Sound effect control methods, devices, storage media and electronic devices in game scenes

CN117531201BActive Publication Date: 2026-09-01NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
CN202311508771.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-11-13
Publication Date
2026-09-01
Estimated Expiration
2043-11-13

AI Technical Summary

Technical Problem

[0005]本公开提供了一种游戏场景中的音效控制方法、游戏场景中的音效控制装置、计算机可读存储介质与电子设备,进而至少在一定程度上克服相关技术中游戏音效在表现效果上较为单一且真实性较差的问题

Benefits of technology

[0012]上述游戏场景中的音效控制过程中,响应于位于游戏场景中的第二虚拟对象触发音效播放事件,确定第二虚拟对象与第一虚拟对象之间的相对移动状态;基于第二虚拟对象与第一虚拟对象之间的相对移动状态,从候选录制音效中确定用于呈现给第一虚拟对象的目标音效。本公开中通过虚拟对象间的相对移动状态,控制游戏场景音效,相对移动状态不同时,游戏场景音效也不同,可在一定程度上提升游戏音效在表现效果上的多样性,避免游戏玩家产生听觉疲劳。另外,本公开中所呈现的目标音效与虚拟对象的具体移动状态相关,与真实世界的声音呈现方式更加贴近,可在一定程度上提升游戏音效在表现效果上的真实性,提升游戏玩家的沉浸体验。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN117531201B_ABST
    Figure CN117531201B_ABST
Patent Text Reader

Abstract

This disclosure provides a method, apparatus, storage medium, and electronic device for controlling sound effects in a game scene, relating to the field of computer technology. The method for controlling sound effects in a game scene includes: responding to a sound effect playback event triggered by a second virtual object located in the game scene, determining the relative movement state between the second virtual object and a first virtual object; and based on the relative movement state between the second virtual object and the first virtual object, determining a target sound effect to be presented to the first virtual object from candidate recorded sound effects. This disclosure controls game scene sound effects based on the relative movement state of virtual objects, which can enhance the diversity and realism of game sound effect performance.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

[0002] Game sound effects are an essential component of games, usually triggered when specific scenes occur in the game, and can ensure the audio-visual experience of gamers to a certain extent.

[0003] In related technologies, scenes need to be associated with sound effects in the material library. Scenes of the same type are associated with the same sound effect. For example, associating a scene of a car moving in a game with vehicle sound effects results in high repetition of sounds, a relatively monotonous performance, and poor personalization and realism of the game.

[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 sound effects in a game scene, a device for controlling sound effects in a game scene, a computer-readable storage medium, and an electronic device, thereby overcoming, to at least a certain extent, the problem that game sound effects in related technologies are relatively simple in terms of performance and lack realism.

[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 method for controlling sound effects in a game scene is provided, which provides a graphical user interface through a terminal device. The graphical user interface displays a game scene containing a first virtual object, the first virtual object being controlled by the terminal device. The method includes: in response to a second virtual object located in the game scene triggering a sound effect playback event, determining a relative movement state between the second virtual object and the first virtual object; and based on the relative movement state between the second virtual object and the first virtual object, determining a target sound effect to be presented to the first virtual object from candidate recorded sound effects.

[0008] According to a second aspect of this disclosure, a sound effect control device for a game scene is provided, which provides a graphical user interface through a terminal device. The graphical user interface displays a game scene containing a first virtual object, which is controlled by the terminal device. The device includes: a relative state determination module, configured to determine the relative movement state between the second virtual object and the first virtual object in response to a sound effect playback event triggered by a second virtual object located in the game scene; and a target sound effect determination module, configured to determine a target sound effect to be presented to the first virtual object from candidate recorded sound effects based on the relative movement state between the second virtual object and the first virtual object.

[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 sound effect control method in the above-described game scene and its possible implementation methods.

[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, wherein when the one or more programs are executed by the one or more processors, the one or more processors implement the sound effect control method in the above-described game scene and its possible implementation methods.

[0011] The technical solution disclosed herein has the following beneficial effects:

[0012] In the sound effect control process of the aforementioned game scenario, in response to a sound effect playback event triggered by a second virtual object located in the game scene, the relative movement state between the second virtual object and the first virtual object is determined. Based on the relative movement state between the second and first virtual objects, a target sound effect for presentation to the first virtual object is determined from candidate recorded sound effects. This disclosure controls game scene sound effects through the relative movement state between virtual objects; different relative movement states result in different game scene sound effects, which can, to a certain extent, enhance the diversity of game sound effects and prevent auditory fatigue for gamers. Furthermore, the target sound effects presented in this disclosure are related to the specific movement state of the virtual objects, making them closer to the sound presentation methods of the real world, which can, to a certain extent, enhance the realism of game sound effects and improve the immersive experience for gamers.

[0013] 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

[0014] 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.

[0015] Figure 1 A flowchart illustrating a sound effect control method in a game scene according to one of the exemplary embodiments of this disclosure;

[0016] Figure 2 A flowchart illustrating one of the exemplary embodiments of this disclosure for determining the relative movement state between a second virtual object and a first virtual object;

[0017] Figure 3 A schematic diagram illustrating one of the relative distance states in an exemplary embodiment of this disclosure;

[0018] Figure 4 This diagram illustrates a flowchart of a game sound effect playback method according to one of the exemplary embodiments of this disclosure;

[0019] Figure 5 This diagram illustrates a curve showing how the volume parameter of a candidate recorded sound effect changes with relative movement speed, according to one of the exemplary embodiments of this disclosure.

[0020] Figure 6A A schematic diagram illustrating the interface configuration of one of the candidate relative velocity states according to an exemplary embodiment of this disclosure;

[0021] Figure 6B This diagram illustrates an interface configuration for a candidate relative velocity state combined with a candidate relative distance state, according to one of the exemplary embodiments of this disclosure.

[0022] Figure 6C This diagram illustrates an interface for storing candidate recorded sound effects, one of the exemplary embodiments of this disclosure.

[0023] Figure 6D A schematic diagram of the interface of a toggle switch according to one of the exemplary embodiments of this disclosure is shown;

[0024] Figure 6E A schematic diagram of an interface for another switching switch according to an exemplary embodiment of this disclosure is shown.

[0025] Figure 6F A schematic diagram illustrating the configuration of one of the candidate relative velocity states according to an exemplary embodiment of this disclosure is shown.

[0026] Figure 6GThis diagram illustrates a configuration of one of the candidate relative distance states according to an exemplary embodiment of the present disclosure.

[0027] Figure 6H This diagram illustrates the configuration of a switching switch according to one of the exemplary embodiments of this disclosure.

[0028] Figure 6I A schematic diagram illustrating the configuration of another switching switch according to an exemplary embodiment of this disclosure is shown;

[0029] Figure 7 This diagram illustrates a structural block diagram of a sound effect control device in a game scene according to one of the exemplary embodiments of this invention.

[0030] Figure 8 This exemplary embodiment shows an electronic device for implementing the sound effect control method in the above-described game scene. Detailed Implementation

[0031] 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.

[0032] 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.

[0033] In this article, "first," "second," etc., are labels for specific objects, rather than limiting the number or order of objects.

[0034] In related technologies, associating the same type of scene with the same sound effect will result in the same sound effect appearing more frequently during the game, making the performance of the game sound effects relatively monotonous and reducing the game's personalization and realism.

[0035] In view of one or more of the above-mentioned problems, exemplary embodiments of this disclosure provide a sound effect control method, a sound effect control device, a computer-readable storage medium, and an electronic device for game scenes, which can be applied to games that can control the movement of virtual objects, such as racing games.

[0036] In one embodiment of this disclosure, the sound effect control method in the game scene can run on a local terminal device or a server. When the sound effect control method in the game scene 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 a client device.

[0037] 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's execution and the game screen presentation are separated. The storage and execution of sound effect control methods in the game scene 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 sound effect control in the game scene 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 game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0038] 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.

[0039] This disclosure provides a method for controlling sound effects in a game scene. A graphical user interface can be provided through a terminal device. The graphical user interface displays a game scene containing a first virtual object, which is controlled by the terminal device.

[0040] The terminal device can be, for example, a smartphone, tablet, laptop, or desktop computer, but is not limited to these. Furthermore, the first virtual object controlled by the terminal device can be a movable object, such as a virtual car, virtual motorcycle, or other movable virtual vehicle.

[0041] 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 it.

[0042] like Figure 1 The diagram illustrates a method for controlling sound effects in a game scene, which may include the following steps S110 to S120:

[0043] Step S110: In response to a sound effect playback event triggered by a second virtual object located in the game scene, determine the relative movement state between the second virtual object and the first virtual object;

[0044] Step S120: Based on the relative movement state between the second virtual object and the first virtual object, determine the target sound effect to be presented to the first virtual object from the candidate recorded sound effects.

[0045] In the sound effect control process of the above game scenario, the sound effects of the game scene are controlled by the relative movement state between virtual objects. The sound effects of the game scene are different when the relative movement state is different, which can improve the diversity of the game sound effects to a certain extent and avoid auditory fatigue for game players. The target sound effects presented are related to the specific movement state of the virtual objects, which is closer to the sound presentation of the real world, which can improve the realism of the game sound effects to a certain extent and enhance the immersive experience of game players.

[0046] The following is about Figure 1 Each step is explained in detail.

[0047] In step S110, in response to a sound effect playback event triggered by a second virtual object located in the game scene, the relative movement state between the second virtual object and the first virtual object is determined.

[0048] The second virtual object refers to other movable objects in the game scene besides the first virtual object, such as virtual cars, virtual motorcycles, and other movable vehicles. It should be noted that the second virtual object in this disclosure can be a game object controlled by other terminal devices, or an AI (Artificial Intelligence) virtual object controlled by the game system; this disclosure does not specifically limit it in this way.

[0049] Among them, the sound effect playback event refers to the game event that plays scene sound effects. In response to the presence of any second virtual object in the game scene triggering a sound effect playback event, the relative movement state between the second virtual object and the first virtual object can be determined.

[0050] The relative movement state is relative to the second virtual object and the first virtual object that triggered the sound effect playback event, and may include, but is not limited to, the relative distance state and the relative speed state between the two.

[0051] In one alternative implementation, the above-mentioned response to the second virtual object located in the game scene triggering a sound effect playback event can be achieved through the following steps: in response to the second virtual object located in the game scene entering a preset range centered on the first virtual object, a sound effect playback event is triggered.

[0052] The preset range can be a pre-defined range within which moving sound can be perceived. For example, the preset range can be a circular area centered on a first virtual object.

[0053] Optionally, the size of the preset range can be determined based on the object category or size of the second virtual object. For example, when the second virtual object is a large vehicle, the range of perceptible movement sound is larger, so a larger preset range can be used; when the second virtual object is a small vehicle, the range of perceptible movement sound is smaller, so a smaller preset range can be used.

[0054] Specifically, a sound effect playback event can be triggered when the distance between any second virtual object and the first virtual object in the game scene is less than a corresponding preset range.

[0055] By detecting whether a second virtual object enters a preset range centered on the first virtual object, the timing of the sound effect playback event can be determined. This allows players to hear the corresponding game sound effects when the second virtual object approaches the first virtual object, which is more in line with real-world logic and can ensure the player's immersive gaming experience to a certain extent.

[0056] In one alternative implementation, the determination of the relative movement state between the second virtual object and the first virtual object is as follows: Figure 2 As shown, this can be achieved through the following steps:

[0057] Step S210: Based on the positions of the first virtual object and the second virtual object in the game scene, determine the relative positional distance between the first virtual object and the second virtual object.

[0058] Step S220: Determine the first relative movement state from the candidate relative distance states based on the relative position distance;

[0059] Step S230: Determine the relative movement speed between the first virtual object and the second virtual object based on the movement speed of the first virtual object in the game scene and the movement speed of the second virtual object in the game scene;

[0060] Step S240: Determine a second relative movement state from the candidate relative speed states based on the relative movement speed;

[0061] Step S250: Determine the target relative movement state based on the first relative movement state and the second relative movement state.

[0062] Figure 2 The steps shown comprehensively consider the relative movement state from two dimensions: distance and speed. Relative movement states encompass various types, which can enhance the detail of sound effect selection to a certain extent and further ensure the diversity of game scene effects. It should be noted that the steps of determining the first and second relative movement states can be performed synchronously or asynchronously; this disclosure does not impose specific limitations on this.

[0063] Specifically, in step S210, the relative positional distance between the first virtual object and the second virtual object is determined based on the positions of the first virtual object and the second virtual object in the game scene.

[0064] The relative positional distance can be the straight-line distance between the first virtual object and the second virtual object.

[0065] For example, the straight-line distance between the first virtual object and the second virtual object can be calculated based on their position coordinates.

[0066] Specifically, in step S220, a first relative movement state is determined from candidate relative distance states based on the relative position distance.

[0067] The first relative movement state refers to the current relative distance state between the first virtual object and the second virtual object.

[0068] Multiple candidate relative distance states can be pre-defined based on their relative positions, so as to determine the relative distance state between the first virtual object and the second virtual object from the candidate relative distance states.

[0069] In one optional implementation, determining a first relative movement state from candidate relative distance states based on relative position distance includes: comparing the relative position distance with a first distance threshold and a second distance threshold to determine a distance comparison result, wherein the first distance threshold is less than the second distance threshold; and determining the first relative movement state from candidate relative distance states based on the distance comparison result, wherein the candidate relative distance states include three relative distance states: far, medium, and near.

[0070] The first distance threshold can be a pre-set distance boundary between the near-distance state and the medium-distance state, and the second distance threshold can be a pre-set distance boundary between the medium-distance state and the far-distance state.

[0071] For example, if the relative distance is less than a first distance threshold, the near-distance state can be taken as the first relative movement state; if the relative distance is greater than or equal to the first distance threshold and less than a second distance threshold, the medium-distance state can be taken as the first relative movement state; if the relative distance is greater than or equal to the second distance threshold, the far-distance state can be taken as the first relative movement state. By comparing distances, the current relative distance state between the first and second virtual objects can be determined, which is simple and easy to implement.

[0072] like Figure 3 As shown, a schematic diagram of a relative distance state is provided. The relative distance state between virtual object 301 and virtual object 302 can be determined by the positional distance between them.

[0073] It should be noted that the classification of candidate relative distance states into three types—far, medium, and near—is merely an illustrative example. In practical applications, candidate relative distance states can also be classified into two types—far and near—or five types—very far, relatively far, medium, relatively near, and very near. This disclosure does not impose any specific limitations on this classification.

[0074] Specifically, in step S230, the relative movement speed between the first virtual object and the second virtual object is determined based on the movement speed of the first virtual object in the game scene and the movement speed of the second virtual object in the game scene.

[0075] Optionally, the first virtual object and the second virtual object can move in the same direction. When the first virtual object and the second virtual object move in the same direction, their relative speed can be the speed difference between the first virtual object and the second virtual object.

[0076] Specifically, in step S240, a second relative movement state is determined from the candidate relative speed states based on the relative movement speed.

[0077] The second relative movement state refers to the current relative velocity state between the first virtual object and the second virtual object.

[0078] Multiple candidate relative velocity states can be pre-defined based on the relative speed, so as to determine the relative velocity state between the first virtual object and the second virtual object from the candidate relative velocity states.

[0079] In an optional implementation, the above-mentioned determination of the second relative movement state from candidate relative speed states based on relative movement speed can be achieved through the following steps: comparing the relative movement speed with a first speed threshold and a second speed threshold to determine the speed comparison result, wherein the first speed threshold is less than the second speed threshold; and determining the second relative movement state from candidate relative speed states based on the speed comparison result, wherein the candidate relative speed states include three relative speed states: fast, medium, and slow.

[0080] The first speed threshold can be a pre-set speed boundary between slow and medium speed states, and the second speed threshold can be a pre-set speed boundary between medium and fast speed states.

[0081] For example, if the relative movement speed is less than a first speed threshold, the slow speed state can be used as the second relative movement state; if the relative movement speed is greater than or equal to the first speed threshold and less than the second speed threshold, the medium speed state can be used as the second relative movement state; if the relative movement speed is greater than or equal to the second speed threshold, the fast speed state can be used as the second relative movement state. Determining the current relative speed state of the first and second virtual objects through speed comparison is simple and easy to implement.

[0082] It should be noted that the classification of candidate relative velocity states into three types—fast, medium, and slow—is merely an illustrative example. In practical applications, candidate relative velocity states can also be classified into two types—fast and slow—or five types—very fast, relatively fast, medium, relatively slow, and very slow. This disclosure does not impose any specific limitations on these classifications.

[0083] Specifically, in step S250, the target relative movement state is determined based on the first relative movement state and the second relative movement state.

[0084] Here, the target relative movement state refers to the relative movement state between the second virtual object and the first virtual object. For example, the first relative movement state and the second relative movement state can be combined to form the target relative movement state.

[0085] After determining the relative movement state between the second virtual object and the first virtual object, the following step S120 can be performed.

[0086] In step S120, a target sound effect for presenting to the first virtual object is determined from the candidate recorded sound effects based on the relative movement state between the second virtual object and the first virtual object.

[0087] Candidate recorded sound effects refer to the sounds produced by objects moving within a game scene. These can be obtained by capturing various sound elements generated when objects pass by quickly. Taking racing games as an example, sounds produced by vehicles during movement (such as engine exhaust, tire friction, and air friction) can be pre-recorded to obtain candidate recorded sound effects.

[0088] Optionally, candidate recorded sound effects include: sound effects recorded under different relative movement states. Specifically, corresponding sound effects can be recorded for different candidate relative distance states and different candidate relative speed states to obtain candidate recorded sound effects.

[0089] For example, a candidate sound effect can be recorded at close range and slow speed, at close range and medium speed, at close range and fast speed, at medium range and slow speed, at medium range and medium speed, at medium range and fast speed, at long range and slow speed, at long range and medium speed, and at long range and fast speed. Optionally, the recorded candidate sound effects can be stored according to their relative movement state for easy management.

[0090] In addition, since the sound effects of movement at close and medium distances are quite similar when driving at low speeds, it is possible to record a sound effect at close and slow speeds, as well as at medium and slow speeds, for resource reuse.

[0091] Optionally, candidate recorded sound effects include: sound effects recorded using different types of recording formats under different relative movement conditions.

[0092] For example, the recording format may include, but is not limited to, XY stereo recording format, MS stereo recording format, ORTF stereo recording format, etc. The specific recording format to be used can be selected according to the characteristics of the game scene, and this disclosure does not make specific limitations in this regard.

[0093] The XY stereo recording format uses two cardioid microphones at a 90° angle. One microphone is used to record the left channel, and the other is used to record the right channel. There is no phase difference between the two microphones, which can capture a wide sound field and clear sound.

[0094] The MS stereo recording format uses two microphones: a cardioid microphone and a figure-eight microphone. The cardioid microphone records the center information of the sound, while the figure-eight microphone records the left and right width information, capturing a more three-dimensional sound field. After recording, the MS stereo recording can be converted into left and right channel signals through mixing and decoding for playback and processing.

[0095] The ORTF stereo recording format uses two cardioid microphones, 17cm apart, with an angle of 110 degrees, which can better reproduce the depth and spatial sense of the sound, making it suitable for recording in outdoor scenes.

[0096] In one optional implementation, the target sound effect to be presented to the first virtual object is determined from the candidate recorded sound effects based on the relative movement state between the second virtual object and the first virtual object. This can be achieved through the following steps: the target sound effect to be presented to the first virtual object is determined from the candidate recorded sound effects based on the relative movement state between the second virtual object and the first virtual object and the target game scene type; wherein, a mapping relationship is pre-established between the target game scene type and the recording format.

[0097] The target game scene type refers to the scene type corresponding to the game scene where the first virtual object and the second virtual object are located, such as: wilderness scene, tunnel scene, valley scene, etc.

[0098] Based on the target game scene type, the sound effects that best match the game scene of the first and second virtual objects can be selected from the candidate recorded sound effects, which can improve the sound effect compatibility to a certain extent.

[0099] In one alternative implementation, before determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects, the method further includes: editing the candidate recorded sound effects so that the candidate recorded sound effects reach a peak at a preset time point.

[0100] For example, editing can be performed using a DAW (Digital Audio Workstation). Optionally, during editing, the peaks of the sound effects can be aligned, for example, the peak can be aligned to the 5th second, making the 5th second the moment when the sound effect is most intense.

[0101] When determining the target sound effect from the candidate recorded sound effects, the sound effect that matches the first relative movement state and the second relative movement state can be selected as the target sound effect. After determining the target sound effect, the terminal device controlling the first virtual object can play the target sound effect to present the target sound effect to the first virtual object.

[0102] In one alternative implementation, after determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects, the following steps may also be performed: controlling the target sound effect to play so that the peak of the target sound effect is triggered when the second virtual object passes through the center of the first virtual object.

[0103] When the second virtual object passes through the midpoint of the first virtual object, the target sound effect can be controlled to reach its peak, at which point the impact of the target sound effect is stronger.

[0104] For example, taking the first virtual object and the second virtual object as vehicles, the target sound effect can be controlled to reach its peak when the front of the second virtual object reaches the center of the first virtual object.

[0105] In one alternative implementation, before determining the target audio effect to be presented to the first virtual object from the candidate recorded audio effects, the following steps may be performed to preprocess the candidate recorded audio effects: separating the signals of each audio channel of the candidate recorded audio effects through audio decoding processing.

[0106] Taking the XY stereo recording format as an example, the signals of the left and right channels can be separated to obtain the signals of the left and right channels.

[0107] Taking MS stereo recording format as an example, the signals of the cardioid microphone channel and the figure-eight microphone channel can be separated to obtain the signals of the cardioid microphone channel and the figure-eight microphone channel.

[0108] Taking the ORTF stereo recording format as an example, the signals of the left and right channels can be separated to obtain the signals of the left and right channels.

[0109] The audio channels of the candidate recorded sound effects are separated to facilitate subsequent parameter adjustments for each audio channel, thereby achieving diversity in the performance of game sound effects.

[0110] In one alternative implementation, after determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects, the following steps can be performed to control the performance of the target sound effect: determining the relative positional relationship between the first virtual object and the second virtual object based on the position of the first virtual object in the game scene and the position of the second virtual object in the game scene; and determining the configuration parameters corresponding to each audio channel of the target sound effect based on the relative positional relationship, wherein the configuration parameters are used to control the playback effect of the target sound effect.

[0111] The relative positional relationship can be, for example, the second virtual object being in front of the first virtual object, the second virtual object being behind the first virtual object, the second virtual object being to the left of the first virtual object, or the second virtual object being to the right of the first virtual object.

[0112] Taking XY stereo recording or ORTF stereo recording as an example, the volume balance of the left and right channels can be adjusted according to their relative positions to achieve audio localization. Increasing the volume of the left channel will tilt the audio to the left, and increasing the volume of the right channel will tilt the audio to the right.

[0113] Taking MS stereo recording as an example, the volume balance of the cardioid microphone channel and the figure-eight microphone channel can be adjusted according to their relative positions to achieve audio localization. Specifically, the volume of the cardioid microphone channel can control the auditory impact when the second virtual object passes by the first virtual object; the higher the volume, the stronger the impact. Similarly, the volume of the figure-eight microphone channel can control the sound performance of the second virtual object approaching or moving away from the first virtual object; increasing its volume creates a wider sense of space, while decreasing it makes the audio more focused.

[0114] By configuring the sound effect parameters according to the positional relationship between the second virtual object and the first virtual object, different sound effects can be simulated when the second virtual object drives towards the first virtual object from a distance, passes by the first virtual object, and drives away from the first virtual object. This not only enriches the performance of the game's sound effects but also enhances the realism of the game's sound effects.

[0115] like Figure 4 As shown, a flowchart for playing game sound effects is provided, which may include the following steps:

[0116] Step S401: In response to the second virtual object located in the game scene entering a preset range centered on the first virtual object, a sound effect playback event is triggered;

[0117] Step S402: Based on the positions of the first virtual object and the second virtual object in the game scene, determine the relative position distance between the first virtual object and the second virtual object; compare the relative position distance with a first distance threshold and a second distance threshold to determine the distance comparison result, wherein the first distance threshold is less than the second distance threshold; based on the distance comparison result, determine the first relative movement state from the candidate relative distance states, wherein the candidate relative distance states include three relative distance states: far, medium, and near.

[0118] Step S403: Based on the movement speed of the first virtual object and the movement speed of the second virtual object in the game scene, determine the relative movement speed between the first virtual object and the second virtual object; compare the relative movement speed with a first speed threshold and a second speed threshold to determine the speed comparison result, wherein the first speed threshold is less than the second speed threshold; and determine the second relative movement state from the candidate relative speed states according to the speed comparison result, wherein the candidate relative speed states include three relative speed states: fast, medium, and slow.

[0119] Step S404: Based on the first relative movement state and the second relative movement state, determine the target relative movement state; and based on the target relative movement state, determine the target sound effect to be presented to the first virtual object from the candidate recorded sound effects;

[0120] Step S405: Based on the positions of the first virtual object and the second virtual object in the game scene, determine the relative positional relationship between the first virtual object and the second virtual object; based on the relative positional relationship, determine the configuration parameters corresponding to each audio channel of the target sound effect, so that the terminal device controlling the first virtual object plays the target sound effect based on the configuration parameters corresponding to each audio channel of the target sound effect.

[0121] In one alternative implementation, before determining the target audio effect to be presented to the first virtual object from the candidate recorded audio effects, any one or more of the following processes can be performed on the candidate recorded audio effects: noise reduction, equalization, compression, to improve the performance of the candidate recorded audio effects.

[0122] Since the candidate audio recordings are subject to environmental interference during the recording process, such as the sounds of insects chirping or birds singing, noise reduction processing can be applied to the candidate audio recordings to remove some unwanted noise and improve the clarity and quality of the audio.

[0123] Optionally, the Z-Noise noise reduction plugin can be used to process the candidate recorded audio effects. Z-Noise is a frequency-domain based noise reduction technology that primarily achieves noise reduction through frequency domain analysis and processing of the signal. In practice, the noise characteristics of silent sections are first analyzed. After analysis, noise reduction is performed based on the configured noise threshold and noise reduction intensity. For example, the noise threshold can be set to 4, and the noise reduction intensity can be set to 3-4. It is understood that a higher noise reduction intensity will result in better noise reduction, but over-noise reduction may occur, causing normal sound effects in the original audio to be removed. Therefore, in practical applications, the configuration should be adjusted according to actual needs; no specific limitations are made here.

[0124] By performing equalization processing on candidate recorded audio effects, the timbre, pitch, and volume balance of the sound can be changed, thereby ensuring the performance of the audio effects.

[0125] Optionally, the candidate recorded audio effects can be processed using an equalizer. An equalizer is a tool used to adjust the sound spectrum, enhancing or reducing different frequencies in an audio signal. Taking the sound effects produced during car driving as an example, these might include: engine exhaust noise, tire friction noise, and air friction noise. Adjusting the frequency ratios between these sounds using an equalizer can achieve a suitable effect.

[0126] The original audio recordings may contain significant differences between peaks and troughs, resulting in poor volume balance and excessive dynamic range, which affects the overall audio quality. Compression can improve the volume of lower-volume content, achieving a balanced overall sound and highlighting details, thereby enhancing the expressiveness of the sound.

[0127] Optionally, the candidate recorded audio effects can be compressed using a compressor. The compressor can compress the audio signal when its intensity exceeds a preset threshold. The compression intensity can be controlled by a compression ratio parameter; the higher the compression ratio, the stronger the compression effect.

[0128] Reduce high-volume parts and enhance low-volume parts. By controlling the dynamic range of the audio, a more balanced volume effect can be achieved. Some effects also have separate encoding capabilities for stereo.

[0129] In one alternative implementation, before determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects, the following steps may be performed: determining the volume parameter corresponding to the candidate recorded sound effect based on the relative movement speed of the candidate recorded sound effect at the recording time; the relative movement speed of the candidate recorded sound effect at the recording time is the relative movement speed of the sound effect generating object relative to the sound effect recorder at the recording time.

[0130] Among them, the sound effect generating object refers to the entity object that generates sound during movement.

[0131] Specifically, the volume parameter corresponding to the candidate recorded sound effect can be positively correlated with the relative movement speed of the candidate recorded sound effect at the recording time. That is, the greater the relative movement speed of the candidate recorded sound effect at the recording time, the greater its corresponding volume parameter value, so that the sound effect is more in line with real logic.

[0132] In one optional implementation, determining the volume parameter corresponding to the candidate recorded sound effect based on its relative movement speed at the recording time can be achieved through the following steps: When the relative movement speed of the candidate recorded sound effect at the recording time is within a first speed range, a fixed volume value is used to configure the volume parameter corresponding to the candidate recorded sound effect; when the relative movement speed of the candidate recorded sound effect at the recording time is within a second speed range, an exponential decay curve is used to configure the volume parameter corresponding to the candidate recorded sound effect; when the relative movement speed of the candidate recorded sound effect at the recording time is within a third speed range, an S-shaped decay curve is used to configure the volume parameter corresponding to the candidate recorded sound effect; when the relative movement speed of the candidate recorded sound effect at the recording time is within a fourth speed range, a sinusoidal decay curve is used to configure the volume parameter corresponding to the candidate recorded sound effect; when the relative movement speed of the candidate recorded sound effect at the recording time is within a fifth speed range, the volume parameter corresponding to the candidate recorded sound effect remains unchanged; wherein the first speed range, second speed range, third speed range, fourth speed range, and fifth speed range are continuously increasing speed ranges.

[0133] By dividing relative speed ranges and applying different volume configuration strategies to different relative speed ranges, refined simulation of sound effects can be achieved.

[0134] For example, such as Figure 5As shown, a schematic diagram illustrating the variation of volume parameters for candidate recorded sound effects with relative movement speed is provided. The horizontal axis represents relative movement speed, and the vertical axis represents volume. In the first speed range (0 km / h to 3 km / h), the second virtual object and the first virtual object are almost in a relatively stationary state. At this time, a fixed volume value can be used to configure the volume parameters for the candidate recorded sound effects, such as -200 dB, reducing the complexity of volume parameter configuration. In the second speed range (3 km / h to 12 km / h), the relative state change between the second and first virtual objects is not significant, and some sound effects generated during the movement of the object entities can be weakened. At this time, an exponential decay curve can be used to configure the volume parameters for the candidate recorded sound effects. In the third speed range (12 km / h to 45 km / h), the relative state change between the second and first virtual objects gradually increases. Since the sound effects generated during the movement of the object entities need to be gradually highlighted, an S-shaped decay curve can be used to configure the volume parameters for the candidate recorded sound effects. In the fourth speed range (45 km / h to 120 km / h), the relative state change between the second and first virtual objects is very obvious. At this point, a sinusoidal attenuation curve can be used to configure the volume parameters for the candidate recorded sound effects, allowing players to clearly perceive the sound effects produced by the moving objects. In the fifth speed range (120 km / h to 200 km / h), since the sound effects produced by the moving objects need to provide a significant impact on the player, the volume parameters will no longer change due to variations in relative speed.

[0135] In one alternative implementation, before determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects, the following steps may be performed to unify the volume of the candidate recorded sound effects: adjusting the volume of different candidate recorded sound effects to the same level based on preset volume parameters to ensure volume balance during mixing.

[0136] Optionally, the volume of each candidate recorded sound effect can be adjusted using batch processing software to improve processing efficiency.

[0137] In the game, because virtual objects are constantly moving, the relative movement state between the second virtual object and the first virtual object may change.

[0138] In one alternative implementation, in response to a change in relative movement state, a new target sound effect for presentation to the first virtual object is determined from candidate recorded sound effects based on the changed relative movement state between the second virtual object and the first virtual object.

[0139] Specifically, after determining the new target sound effect, the terminal device controlling the first virtual object can stop playing the original target sound effect and start playing the new target sound effect to present the new target sound effect to the first virtual object.

[0140] Based on the relative movement state between the second virtual object and the first virtual object, the target sound effects presented to the first virtual object are updated in real time, which increases the diversity and complexity of the game sound effects and enriches the performance of the game sound effects to a certain extent.

[0141] To make the game sound effects appear more natural and smooth, the gradation effect of the target sound effects can be controlled, smoothing out and filtering out unnecessary frequency components in the target sound effects to achieve a smoother and more natural sound effect transition.

[0142] For example, in practical applications, the Wwise audio engine can be used to implement sound effect control methods in game scenes, which can simplify the development process of interactive audio projects.

[0143] The following section uses the Wwise audio engine as an example to demonstrate the construction and parameter configuration of the audio framework, enabling it to implement the sound effect control methods disclosed herein.

[0144] First, create a Switch Container and name it "nearmiss_car". Then, create three different Switch Containers under the "nearmiss_car" directory to distinguish candidate relative speed states; these can be named "nearmiss_car_speed_hi", "nearmiss_car_speed_med", and "nearmiss_car_speed_low". For example... Figure 6A The diagram illustrates an interface configuration for candidate relative speed states. The "nearmiss_car_speed_hi" directory represents a fast relative speed state; the "nearmiss_car_speed_med" directory represents a medium relative speed state; and the "nearmiss_car_speed_low" directory represents a slow relative speed state.

[0145] Next, three Random Containers can be created in the "nearmiss_car_speed_hi" and "nearmiss_car_speed_med" directories respectively to distinguish candidate relative distance states. Since the sound effects of near relative distance and medium relative distance states are quite similar when driving at low speeds, resources can be reused for both. Therefore, two Random Containers can be created in the "nearmiss_car_speed_low" directory to distinguish candidate relative distance states.

[0146] like Figure 6B The diagram illustrates an interface configuration for jointly displaying candidate relative speed and candidate relative distance states. The three Random Containers under the "nearmiss_car_speed_hi" directory can be named "nearmiss_car_fast_close", "nearmiss_car_fast_med", and "nearmiss_car_fast_far", respectively. Similarly, the three Random Containers under the "nearmiss_car_speed_med" directory can be named "nearmiss_car_med_close", "nearmiss_car_med_med", and "nearmiss_car_med_far", respectively. Finally, the two Random Containers under the "nearmiss_car_speed_low" directory can be named "nearmiss_car_slow_far" and "nearmiss_car_slow_med", respectively.

[0147] The directories "nearmiss_car_fast_close" represent states with high relative speed and close relative distance; "nearmiss_car_fast_med" represents states with high relative speed and medium relative distance; "nearmiss_car_fast_far" represents states with high relative speed and far relative distance; "nearmiss_car_med_close" represents states with medium relative speed and close relative distance; "nearmiss_car_med_med" represents states with medium relative speed and medium relative distance; and "nearmiss_car_med_far" represents states with medium relative speed and far relative distance.

[0148] Based on the multiple Random Containers created, candidate recorded sound effects can be stored in the corresponding directories. For example... Figure 6C As shown, a schematic diagram of an interface for storing candidate recording sound effects is provided. The name of the candidate recording sound effect can include its corresponding relative movement speed and relative position distance.

[0149] Next, you can create two switches and name them "nearmiss_car_speed" and "nearmiss_car_closeness" respectively. "nearmiss_car_speed" can be used to distinguish different relative movement speeds, such as "High," "Low," and "Med"; "nearmiss_car_closeness" can be used to distinguish different relative distances, such as "Close," "Far," and "Med." Figure 6D and Figure 6E As shown.

[0150] Next, you can create two RTPCs (real-time parameter controls) and name them "nearmiss_relspeed" and "nearmiss_closeness" respectively. Furthermore, to make the sound effects transition more naturally and smoothly, you can add a time-based filtering parameter to the RTPC corresponding to "nearmiss_relspeed". Filtering over time controls the gradation effect of the audio signal, smoothing and filtering out unnecessary frequency components to achieve a smoother and more natural audio transition.

[0151] For example, users can configure the range of influence of relative movement speed in the control panel corresponding to "nearmiss_closeness", such as 0 km / h to 200 km / h. The range of influence of relative position distance can also be configured in the control panel corresponding to "nearmiss_closeness", such as 0 to 5 meters.

[0152] The Switch corresponding to "nearmiss_car_speed" can call the RTPC corresponding to "nearmiss_relspeed" to trigger the sound effect corresponding to the fast relative speed state when the relative movement speed between the second and first virtual objects is in the speed range corresponding to the fast relative speed state (e.g., 110 km / h to 200 km / h); to trigger the sound effect corresponding to the medium relative speed state when the relative movement speed between the second and first virtual objects is in the speed range corresponding to the medium relative speed state (e.g., 50 km / h to 110 km / h); and to trigger the sound effect corresponding to the slow relative speed state when the relative movement speed between the second and first virtual objects is in the speed range corresponding to the slow relative speed state (e.g., 0 km / h to 50 km / h). Figure 6F As shown.

[0153] The Switch corresponding to "nearmiss_car_closeness" can call the RTPC corresponding to "nearmiss_closeness" to trigger sound effects corresponding to the far relative distance state when the relative distance between the second virtual object and the first virtual object is in the distance range corresponding to the far relative distance state (e.g., 2.5 meters to 5 meters); to trigger sound effects corresponding to the medium relative distance state when the relative distance between the second virtual object and the first virtual object is in the distance range corresponding to the medium relative distance state (e.g., 1 meter to 2.5 meters); and to trigger sound effects corresponding to the near relative distance state when the relative distance between the second virtual object and the first virtual object is in the distance range corresponding to the near relative distance state (e.g., 0 meters to 1 meter). Figure 6G As shown.

[0154] Next, you can adjust the overall RTPC volume for "nearmiss_car" so that the volume of the sound effects in the "nearmiss_car" directory increases with the relative movement speed. Specifically, you can do the following: Figure 5 The volume change curve in the figure shows that five different points were set respectively: (3, -200), (12, -9), (45, -4), (120, -1.5), and (200, -1.5).

[0155] Next, you can configure the Switch Container corresponding to "nearmiss_car" with the Switch group "nearmiss_car_speed", and place the Switch Containers under its directory into the corresponding Switch category, such as... Figure 6HAs shown, you can configure the "nearmiss_car_closeness" switch group for each of the three switch containers: "nearmiss_car_speed_hi", "nearmiss_car_speed_low", and "nearmiss_car_speed_med". Then, place the "Random Container" in the directory into the corresponding switch category, as shown below. Figure 6I As shown.

[0156] With the above configuration, the second virtual object can provide sound feedback to the first virtual object when it passes by, thereby enhancing the player's immersive experience.

[0157] Figure 7 This invention illustrates a sound effect control device 700 in a game scene according to an exemplary embodiment of the present disclosure. A graphical user interface is provided via a terminal device, displaying a game scene containing a first virtual object. The first virtual object is controlled via the terminal device, such as... Figure 7 As shown, the sound effect control device 700 in this game scene may include:

[0158] The relative state determination module 710 is used to determine the relative movement state between the second virtual object and the first virtual object in response to a sound effect playback event triggered by a second virtual object located in the game scene.

[0159] The target sound effect determination module 720 is used to determine the target sound effect to be presented to the first virtual object from the candidate recorded sound effects based on the relative movement state between the second virtual object and the first virtual object.

[0160] In one alternative implementation, based on the aforementioned scheme, the sound effect playback event triggered in response to a second virtual object located in the game scene is configured to: trigger a sound effect playback event in response to a second virtual object located in the game scene entering a preset range centered on the first virtual object.

[0161] In an optional implementation, based on the aforementioned scheme, the relative state determination module 710 may include: a relative distance determination module, used to determine the relative position distance between the first virtual object and the second virtual object based on the positions of the first virtual object and the second virtual object in the game scene; a distance state determination module, used to determine a first relative movement state from candidate relative distance states based on the relative position distance; a relative speed determination module, used to determine the relative movement speed between the first virtual object and the second virtual object based on the movement speeds of the first virtual object and the second virtual object in the game scene; a speed state determination module, used to determine a second relative movement state from candidate relative speed states based on the relative movement speed; and a state combination module, used to determine a target relative movement state based on the first relative movement state and the second relative movement state.

[0162] In an optional implementation, based on the aforementioned scheme, the distance state determination module can be configured to: compare the relative position distance with a first distance threshold and a second distance threshold to determine the distance comparison result, wherein the first distance threshold is less than the second distance threshold; and determine a first relative movement state from candidate relative distance states based on the distance comparison result, wherein the candidate relative distance states include three types of relative distance states: far, medium, and near.

[0163] In an optional implementation, based on the aforementioned scheme, the speed state determination module can be configured to: compare the relative movement speed with a first speed threshold and a second speed threshold, determine the speed comparison result, wherein the first speed threshold is less than the second speed threshold; and determine a second relative movement state from candidate relative speed states based on the speed comparison result, wherein the candidate relative speed states include three relative speed states: fast, medium, and slow.

[0164] In an alternative implementation, before determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects based on the aforementioned scheme, the sound effect control device 700 in the game scene may further include: an audio decoding module, used to separate the signals of each audio channel of the candidate recorded sound effect through audio decoding processing.

[0165] In an optional implementation, after determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects based on the aforementioned scheme, the sound effect control device 700 in the game scene may further include: a positional relationship determination module, used to determine the relative positional relationship between the first virtual object and the second virtual object based on the position of the first virtual object in the game scene and the position of the second virtual object in the game scene; and a configuration parameter determination module, used to determine the configuration parameters corresponding to each audio channel of the target sound effect based on the relative positional relationship, wherein the configuration parameters are used to control the playback effect of the target sound effect.

[0166] In one alternative implementation, based on the aforementioned scheme, the candidate recorded sound effects include sound effects recorded using different types of recording formats under different relative movement states.

[0167] In an optional implementation, based on the aforementioned scheme, the target sound effect determination module 720 can be configured to: determine the target sound effect to be presented to the first virtual object from the candidate recorded sound effects based on the relative movement state between the second virtual object and the first virtual object and the target game scene type; wherein, a mapping relationship is pre-established between the target game scene type and the recording format.

[0168] In an alternative implementation, before determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects based on the aforementioned scheme, the sound effect control device 500 in the game scene may further include: an editing processing module for editing the candidate recorded sound effects so that the candidate recorded sound effects reach a peak at a preset time node.

[0169] In an alternative implementation, based on the aforementioned scheme, after determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects, the sound effect control device 500 in the game scene may further include: a playback control module for controlling the playback of the target sound effect so that the peak of the target sound effect is triggered when the second virtual object passes through the center of the first virtual object.

[0170] In an alternative implementation, before determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects based on the aforementioned scheme, the sound effect control device 500 in the game scene may further include: a first preprocessing module for performing any one or more of the following processing on the candidate recorded sound effects: noise reduction, equalization, compression.

[0171] In an optional implementation, before determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects based on the aforementioned scheme, the sound effect control device 500 in the game scene may further include: a volume parameter determination module, used to determine the volume parameter corresponding to the candidate recorded sound effect based on the relative movement speed of the candidate recorded sound effect at the recording time; the relative movement speed of the candidate recorded sound effect at the recording time is the relative movement speed of the sound effect generating object relative to the sound effect recorder at the recording time; wherein, the volume parameter corresponding to the candidate recorded sound effect is positively correlated with the relative movement speed of the candidate recorded sound effect at the recording time.

[0172] In an optional implementation, based on the aforementioned scheme, the volume parameter determination module can be configured to: configure the volume parameter corresponding to the candidate recorded sound effect using a fixed volume value when the relative movement speed of the candidate recorded sound effect at the recording time is within a first speed range; configure the volume parameter corresponding to the candidate recorded sound effect using an exponential decay curve when the relative movement speed of the candidate recorded sound effect at the recording time is within a second speed range; configure the volume parameter corresponding to the candidate recorded sound effect using an S-shaped decay curve when the relative movement speed of the candidate recorded sound effect at the recording time is within a third speed range; configure the volume parameter corresponding to the candidate recorded sound effect using a sinusoidal decay curve when the relative movement speed of the candidate recorded sound effect at the recording time is within a fourth speed range; and keep the volume parameter corresponding to the candidate recorded sound effect unchanged when the relative movement speed of the candidate recorded sound effect at the recording time is within a fifth speed range; wherein the first speed range, second speed range, third speed range, fourth speed range, and fifth speed range are continuously increasing speed ranges.

[0173] In an alternative implementation, before determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects based on the aforementioned scheme, the sound effect control device 700 in the game scene may further include: a second preprocessing module, used to adjust the volume of different candidate recorded sound effects to the same level based on preset volume parameters.

[0174] In an alternative implementation, based on the aforementioned scheme, the sound effect control device 700 in the game scene may further include: a target sound effect update module, used to determine a new target sound effect to be presented to the first virtual object from candidate recorded sound effects in response to a change in the relative movement state, based on the changed relative movement state between the second virtual object and the first virtual object.

[0175] The specific details of each module in the sound effect control device 700 in the above game scene have been described in detail in the method section of the implementation. For any undisclosed details, please refer to the implementation content of the method section, and therefore will not be repeated here.

[0176] Exemplary embodiments of this disclosure also provide a computer-readable storage medium storing a program product capable of implementing the sound effect control method in the game scene 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.

[0177] 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.

[0178] 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.

[0179] 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.

[0180] 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.

[0181] 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).

[0182] Exemplary embodiments of this disclosure also provide an electronic device capable of implementing the sound effect control method in the above-described game scene. Referring below... Figure 8 To describe an electronic device 800 according to such an exemplary embodiment of the present disclosure. Figure 8 The electronic device 800 shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments disclosed herein.

[0183] like Figure 8 As shown, the electronic device 800 can be represented as a general-purpose computing device. The components of the electronic device 800 may include, but are not limited to: at least one processing unit 810, at least one storage unit 820, a bus 830 connecting different system components (including storage unit 820 and processing unit 810), and a display unit 840.

[0184] The storage unit 820 stores program code, which can be executed by the processing unit 810, causing the processing unit 810 to perform the steps described in the "Exemplary Methods" section above according to various exemplary embodiments of this disclosure.

[0185] Specifically, the processing unit 810 may perform the following steps:

[0186] In response to a sound effect playback event triggered by a second virtual object located in the game scene, determine the relative movement state between the second virtual object and the first virtual object;

[0187] Based on the relative movement state between the second virtual object and the first virtual object, the target sound effect to be presented to the first virtual object is determined from the candidate recorded sound effects.

[0188] In an optional implementation, based on the aforementioned scheme, the processing unit 810 can trigger a sound effect playback event in response to a second virtual object located in the game scene by the following steps: triggering a sound effect playback event in response to a second virtual object located in the game scene entering a preset range centered on the first virtual object.

[0189] In an optional implementation, based on the aforementioned scheme, the processing unit 810 can determine the relative movement state between the second virtual object and the first virtual object by the following steps: determining the relative position distance between the first virtual object and the second virtual object based on the positions of the first virtual object and the second virtual object in the game scene; determining a first relative movement state from candidate relative distance states based on the relative position distance; determining the relative movement speed between the first virtual object and the second virtual object based on the movement speed of the first virtual object and the movement speed of the second virtual object in the game scene; determining a second relative movement state from candidate relative speed states based on the relative movement speed; and determining a target relative movement state based on the first and second relative movement states.

[0190] In an optional implementation, based on the aforementioned scheme, the processing unit 810 can determine the first relative movement state from the candidate relative distance states based on the relative position distance through the following steps: comparing the relative position distance with a first distance threshold and a second distance threshold to determine the distance comparison result, wherein the first distance threshold is less than the second distance threshold; and determining the first relative movement state from the candidate relative distance states based on the distance comparison result, wherein the candidate relative distance states include three types of relative distance states: far, medium, and near.

[0191] In an optional implementation, based on the aforementioned scheme, the processing unit 810 can determine the second relative movement state from the candidate relative speed states based on the relative movement speed through the following steps: comparing the relative movement speed with a first speed threshold and a second speed threshold to determine the speed comparison result, wherein the first speed threshold is less than the second speed threshold; and determining the second relative movement state from the candidate relative speed states based on the speed comparison result, wherein the candidate relative speed states include three relative speed states: fast, medium, and slow.

[0192] In an alternative implementation, before determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects based on the aforementioned scheme, the processing unit 810 may further perform the following steps: separating the signals of each audio channel of the candidate recorded sound effects through audio decoding processing.

[0193] In an optional implementation, after determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects based on the aforementioned scheme, the processing unit 810 may further perform the following steps: determining the relative positional relationship between the first virtual object and the second virtual object based on the position of the first virtual object in the game scene and the position of the second virtual object in the game scene; determining the configuration parameters corresponding to each audio channel of the target sound effect based on the relative positional relationship, wherein the configuration parameters are used to control the playback effect of the target sound effect.

[0194] In one alternative implementation, based on the aforementioned scheme, the candidate recorded sound effects may include sound effects recorded using different types of recording formats under different relative movement states.

[0195] In an optional implementation, based on the aforementioned scheme, the processing unit 810 determines the target sound effect to be presented to the first virtual object from the candidate recorded sound effects based on the relative movement state between the second virtual object and the first virtual object. This can be achieved by the following steps: determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects based on the relative movement state between the second virtual object and the first virtual object and the target game scene type; wherein, a mapping relationship is pre-established between the target game scene type and the recording format.

[0196] In an alternative implementation, before determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects based on the aforementioned scheme, the processing unit 810 may further perform the following steps: editing the candidate recorded sound effects so that the candidate recorded sound effects reach a peak at a preset time node.

[0197] In an alternative implementation, after determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects based on the aforementioned scheme, the processing unit 810 may further perform the following steps: control the target sound effect to be played so that the peak of the target sound effect is triggered when the second virtual object passes through the center of the first virtual object.

[0198] In an alternative implementation, before determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects based on the foregoing scheme, the processing unit 810 may also perform any one or more of the following processing on the candidate recorded sound effects: noise reduction, equalization, compression.

[0199] In an optional implementation, before determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects based on the aforementioned scheme, the processing unit 810 may further perform the following steps: determining the volume parameter corresponding to the candidate recorded sound effect based on the relative movement speed of the candidate recorded sound effect at the recording time; the relative movement speed of the candidate recorded sound effect at the recording time is the relative movement speed of the sound effect generating object relative to the sound effect recorder at the recording time; wherein, the volume parameter corresponding to the candidate recorded sound effect is positively correlated with the relative movement speed of the candidate recorded sound effect at the recording time.

[0200] In an optional implementation, based on the aforementioned scheme, the processing unit 810 determines the volume parameter corresponding to the candidate recorded sound effect according to the relative movement speed of the candidate recorded sound effect at the recording time through the following steps: In response to the candidate recorded sound effect's relative movement speed at the recording time being within a first speed range, a fixed volume value is used to configure the volume parameter corresponding to the candidate recorded sound effect; in response to the candidate recorded sound effect's relative movement speed at the recording time being within a second speed range, an exponential decay curve is used to configure the volume parameter corresponding to the candidate recorded sound effect; in response to the candidate recorded sound effect's relative movement speed at the recording time being within a third speed range, an S-shaped decay curve is used to configure the volume parameter corresponding to the candidate recorded sound effect; in response to the candidate recorded sound effect's relative movement speed at the recording time being within a fourth speed range, a sinusoidal decay curve is used to configure the volume parameter corresponding to the candidate recorded sound effect; in response to the candidate recorded sound effect's relative movement speed at the recording time being within a fifth speed range, the volume parameter corresponding to the candidate recorded sound effect remains unchanged; wherein, the first speed range, second speed range, third speed range, fourth speed range, and fifth speed range are continuously increasing speed ranges.

[0201] In an alternative implementation, before determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects based on the aforementioned scheme, the processing unit 810 may further perform the following steps: adjusting the volume of different candidate recorded sound effects to the same level based on preset volume parameters.

[0202] In an alternative implementation, based on the foregoing scheme, the processing unit 810 may further perform the following steps: in response to a change in relative movement state, based on the changed relative movement state between the second virtual object and the first virtual object, determine a new target sound effect from the candidate recorded sound effects to be presented to the first virtual object.

[0203] In the sound effect control process of the above game scenario, the sound effects of the game scene are controlled by the relative movement state between virtual objects. The sound effects of the game scene are different when the relative movement state is different, which can improve the diversity of the game sound effects to a certain extent and avoid auditory fatigue for game players. The target sound effects presented are related to the specific movement state of the virtual objects, which is closer to the sound presentation of the real world, which can improve the realism of the game sound effects to a certain extent and enhance the immersive experience of game players.

[0204] Storage unit 820 may include a readable medium in the form of a volatile storage unit, such as random access memory (RAM) 821 and / or cache memory 822, and may further include a read-only memory (ROM) 823.

[0205] The storage unit 820 may also include a program / utility 824 having a set (at least one) of program modules 825, 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.

[0206] Bus 830 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.

[0207] Electronic device 800 can also communicate with one or more external devices 900 (e.g., keyboard, pointing device, Bluetooth device, etc.), and with one or more devices that enable a user to interact with the electronic device 800, and / or with any device that enables the electronic device 800 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed through input / output (I / O) interface 850. Furthermore, electronic device 800 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 860. Figure 8 As shown, network adapter 860 communicates with other modules of electronic device 800 via bus 830. It should be understood that, although... Figure 8 As not shown in the diagram, other hardware and / or software modules may be used in conjunction with the electronic device 800, 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.

[0208] 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.

[0209] 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.

[0210] 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.

[0211] 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.

[0212] 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 sound effects in a game scene, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays a game scene containing a first virtual object, the first virtual object being controlled by the terminal device. In response to a sound effect playback event triggered by a second virtual object located in the game scene, the relative movement state between the second virtual object and the first virtual object is determined; Based on the relative movement state between the second virtual object and the first virtual object, a target sound effect for presenting to the first virtual object is determined from the candidate recorded sound effects. Determining the relative movement state between the second virtual object and the first virtual object includes: Based on the positions of the first virtual object and the second virtual object in the game scene, the relative positional distance between the first virtual object and the second virtual object is determined. Based on the relative position distance, a first relative movement state is determined from the candidate relative distance states; Based on the movement speed of the first virtual object in the game scene and the movement speed of the second virtual object in the game scene, the relative movement speed between the first virtual object and the second virtual object is determined; Based on the relative movement speed, a second relative movement state is determined from the candidate relative speed states; The target relative movement state is determined based on the first relative movement state and the second relative movement state.

2. The method according to claim 1, characterized in that, The response to the sound effect playback event triggered by the second virtual object located in the game scene includes: A sound effect playback event is triggered in response to a second virtual object located in the game scene entering a preset range centered on the first virtual object.

3. The method according to claim 1, characterized in that, Determining the first relative movement state from candidate relative distance states based on the relative position distance includes: The relative position distance is compared with a first distance threshold and a second distance threshold to determine the distance comparison result, wherein the first distance threshold is less than the second distance threshold; Based on the distance comparison results, a first relative movement state is determined from the candidate relative distance states, which include three relative distance states: far, medium, and near.

4. The method according to claim 1, characterized in that, The step of determining the second relative movement state from the candidate relative speed states based on the relative movement speed includes: The relative moving speed is compared with a first speed threshold and a second speed threshold to determine the speed comparison result, wherein the first speed threshold is less than the second speed threshold. Based on the speed comparison results, a second relative movement state is determined from the candidate relative speed states, which include three relative speed states: fast, medium, and slow.

5. The method according to claim 1, characterized in that, Before determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects, the method further includes: Through audio decoding processing, the signals of each audio channel of the candidate recorded sound effect are separated.

6. The method according to claim 5, characterized in that, After determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects, the method further includes: Based on the positions of the first virtual object and the second virtual object in the game scene, the relative positional relationship between the first virtual object and the second virtual object is determined. Based on the relative positional relationship, the configuration parameters corresponding to each audio channel of the target sound effect are determined, wherein the configuration parameters are used to control the playback effect of the target sound effect.

7. The method according to claim 1, characterized in that, The candidate recorded sound effects include sound effects recorded using different types of recording formats under different relative movement states.

8. The method according to claim 7, characterized in that, The step of determining the target sound effect to be presented to the first virtual object from candidate recorded sound effects based on the relative movement state between the second virtual object and the first virtual object includes: Based on the relative movement state between the second virtual object and the first virtual object and the target game scene type, a target sound effect for presenting to the first virtual object is determined from the candidate recorded sound effects. There is a pre-established mapping relationship between the target game scene type and the recording format.

9. The method according to claim 1, characterized in that, Before determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects, the method further includes: The candidate recorded sound effects are edited so that they reach their peak at a preset time point.

10. The method according to claim 1, characterized in that, After determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects, the method further includes: The target sound effect is controlled to play so that the peak of the target sound effect is triggered when the second virtual object passes through the center of the first virtual object.

11. The method according to claim 1, characterized in that, Before determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects, the candidate recorded sound effects are subjected to any one or more of the following processes: Noise reduction, equalization, compression.

12. The method according to claim 1, characterized in that, Before determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects, the method further includes: The volume parameter corresponding to the candidate recorded sound effect is determined based on the relative movement speed of the candidate recorded sound effect at the recording time; the relative movement speed of the candidate recorded sound effect at the recording time is the relative movement speed of the sound effect generating object relative to the sound effect recorder at the recording time. The volume parameter corresponding to the candidate recorded sound effect is positively correlated with the relative movement speed of the candidate recorded sound effect at the recording time.

13. The method according to claim 12, characterized in that, Determining the volume parameter corresponding to the candidate recorded sound effect based on the relative movement speed of the candidate recorded sound effect at the recording time includes: In response to the fact that the relative movement speed of the candidate recorded sound effect is within the first speed range at the recording time, the volume parameter corresponding to the candidate recorded sound effect is configured with a fixed volume value; In response to the fact that the relative movement speed of the candidate recorded sound effect is within the second speed range at the recording time, the volume parameter corresponding to the candidate recorded sound effect is configured using an exponential decay curve; In response to the fact that the relative movement speed of the candidate recorded sound effect is within the third speed range at the recording time, the volume parameter corresponding to the candidate recorded sound effect is configured using an S-shaped attenuation curve; In response to the fact that the relative movement speed of the candidate recorded sound effect is within the fourth speed range at the recording time, the volume parameter corresponding to the candidate recorded sound effect is configured using a sinusoidal attenuation curve; In response to the fact that the relative movement speed of the candidate recorded sound effect is within the fifth speed range at the recording time, the volume parameter corresponding to the candidate recorded sound effect remains unchanged; Among them, the first speed range, the second speed range, the third speed range, the fourth speed range, and the fifth speed range are continuously increasing speed ranges.

14. The method according to claim 1, characterized in that, Before determining the target sound effect to be presented to the first virtual object from the candidate recorded sound effects, the method further includes: Based on preset volume parameters, the volumes of the different candidate recorded sound effects are adjusted to the same level.

15. The method according to claim 1, characterized in that, The method further includes: If the relative movement state changes, a new target sound effect is determined from the candidate recorded sound effects to be presented to the first virtual object based on the changed relative movement state between the second virtual object and the first virtual object.

16. A sound effect control device for a game scene, characterized in that, The device provides a graphical user interface (GUI) via a terminal device, wherein the GUI displays a game scene containing a first virtual object, the first virtual object being controlled by the terminal device. The device includes: A relative state determination module is used to determine the relative movement state between the second virtual object and the first virtual object in response to a sound effect playback event triggered by a second virtual object located in the game scene. The target sound effect determination module is used to determine the target sound effect to be presented to the first virtual object from the candidate recorded sound effects based on the relative movement state between the second virtual object and the first virtual object. Determining the relative movement state between the second virtual object and the first virtual object includes: Based on the positions of the first virtual object and the second virtual object in the game scene, the relative positional distance between the first virtual object and the second virtual object is determined. Based on the relative position distance, a first relative movement state is determined from the candidate relative distance states; Based on the movement speed of the first virtual object in the game scene and the movement speed of the second virtual object in the game scene, the relative movement speed between the first virtual object and the second virtual object is determined; Based on the relative movement speed, a second relative movement state is determined from the candidate relative speed states; The target relative movement state is determined based on the first relative movement state and the second relative movement state.

17. 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 according to any one of claims 1 to 15.

18. 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 15.

Citation Information

Patent Citations

  • Scene sound effect reverberation control method and device, storage medium and electronic equipment

    CN107281753A

  • Sound effect control method and device for virtual scene, storage medium, electronic device

    CN108939535A