked music resource.

[0050] In one optional implementation, if the event type corresponding to the music resource unlocking event is an element collection game event, then the music resource corresponding to the currently collected element is taken as the currently unlocked music resource.

[0051] Among these, element collection-related game events can include, for example, music fragment element collection, virtual instrument element collection, and other game events related to player collection behavior. For instance, virtual instrument elements or music fragment elements that can be collected by players can be scattered throughout the game scene, such as piano instrument elements, flute instrument elements, etc. Players can collect virtual instrument elements or music fragment elements in the game scene through their terminal devices, thereby triggering element collection-related game events.

[0052] Specifically, a mapping relationship can be established in advance between different game elements and different music resources, so that the music resources to be unlocked can be determined according to the collection order of the elements.

[0053] For example, if a player collects a flute instrument element in the game scene, the music resource corresponding to the flute instrument element (i.e., the music resource corresponding to the flute part) can be used as the currently unlocked music resource.

[0054] After confirming the currently unlocked music resource, you can continue with the following steps.

[0055] In step S120, the currently unlocked music resources and the unlocked music resources in the game scene are played together.

[0056] It should be noted that, in order to ensure the harmony of the performance, the different music resources in this disclosure can be music resources corresponding to different parts of the same music.

[0057] Optionally, different music resources can be music resources obtained by playing the same music on different instruments. Specifically, different instruments can be used to play different parts of the music to obtain different music resources, which can ensure the harmony of the music during mixed playback to a certain extent.

[0058] In one alternative implementation, the game scene includes a non-player character corresponding to the unlocked music resource, and the non-player character corresponding to the unlocked music resource holds a virtual instrument that matches the unlocked music resource. After determining the currently unlocked music resource, the following steps can also be performed: generate a non-player character corresponding to the currently unlocked music resource in the game scene, and the non-player character corresponding to the currently unlocked music resource holds a virtual instrument that matches the currently unlocked music resource.

[0059] Among them, unlocked music resources refer to music resources that have been unlocked and are in a playable or currently playing state.

[0060] Among them, non-player characters refer to character objects that can enrich the game scene and game content.

[0061] Non-player characters with different backstories can be pre-created. A mapping relationship is established between these characters and virtual musical instruments, and further mappings are established between the virtual instruments and the audio resources obtained by playing them on their corresponding real-world instruments. In this scenario, after determining the currently unlocked music resource, the target non-player character can be identified based on the corresponding real-world instrument. This allows the target non-player character to hold the virtual instrument corresponding to the real-world instrument and display it in the game scene. Since each non-player character has a unique backstories, identifying a target non-player character that matches the currently unlocked audio can enhance the game's immersive experience to some extent.

[0062] Specifically, non-player characters corresponding to unlocked music resources can be in the game scene and possess a virtual musical instrument that matches the unlocked music resource. For example, if the unlocked music resources include music resources corresponding to the piano part and music resources corresponding to the violin part, the game scene can display a non-player character sitting in front of a piano and a non-player character holding a violin.

[0063] Specifically, after identifying the currently unlocked music resource, a non-player character holding a virtual instrument matching the currently unlocked music resource can be generated in the game scene. For example, if the identified currently unlocked music resource corresponds to the flute section, a non-player character holding a flute can be added to the game scene.

[0064] In the above steps, by displaying non-player characters holding corresponding virtual instruments in the game scene, players can more intuitively identify the instrumental components used in the currently playing music content, while providing players with an immersive gaming experience.

[0065] In one alternative implementation, during the mixed playback process, the following steps may also be performed: controlling the non-player character corresponding to the currently unlocked music resource to perform a performance using a virtual instrument that matches the currently unlocked music resource, and controlling the non-player character corresponding to the unlocked music resource to perform a performance using a virtual instrument that matches the unlocked music resource.

[0066] By controlling the non-player characters corresponding to currently unlocked music resources and those corresponding to previously unlocked music resources to perform performances, the immersive music experience for game players can be enhanced to some extent.

[0067] Optionally, if it is determined that the currently unlocked music resource is already in playback mode after the current unlocked music resource is unlocked, the start time of the current unlocked music resource can be determined according to the playback progress of the unlocked music resource; the current unlocked music resource can be played from the start time, so that the playback progress of the current unlocked music resource and the unlocked music resource are the same, thereby ensuring the coordination of the mixed playback effect.

[0068] Optional, such as Figure 3 As shown, a flowchart for music interaction through level unlocking is provided, which may include the following steps:

[0069] Step S301: In response to the occurrence of a level unlocking game event in the game scene, determine the currently unlocked music resource from multiple locked music resources based on the mapping relationship between level unlocking progress and music resources;

[0070] Step S302: Display a non-player character holding a virtual instrument matching the unlocked music resource in the game scene; generate a non-player character holding a virtual instrument matching the currently unlocked music resource in the game scene.

[0071] Step S303: Control the non-player character corresponding to the currently unlocked music resource to perform a performance using the virtual instrument that matches the currently unlocked music resource, and control the non-player character corresponding to the unlocked music resource to perform a performance using the virtual instrument that matches the unlocked music resource.

[0072] Taking a virtual tree that can grow within the game scene as an example, players can water the virtual tree by controlling the consumption of virtual water droplets. After acquiring virtual water droplets, the virtual tree can change its growth state, becoming larger and larger. When the virtual tree's growth progress reaches the point where music resources can be unlocked—that is, when a level-unlocking game event occurs—the currently unlocked audio resource is determined. A non-player character matching the currently unlocked audio resource is added to the game scene to perform and play the unlocked music resource. As the virtual tree's growth progresses, more and more non-player characters will join the performance, resulting in a mixed playback of multiple music resources to correspond to the respective game stages.

[0073] Optional, such as Figure 4 As shown, a flowchart for music interaction through element collection is provided, which may include the following steps:

[0074] Step S401: In response to the occurrence of an element collection game event in the game scene, the music resource corresponding to the currently collected element is used as the currently unlocked music resource;

[0075] Step S402: Display a non-player character holding a virtual instrument matching the unlocked music resource in the game scene; generate a non-player character holding a virtual instrument matching the currently unlocked music resource in the game scene.

[0076] Step S403: Control the non-player character corresponding to the currently unlocked music resource to perform a performance using the virtual instrument that matches the currently unlocked music resource, and control the non-player character corresponding to the unlocked music resource to perform a performance using the virtual instrument that matches the unlocked music resource.

[0077] Optionally, during execution Figure 1 Before the steps shown, the target music can be pre-divided into multiple parts according to the game requirements, and each part can be played by a single instrument, thus obtaining music resources corresponding to multiple parts of the target music. For example, it can be divided into parts such as piano, violin, flute, and organ.

[0078] After obtaining the music resources corresponding to the multiple voice parts of the target music, these resources can be linked to level progress or collectible elements in the game scene. This allows you to determine which music resources to unlock based on the current level progress or the current collectible elements. Furthermore, to achieve an immersive performance experience, music resources can be linked to non-player characters based on their backstory, providing players with a richer emotional experience.

[0079] Furthermore, after obtaining the music resources corresponding to the multiple vocal parts of the target music, the interactive effect of mixed playback can be achieved through the encapsulation of the audio engine.

[0080] Taking the Fmod Designer game audio engine as an example, after determining the currently unlocked music resource, it can be encapsulated together with previously unlocked music resources to achieve a mixed playback effect. Optionally, after encapsulating the currently unlocked and previously unlocked music resources together, adjustments and parameter settings can be applied to the encapsulated audio resources, such as volume adjustment, reverb adjustment, and pitch adjustment, to improve the mixed playback effect. It should be noted that Fmod Designer is a game audio engine that can import audio and set relevant parameters and rules, and finally trigger the audio playback according to the rules designed in the engine through programmatic triggering in the game.

[0081] Figure 5 A music interaction device 500 in a game is shown in an exemplary embodiment of this disclosure, such as... Figure 5 As shown, the music interaction device 500 in the game may include:

[0082] The resource unlocking determination module 510 is used to determine the currently unlocked music resource in response to the occurrence of a music resource unlocking event in the game scene.

[0083] The music mixing and playback module 520 is used to mix and play currently unlocked music resources and unlocked music resources in the game scene.

[0084] In an optional implementation, based on the aforementioned scheme, the unlock resource determination module 510 includes: an event type determination module, used to determine the event type corresponding to the music resource unlock event in response to the occurrence of a music resource unlock event in the game scene; and a resource unlock module, used to determine the currently unlocked music resource based on the event type corresponding to the music resource unlock event.

[0085] In an optional implementation, based on the aforementioned scheme, the resource unlocking module can be configured to: if the event type corresponding to the music resource unlocking event is a level unlocking game event, then determine the currently unlocked music resource from multiple unlocked music resources according to the mapping relationship between level unlocking progress and music resources.

[0086] In an optional implementation, based on the aforementioned scheme, the resource unlocking module can also be configured to: if the event type corresponding to the music resource unlocking event is an element collection game event, then the music resource corresponding to the currently collected element will be used as the currently unlocked music resource.

[0087] In one alternative implementation, based on the aforementioned scheme, different music resources are music resources obtained by playing the same music using different instruments.

[0088] In one optional implementation, based on the aforementioned scheme, the game scene includes a non-player character corresponding to the unlocked music resource, and the non-player character corresponding to the unlocked music resource holds a virtual instrument that matches the unlocked music resource. After determining the currently unlocked music resource, the music interaction device 500 in the game further includes: a non-player character display module, used to generate a non-player character corresponding to the currently unlocked music resource in the game scene, and the non-player character corresponding to the currently unlocked music resource holds a virtual instrument that matches the currently unlocked music resource.

[0089] In an optional implementation, based on the aforementioned scheme, during the mixed playback process, the music interaction device 500 in the game further includes: a non-player character control module, used to control the non-player character corresponding to the currently unlocked music resource to perform a performance using a virtual instrument that matches the currently unlocked music resource, and to control the non-player character corresponding to the unlocked music resource to perform a performance using a virtual instrument that matches the unlocked music resource.

[0090] The specific details of each module in the music interaction 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.

[0091] Exemplary embodiments of this disclosure also provide a computer-readable storage medium storing a program product capable of implementing the music interaction 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 the various exemplary embodiments of this disclosure.

[0092] Specifically, a program product stored on a computer-readable storage medium enables an electronic device to perform the following steps:

[0093] In response to the occurrence of a music resource unlocking event in the game scene, determine the currently unlocked music resource;

[0094] Mix and play currently unlocked music resources with music resources already unlocked in the game scene.

[0095] In an optional implementation, based on the aforementioned scheme, the electronic device can determine the currently unlocked music resource in response to the occurrence of a music resource unlocking event in the game scene by the following steps: determining the event type corresponding to the music resource unlocking event in response to the occurrence of a music resource unlocking event in the game scene; and determining the currently unlocked music resource based on the event type corresponding to the music resource unlocking event.

[0096] In an optional implementation, based on the aforementioned scheme, the electronic device can determine the currently unlocked music resource based on the event type corresponding to the music resource unlocking event through the following steps: if the event type corresponding to the music resource unlocking event is a level unlocking game event, then the currently unlocked music resource is determined from multiple unlocked music resources according to the mapping relationship between level unlocking progress and music resources.

[0097] In an optional implementation, based on the aforementioned scheme, the electronic device can determine the currently unlocked music resource based on the event type corresponding to the music resource unlocking event through the following steps: if the event type corresponding to the music resource unlocking event is an element collection game event, then the music resource corresponding to the currently collected element is taken as the currently unlocked music resource.

[0098] In one alternative implementation, based on the aforementioned scheme, different music resources are music resources obtained by playing the same music using different instruments.

[0099] In one optional implementation, based on the aforementioned scheme, the game scene includes a non-player character corresponding to the unlocked music resource. This non-player character holds a virtual instrument matching the unlocked music resource. After determining the currently unlocked music resource, the electronic device can further perform the following steps: generating a non-player character corresponding to the currently unlocked music resource in the game scene, where the non-player character holds a virtual instrument matching the currently unlocked music resource.

[0100] In an optional implementation, based on the aforementioned scheme, during the mixed playback process, the electronic device may further perform the following steps: controlling the non-player character corresponding to the currently unlocked music resource to perform a performance using a virtual instrument that matches the currently unlocked music resource, and controlling the non-player character corresponding to the unlocked music resource to perform a performance using a virtual instrument that matches the unlocked music resource.

[0101] In the music interaction process of the above game, by superimposing the currently unlocked music resources on the already unlocked music resources for mixed playback, a variety of playback effects can be formed without recording multiple music with different playback effects. This not only improves the diversity of music playback effects, but also reduces music production costs.

[0102] 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.

[0103] 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.

[0104] 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.

[0105] 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.

[0106] 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).

[0107] Exemplary embodiments of this disclosure also provide an electronic device capable of implementing the music interaction 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 6 The 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.

[0108] 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.

[0109] 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.

[0110] Specifically, the processing unit 610 may perform the following steps:

[0111] In response to the occurrence of a music resource unlocking event in the game scene, determine the currently unlocked music resource;

[0112] Mix and play currently unlocked music resources with music resources already unlocked in the game scene.

[0113] In an optional implementation, based on the aforementioned scheme, the processing unit 610 determines the currently unlocked music resource in response to the occurrence of a music resource unlocking event in the game scene through the following steps: in response to the occurrence of a music resource unlocking event in the game scene, determining the event type corresponding to the music resource unlocking event; and determining the currently unlocked music resource based on the event type corresponding to the music resource unlocking event.

[0114] In an optional implementation, based on the aforementioned scheme, the processing unit 610 determines the currently unlocked music resource based on the event type corresponding to the music resource unlocking event through the following steps: if the event type corresponding to the music resource unlocking event is a level unlocking game event, then the currently unlocked music resource is determined from multiple unlocked music resources according to the mapping relationship between level unlocking progress and music resources.

[0115] In an optional implementation, based on the aforementioned scheme, the processing unit 610 determines the currently unlocked music resource based on the event type corresponding to the music resource unlocking event through the following steps: if the event type corresponding to the music resource unlocking event is an element collection game event, then the music resource corresponding to the currently collected element is taken as the currently unlocked music resource.

[0116] In one alternative implementation, based on the aforementioned scheme, different music resources are music resources obtained by playing the same music using different instruments.

[0117] In an optional implementation, based on the aforementioned scheme, the game scene includes a non-player character corresponding to the unlocked music resource. This non-player character holds a virtual instrument that matches the unlocked music resource. After determining the currently unlocked music resource, the processing unit 610 can further perform the following steps: generating a non-player character corresponding to the currently unlocked music resource in the game scene, where the non-player character holds a virtual instrument that matches the currently unlocked music resource.

[0118] In an optional implementation, based on the aforementioned scheme, during the mixed playback process, the processing unit 610 may further perform the following steps: controlling the non-player character corresponding to the currently unlocked music resource to perform a performance using a virtual instrument that matches the currently unlocked music resource, and controlling the non-player character corresponding to the unlocked music resource to perform a performance using a virtual instrument that matches the unlocked music resource.

[0119] In the music interaction process of the above game, by superimposing the currently unlocked music resources on the already unlocked music resources for mixed playback, a variety of playback effects can be formed without recording multiple music with different playback effects. This not only improves the diversity of music playback effects, but also reduces music production costs.

[0120] 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.

[0121] 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.

[0122] 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.

[0123] 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.

[0124] 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.

[0125] 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.

[0126] 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.

[0127] 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.

[0128] 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 music interaction in a game, characterized in that, The method includes: In response to the occurrence of a music resource unlocking event in the game scene, the currently unlocked music resource is determined; the game scene includes a non-player character corresponding to the unlocked music resource, and the non-player character corresponding to the unlocked music resource holds a virtual instrument that matches the unlocked music resource; In the game scene, a non-player character corresponding to the currently unlocked music resource is generated, and the non-player character corresponding to the currently unlocked music resource holds a virtual instrument that matches the currently unlocked music resource; The currently unlocked music resource and the unlocked music resources in the game scene are played together. During the mixed playback, the non-player character corresponding to the currently unlocked music resource is controlled to perform a performance using a virtual instrument that matches the currently unlocked music resource. The non-player character corresponding to the unlocked music resource is also controlled to perform a performance using a virtual instrument that matches the unlocked music resource.

2. The method according to claim 1, characterized in that, The process of determining the currently unlocked music resource in response to a music resource unlocking event in the game scene includes: In response to the occurrence of a music resource unlocking event in the game scene, determine the event type corresponding to the music resource unlocking event; Based on the event type corresponding to the music resource unlocking event, determine the music resource currently being unlocked.

3. The method according to claim 2, characterized in that, The process of determining the currently unlocked music resource based on the event type corresponding to the music resource unlocking event includes: If the event type corresponding to the music resource unlocking event is a level unlocking game event, then the currently unlocked music resource is determined from multiple locked music resources based on the mapping relationship between level unlocking progress and music resources.

4. The method according to claim 2, characterized in that, The process of determining the currently unlocked music resource based on the event type corresponding to the music resource unlocking event includes: If the music resource unlocking event corresponds to an element collection game event, then the music resource corresponding to the currently collected element will be used as the currently unlocked music resource.

5. The method according to claim 1, characterized in that, Different music resources are music resources obtained by playing the same music on different instruments.

6. A music interaction device for games, characterized in that, The device includes: The unlock resource determination module is used to determine the currently unlocked music resource in response to the occurrence of a music resource unlocking event in the game scene; the game scene includes a non-player character corresponding to the unlocked music resource, and the non-player character corresponding to the unlocked music resource holds a virtual instrument that matches the unlocked music resource; A non-player character display module is used to generate a non-player character corresponding to the currently unlocked music resource in the game scene. The non-player character corresponding to the currently unlocked music resource holds a virtual instrument that matches the currently unlocked music resource. The music mixing and playback module is used to mix and play the currently unlocked music resources and the unlocked music resources in the game scene. During the mixing and playback process, the non-player character corresponding to the currently unlocked music resource is controlled to perform a performance using a virtual instrument that matches the currently unlocked music resource, and the non-player character corresponding to the unlocked music resource is controlled to perform a performance using a virtual instrument that matches the unlocked music resource.

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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