Game audio processing method and device, terminal and storage medium

By setting common audio tracks and small scene audio tracks for game scenes and adjusting loudness when game characters move, the problem of unnatural music switching between virtual scenes by game characters is solved, improving the sense of substitution and experience of the game.

CN119139699AActive Publication Date: 2024-12-17SHANGHAI YOUBI YAO NETWORK TECHNOLOGY CO LTD

Patent Information

Application Number
CN202411176097.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-08-26
Publication Date
2024-12-17
Estimated Expiration
2044-08-26

AI Technical Summary

Technical Problem

The music switching mode of game characters between virtual game scenes in the prior art causes the music to stop and then play new music, reducing the sense of substitution and immersion of the game.

Method used

Make music switching more natural by setting common audio tracks and small scene audio tracks for different virtual game scenes and adjusting the loudness of the audio tracks as the game characters move, ensuring that music transitions seamlessly between scenes.

Benefits of technology

It improves the sense of substitution and experience of the game, reduces the auditory impact caused by music switching, and enhances the user's immersion and viscosity.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The embodiment of the invention discloses a game audio processing method and device, a terminal and a storage medium. The method comprises the steps that when a target game role enters a large virtual game scene, a plurality of audio tracks are played at the same time, the loudness of a universal audio track is adjusted to be first preset loudness, the loudness of each small scene audio track is adjusted to be second preset loudness, the first preset loudness is loudness perceptible by hearing, and the second preset loudness is the loudness perceptible by hearing; the second preset loudness is loudness imperceptible to hearing; when the target game role moves from the large virtual game scene to a target small virtual game scene in the multiple small virtual game scenes, the loudness of a small scene audio track corresponding to the target small virtual game scene is adjusted to be first preset loudness; and when the target game role returns from the target small virtual game scene to the large virtual game scene, adjusting the loudness of a small scene audio track corresponding to the target small scene to a second preset loudness. By means of the method and device, music switching can be more natural, and therefore the game experience feeling is improved.
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Description

Technical Field

[0001] The present application relates to the field of Internet technology, and in particular to a method, device, terminal and storage medium for processing game audio. Background Art

[0002] With the rapid development of computer technology, people's living conditions are getting better and better, and there are more and more ways to entertain themselves. Games have gradually become a very common form of entertainment in people's daily lives.

[0003] In order to improve the user's gaming experience, different music will be played when the game character is in different virtual game scenes. For example, when the player controls the game character to move from a large virtual scene to a small virtual scene in the game, the game music will change accordingly. In the prior art, when the game character moves to another virtual game scene, the change is to stop playing the current music and then play a new music that matches the characteristics of the current virtual game scene.

[0004] However, the music switching method of the prior art will make players clearly feel the process of music stopping and then playing new music, which reduces the sense of immersion in the game and leads to a poor gaming experience. In addition, two different pieces of music will naturally differ in style and tonality when they are produced, which will also lead to obvious changes in the listening experience, reducing user immersion and stickiness. Summary of the invention

[0005] The embodiments of the present application provide a method, device, terminal and storage medium for processing game audio. When a game character moves to different virtual game scenes, the music switching can be made more natural, thereby improving the sense of immersion and experience of the game, and increasing the user's immersion and stickiness.

[0006] In a first aspect, an embodiment of the present application provides a method for processing game audio, the method being applied to a target terminal capable of running a target game, the target game comprising a plurality of virtual game scenes and a plurality of audio tracks, the plurality of virtual game scenes comprising a large virtual game scene and a plurality of small virtual game scenes entered through the large virtual game scene, the plurality of audio tracks comprising a general audio track and small scene audio tracks corresponding to each of the small virtual game scenes, the method comprising:

[0007] When the target game character enters the large virtual game scene, the plurality of audio tracks are played simultaneously, and the loudness of the common audio track is adjusted to a first preset loudness, and the loudness of each of the small scene audio tracks is adjusted to a second preset loudness, wherein the first preset loudness is a loudness perceivable by hearing, and the second preset loudness is a loudness imperceivable by hearing;

[0008] When the target game character moves from the large virtual game scene to a target small virtual game scene among the plurality of small virtual game scenes, the loudness of the small scene audio track corresponding to the target small virtual game scene is adjusted to the first preset loudness;

[0009] When the target game character returns from the target small virtual game scene to the large virtual game scene, the loudness of the small scene audio track corresponding to the target small scene is adjusted to the second preset loudness.

[0010] In some embodiments, the plurality of audio tracks further include a large scene audio track corresponding to the large virtual game scene; when the target game character enters the large virtual game scene, the method further includes: adjusting the loudness of the large scene audio track to the first preset loudness;

[0011] When the target game character moves from the large virtual game scene to a target small virtual game scene among the plurality of small virtual game scenes, the method further includes: adjusting the loudness of the large scene audio track to the second preset loudness;

[0012] When the target game character returns from the target small virtual game scene to the large virtual game scene, the method further includes: adjusting the loudness of the large scene audio track to the first preset loudness.

[0013] In some embodiments, the target game further includes audio components corresponding to each of the virtual game scenes, and the audio components are used to determine the virtual game scene in which the target game character is currently located.

[0014] In some embodiments, when the target game character enters the large virtual game scene, before playing the multiple audio tracks simultaneously, the method further includes:

[0015] Acquire target initial music, where the target initial music consists of a plurality of sub-audio tracks separated vertically;

[0016] The plurality of sub-audio tracks are split according to the number of the small virtual game scenes to obtain a plurality of the audio tracks.

[0017] In some embodiments, the acquiring target initial music includes:

[0018] The initial music corresponding to the target game character is selected from a plurality of preset initial music as the target initial music.

[0019] In some embodiments, the audio track is composed of at least one sub-audio track; the method also includes: obtaining the current combat value of the target game character; adjusting the sub-audio track in the target audio track according to the current combat value, and the target audio track is the audio track corresponding to the virtual game scene in which the target game character is currently located.

[0020] In some embodiments, when the target game character enters the large virtual game scene, before playing the multiple audio tracks simultaneously, the method further includes:

[0021] Acquire a game character selection instruction triggered by a user; and select the target game character from a plurality of candidate game characters in response to the game character selection instruction.

[0022] In a second aspect, an embodiment of the present application further provides a game audio processing device, wherein the game audio processing device is deployed on a target terminal that can run a target game, wherein the target game includes multiple virtual game scenes and multiple audio tracks, wherein the multiple virtual game scenes include a large virtual game scene and multiple small virtual game scenes entered through the large virtual game scene, wherein the multiple audio tracks include a general audio track and small scene audio tracks corresponding to each of the small virtual game scenes, wherein the game audio processing device includes a transceiver unit and a processing unit, wherein:

[0023] The transceiver unit is used to obtain instructions triggered by the user;

[0024] The processing unit is used to simultaneously play the multiple audio tracks when the target game character enters the large virtual game scene, and adjust the loudness of the common audio track to a first preset loudness, and adjust the loudness of each of the small scene audio tracks to a second preset loudness, wherein the first preset loudness is a loudness that is perceptible to hearing, and the second preset loudness is a loudness that is not perceptible to hearing; when the target game character moves from the large virtual game scene to a target small virtual game scene among the multiple small virtual game scenes, the loudness of the small scene audio track corresponding to the target small virtual game scene is adjusted to the first preset loudness; when the target game character returns to the large virtual game scene from the target small virtual game scene, the loudness of the small scene audio track corresponding to the target small scene is adjusted to the second preset loudness.

[0025] In some embodiments, the multiple audio tracks also include a large scene audio track corresponding to the large virtual game scene; the processing unit is further used to adjust the loudness of the large scene audio track to the first preset loudness when the target game character enters the large virtual game scene; when the target game character moves from the large virtual game scene to a target small virtual game scene among the multiple small virtual game scenes, the loudness of the large scene audio track is adjusted to the second preset loudness; when the target game character returns to the large virtual game scene from the target small virtual game scene, the loudness of the large scene audio track is adjusted to the first preset loudness.

[0026] In some embodiments, the target game further includes audio components corresponding to each of the virtual game scenes, and the audio components are used to determine the virtual game scene in which the target game character is currently located.

[0027] In some embodiments, before executing the step of simultaneously playing the plurality of audio tracks when the target game character enters the large virtual game scene, the processing unit is further configured to:

[0028] Obtain target initial music, wherein the target initial music is composed of a plurality of sub-audio tracks separated vertically; split the plurality of sub-audio tracks according to the number of the small virtual game scenes to obtain a plurality of audio tracks.

[0029] In some embodiments, when executing the step of obtaining the target initial music, the processing unit is specifically used to:

[0030] The initial music corresponding to the target game character is selected from a plurality of preset initial music as the target initial music.

[0031] In some embodiments, the audio track is composed of at least one sub-audio track; and the processing unit is further configured to:

[0032] Acquire the current combat value of the target game character; and adjust the sub-audio track in the target audio track according to the current combat value, wherein the target audio track is the audio track corresponding to the virtual game scene in which the target game character is currently located.

[0033] In some embodiments, before executing the step of simultaneously playing the plurality of audio tracks when the target game character enters the large virtual game scene, the processing unit is further configured to:

[0034] The game character selection instruction triggered by the user is obtained through the transceiver unit; in response to the game character selection instruction, the target game character is selected from a plurality of candidate game characters.

[0035] In a third aspect, an embodiment of the present application further provides a target terminal, which includes a memory and a processor, wherein a computer program is stored in the memory, and the processor implements the above method when executing the computer program.

[0036] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, wherein the storage medium stores a computer program, wherein the computer program includes program instructions, and wherein the program instructions can implement the above method when executed by a processor.

[0037] The embodiments of the present application provide a method, device, terminal and storage medium for processing game audio. On the one hand, the present application sets different audio tracks for different virtual game scenes, including a general audio track and small scene audio tracks corresponding to each of the small virtual game scenes, wherein when the game characters in the present application are in different virtual game scenes, the loudness of the general audio track is set to a loudness perceptible to the human ear, and when the game character moves to the small virtual game scene, the loudness of the small scene audio track corresponding to the small virtual game scene is adjusted to a loudness perceptible to the human ear, and when returning from the small virtual game scene to the large virtual game scene, the loudness of the corresponding small scene audio track is adjusted to a loudness imperceptible to the human ear, and the music switching between game scenes will not stop and then suddenly play new music, making the music switching more natural, thereby improving the sense of immersion and experience of the game;

[0038] On the other hand, since the present application plays various audio tracks simultaneously when the game character initially enters the large virtual game scene, when the game character moves to the small virtual game scene, the playback progress of the small scene audio track corresponding to the small virtual game scene is consistent with the playback progress of the general audio track, and the music of each audio track is produced based on different performances of the same music. Therefore, when the music is changed by controlling the loudness of different audio tracks, its overall style and tonality do not change, and the auditory experience is better, thereby increasing the user's immersion and stickiness. BRIEF DESCRIPTION OF THE DRAWINGS

[0039] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0040] Figure 1 A flowchart of a method for processing game audio provided in an embodiment of the present application;

[0041] Figure 2 A schematic diagram of the relationship between the audio track and the game virtual scene provided in the embodiment of the present application;

[0042] Figure 3 Another schematic diagram of the relationship between the audio track and the game virtual scene provided in the embodiment of the present application;

[0043] Figure 4 A schematic diagram of an application scenario of the game audio processing method provided in an embodiment of the present application;

[0044] Figure 5 A schematic diagram of another application scenario of the game audio processing method provided in an embodiment of the present application;

[0045] Figure 6 Another flowchart of the method for processing game audio provided by an embodiment of the present application;

[0046] Figure 7 A schematic block diagram of a device for processing game audio provided in an embodiment of the present application;

[0047] Figure 8 A schematic block diagram of a target terminal provided in an embodiment of the present application. DETAILED DESCRIPTION

[0048] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of this application.

[0049] It should be understood that when used in this specification and the appended claims, the terms "include" and "comprises" indicate the presence of described features, integers, steps, operations, elements and / or components, but do not exclude the presence or addition of one or more other features, integers, steps, operations, elements, components and / or combinations thereof.

[0050] It should also be understood that the terms used in this application specification are only for the purpose of describing specific embodiments and are not intended to limit the application. As used in this application specification and the appended claims, unless the context clearly indicates otherwise, the singular forms "a", "an" and "the" are intended to include plural forms.

[0051] It should be further understood that the term “and / or” used in the specification and appended claims refers to any combination and all possible combinations of one or more of the associated listed items, and includes these combinations.

[0052] Embodiments of the present application provide a method, device, terminal, and storage medium for processing game audio.

[0053] The executor of the game audio processing method may be the game audio processing device provided in the embodiment of the present application, or a target terminal integrating the game audio processing device, wherein the game audio processing device may be implemented in hardware or software, and the target terminal may be a terminal that can run the target game, such as a smart phone, a tablet computer, a PDA, or a laptop computer.

[0054] Among them, the target game includes multiple virtual game scenes and multiple audio tracks, the multiple virtual game scenes include a large virtual game scene and multiple small virtual game scenes entered through the large virtual game scene, and the multiple audio tracks include a general audio track and small scene audio tracks corresponding to each of the small virtual game scenes.

[0055] It should be noted that in the present application, the music of each audio track is produced based on different performances of the same music. It can be understood that when producing scene music, a piece of music is divided into multiple vertical parts according to the game scene set in the target game, for example, the part corresponding to the general audio track and the part corresponding to each small scene audio track, or the part corresponding to the general audio track, the part corresponding to the large scene audio track, and the part corresponding to each small scene audio track.

[0056] The target game in this embodiment may be a game application installed on the target terminal, or may be a game applet that can be run through the target terminal.

[0057] Figure 1 FIG. 1 is a flow chart of a method for processing game audio provided in an embodiment of the present application. Figure 1 As shown, the method includes the following steps S110-S130.

[0058] S110. When the target game character enters the large virtual game scene, the plurality of audio tracks are played simultaneously, and the loudness of the common audio track is adjusted to a first preset loudness, and the loudness of each of the small scene audio tracks is adjusted to a second preset loudness, wherein the first preset loudness is a loudness perceptible to hearing, and the second preset loudness is a loudness imperceptible to hearing.

[0059] In this embodiment, when the player opens the target game through the target terminal and enters the large virtual game scene through the target character, in order to ensure the consistency of the music playing progress between each track, multiple audio tracks will be played simultaneously.

[0060] In some embodiments, the multiple audio tracks in the target game include a general audio track and small scene audio tracks corresponding to each of the small virtual game scenes, and each of the small virtual game scenes has a corresponding small scene audio track. For example, when the target game includes a large virtual game scene A and two small virtual game scenes a1 and a2, the relationship between the audio track and the game virtual scene is as follows: Figure 2 shown.

[0061] Specifically, since the target game character is in the large virtual game scene at this time, there is no need to play the music corresponding to the small virtual scene. At this time, the loudness of the universal audio track needs to be adjusted to a loudness that is perceptible to hearing, and the loudness of each small scene audio track needs to be adjusted to a loudness that is not perceptible to hearing. When the target game character is in the large virtual game scene, the player hears the music corresponding to the universal audio track.

[0062] In other embodiments, a corresponding large scene audio track is further provided for the large virtual game scene. In this case, the multiple audio tracks in the target game include a general audio track, a large scene audio track, and small scene audio tracks corresponding to each of the small virtual game scenes. In this case, when the target game includes a large virtual game scene A, a small virtual game scene a1, and a small virtual game scene a2, the relationship between the audio track and the game virtual scene is as follows: Figure 3 shown.

[0063] Specifically, since the target game character is in the large virtual game scene at this time, there is no need to play the music corresponding to the small virtual scene. At this time, the loudness of the general audio track and the large scene audio track needs to be adjusted to a loudness that is perceptible to the hearing, and the loudness of each small scene audio track needs to be adjusted to a loudness that is not perceptible to the hearing. When the target game character is in the large virtual game scene, the player hears the music corresponding to the general audio track and the large scene audio track.

[0064] Furthermore, the target game also includes audio components corresponding to each of the virtual game scenes, and the audio components are used to determine the virtual game scene in which the target game character is currently located. For example, it includes an audio component B of a large virtual game scene A, an audio component b1 of a small virtual game scene a1, and an audio component b2 of a small virtual game scene a2. When the target game character enters the large virtual game scene A, the audio component B can perceive it; when the target game character enters the small virtual game scene a1, the audio component b1 can perceive it; when the target game character enters the small virtual game scene a2, the audio component b2 can perceive it. Through each audio component, it is possible to quickly perceive that the game character has entered different virtual game scenes, thereby quickly adjusting the loudness of each audio track, so that the game scene music fits the game scene in which the game character is currently located.

[0065] In some embodiments, when the target game character enters the large virtual game scene, before playing the multiple audio tracks simultaneously, the method further includes:

[0066] Acquire a game character selection instruction triggered by a user; and select the target game character from a plurality of candidate game characters in response to the game character selection instruction.

[0067] That is, the target game provides a variety of game characters for the player, and the player can select one of the game characters to enter the game. The game character used by the player is the target game character.

[0068] S120. When the target game character moves from the large virtual game scene to a target small virtual game scene among the plurality of small virtual game scenes, the loudness of the small scene audio track corresponding to the target small virtual game scene is adjusted to the first preset loudness.

[0069] In this embodiment, when the player controls the target game character to move from the large virtual game scene to the target small virtual game scene, the loudness of the small scene audio track corresponding to the target small virtual game scene needs to be adjusted to an auditory perceptible loudness, and the loudness of the universal audio track is always maintained at an auditory perceptible loudness. The scene music heard by the player when entering the target small virtual game scene is the audio of the universal audio track superimposed on the target small scene audio track (the small scene audio track corresponding to the target small virtual game scene).

[0070] When the multiple audio tracks also include a large scene audio track corresponding to the large virtual game scene, when the target game character moves from the large virtual game scene to the target small virtual game scene, the loudness of the large scene audio track also needs to be adjusted to the second preset loudness, that is, adjusted to a loudness that is imperceptible to hearing.

[0071] S130: When the target game character returns from the target small virtual game scene to the large virtual game scene, the loudness of the small scene audio track corresponding to the target small scene is adjusted to the second preset loudness.

[0072] In this embodiment, when the player controls the target game character to return from the target small virtual game scene to the large virtual game scene, at this time, since the game character has left the target small virtual game scene, at this time, the loudness of the small scene audio track corresponding to the target small scene needs to be adjusted to a loudness that is imperceptible to hearing.

[0073] When the plurality of audio tracks also include a large scene audio track corresponding to the large virtual game scene, at this time, the loudness of the large scene audio track also needs to be adjusted to a loudness that is perceptible to hearing.

[0074] To understand the game audio processing method provided by this application, please refer to Figure 4 and Figure 5 , the target game includes a large virtual game scene A, a small virtual game scene a1 and a small virtual game scene a2. Figure 4 and Figure 5 In each audio track, the portion containing the line segment is the portion that can be perceived by hearing, that is, the loudness is the first preset loudness, and the portion without the line segment is the portion that cannot be perceived by hearing, that is, the loudness is the second preset loudness.

[0075] in, Figure 4 is a schematic diagram of an application scenario when the multiple audio tracks in the target game include a general audio track and small scene audio tracks corresponding to each of the small virtual game scenes. Figure 5 This is a schematic diagram of an application scenario when the multiple audio tracks in the target game include a general audio track, a large scene audio track corresponding to the large virtual game scene, and small scene audio tracks corresponding to each of the small virtual game scenes.

[0076] In summary, on the one hand, the present application sets different audio tracks for different virtual game scenes, including a general audio track and small scene audio tracks corresponding to each of the small virtual game scenes. When the game characters in the present application are in different virtual game scenes, the loudness of the general audio track is set to a loudness perceptible to the human ear. When the game characters move to the small virtual game scene, the loudness of the small scene audio track corresponding to the small virtual game scene is adjusted to a loudness perceptible to the human ear. When returning from the small virtual game scene to the large virtual game scene, the loudness of the corresponding small scene audio track is adjusted to a loudness imperceptible to the human ear. There is no situation where the music switching between game scenes stops and then suddenly plays new music, making the music switching more natural, thereby improving the sense of immersion and experience of the game.

[0077] On the other hand, since the present application plays various audio tracks simultaneously when the game character initially enters the large virtual game scene, when the game character moves to the small virtual game scene, the playback progress of the small scene audio track corresponding to the small virtual game scene is consistent with the playback progress of the general audio track, and the music of each audio track is produced based on different performances of the same music. Therefore, when the music is changed by controlling the loudness of different audio tracks, its overall style and tonality do not change, and the auditory experience is better, thereby increasing the user's immersion and stickiness.

[0078] Figure 6This is a flowchart of a method for processing game audio provided by another embodiment of the present application. In this embodiment, the target game includes multiple virtual game scenes and multiple audio tracks. The multiple virtual game scenes include a large virtual game scene and multiple small virtual game scenes entered through the large virtual game scene. The multiple audio tracks include a general audio track, a large scene audio track corresponding to the large virtual game scene, and small scene audio tracks corresponding to each of the small virtual game scenes. Figure 6 As shown, the method for processing game audio in this embodiment includes steps S210-S250.

[0079] S210: Acquire target initial music, where the target initial music consists of a plurality of sub-audio tracks separated vertically.

[0080] In some embodiments, different scene music is also set for different game characters. In this case, it is necessary to select the initial music corresponding to the target game character from a plurality of preset initial music as the target initial music.

[0081] At this time, when players enter the same virtual game scene through different game characters, the scene music they hear is also different, which further enhances the player's gaming experience.

[0082] S220. Split the plurality of sub-audio tracks according to the number of the small virtual game scenes to obtain a plurality of the audio tracks.

[0083] For example, when there are two small virtual game scenes (small virtual game scene a1 and small virtual game scene a2), the multiple sub-audio tracks are split into four audio tracks, including a general audio track, a large scene audio track corresponding to the large virtual game scene, a small scene audio track corresponding to the small virtual game scene a1, and a small scene audio track corresponding to the small virtual game scene a2.

[0084] S230. When the target game character enters the large virtual game scene, the plurality of audio tracks are played simultaneously, and the loudness of the common audio track and the large scene audio track is adjusted to a first preset loudness, and the loudness of each of the small scene audio tracks is adjusted to a second preset loudness, wherein the first preset loudness is a loudness perceptible to hearing, and the second preset loudness is a loudness not perceptible to hearing.

[0085] In this embodiment, since the target game character is in the large virtual game scene at this time, there is no need to play the music corresponding to the small virtual scene. At this time, it is necessary to adjust the loudness of the general audio track and the large scene audio track to a loudness that can be perceived by hearing, and adjust the loudness of each small scene audio track to a loudness that cannot be perceived by hearing. When the target game character is in the large virtual game scene, the player hears the music corresponding to the general audio track and the large scene audio track.

[0086] S240. When the target game character moves from the large virtual game scene to a target small virtual game scene among the multiple small virtual game scenes, the loudness of the small scene audio track corresponding to the target small virtual game scene is adjusted to the first preset loudness, and the loudness of the large scene audio track is adjusted to the second preset loudness.

[0087] In this embodiment, when the player controls the target game character to move from the large virtual game scene to the target small virtual game scene, it is necessary to adjust the loudness of the small scene audio track corresponding to the target small virtual game scene to a loudness that is perceptible to hearing, and adjust the loudness of the large scene audio track to a loudness that is not perceptible to hearing. The scene music heard by the player when entering the target small virtual game scene is the audio of the target small scene audio track superimposed on the universal audio track.

[0088] S250. When the target game character returns to the large virtual game scene from the target small virtual game scene, the loudness of the small scene audio track corresponding to the target small scene is adjusted to the second preset loudness, and the loudness of the large scene audio track is adjusted to the first preset loudness.

[0089] In this embodiment, when the player controls the target game character to return from the target small virtual game scene to the large virtual game scene, at this time, since the game character has left the target small virtual game scene, at this time, the loudness of the small scene audio track corresponding to the target small scene needs to be adjusted to a loudness that is imperceptible to hearing, and the loudness of the large scene audio track needs to be adjusted to a loudness that is perceptible to hearing.

[0090] Furthermore, in some embodiments, the audio track is composed of at least one sub-audio track; the method also includes: obtaining the current combat value of the target game character; adjusting the sub-audio track in the target audio track according to the current combat value, and the target audio track is the audio track corresponding to the virtual game scene in which the target game character is currently located.

[0091] For example, the target audio track consists of sub-audio track 1 and sub-audio track 2. When it is detected that the current combat value of the target game character is greater than or equal to a preset combat value threshold, the loudness of sub-audio track 1 and the sub-audio track are adjusted to a first preset loudness; when it is detected that the current combat value of the target game character is less than the preset combat value threshold, the loudness of sub-audio track 1 is maintained at the first preset loudness, and the loudness of sub-audio track 2 is adjusted to a second preset loudness, so that the player can perceive the size of the current combat value through changes in scene music.

[0092] In addition, in this embodiment, the target game also includes audio components corresponding to each of the virtual game scenes, and the audio components are used to determine the virtual game scene in which the target game character is currently located. For example, it includes an audio component B of a large virtual game scene A, an audio component b1 of a small virtual game scene a1, and an audio component b2 of a small virtual game scene a2. When the target game character enters the large virtual game scene A, the audio component B can perceive it; when the target game character enters the small virtual game scene a1, the audio component b1 can perceive it; when the target game character enters the small virtual game scene a2, the audio component b2 can perceive it. Through each audio component, it is possible to quickly perceive that the game character has entered different virtual game scenes, thereby quickly adjusting the loudness of each audio track, so that the game scene music fits the game scene in which the game character is currently located.

[0093] Figure 7 is a schematic block diagram of a game audio processing device provided in an embodiment of the present application. Figure 7 As shown, corresponding to the above-mentioned game audio processing method, the present application also provides a game audio processing device 700. The game audio processing device 700 includes a unit for executing the above-mentioned game audio processing method. The device can be configured in a terminal that can run a target game, such as a desktop computer, a tablet computer, a laptop computer, etc. The target game includes multiple virtual game scenes and multiple audio tracks. The multiple virtual game scenes include a large virtual game scene and multiple small virtual game scenes entered through the large virtual game scene. The multiple audio tracks include a general audio track and small scene audio tracks corresponding to each of the small virtual game scenes. For details, please refer to Figure 7 The game audio processing device 700 includes a transceiver unit 701 and a processing unit 702, wherein:

[0094] The transceiver unit 701 is used to obtain the instruction triggered by the user;

[0095] The processing unit 702 is used to simultaneously play the multiple audio tracks when the target game character enters the large virtual game scene, and adjust the loudness of the common audio track to a first preset loudness, and adjust the loudness of each of the small scene audio tracks to a second preset loudness, wherein the first preset loudness is a loudness that is perceptible to hearing, and the second preset loudness is a loudness that is not perceptible to hearing; when the target game character moves from the large virtual game scene to a target small virtual game scene among the multiple small virtual game scenes, the loudness of the small scene audio track corresponding to the target small virtual game scene is adjusted to the first preset loudness; when the target game character returns to the large virtual game scene from the target small virtual game scene, the loudness of the small scene audio track corresponding to the target small scene is adjusted to the second preset loudness.

[0096] In some embodiments, the multiple audio tracks also include a large scene audio track corresponding to the large virtual game scene; the processing unit 702 is further used to adjust the loudness of the large scene audio track to the first preset loudness when the target game character enters the large virtual game scene; when the target game character moves from the large virtual game scene to a target small virtual game scene among the multiple small virtual game scenes, adjust the loudness of the large scene audio track to the second preset loudness; when the target game character returns to the large virtual game scene from the target small virtual game scene, adjust the loudness of the large scene audio track to the first preset loudness.

[0097] In some embodiments, the target game further includes audio components corresponding to each of the virtual game scenes, and the audio components are used to determine the virtual game scene in which the target game character is currently located.

[0098] In some embodiments, before executing the step of simultaneously playing the plurality of audio tracks when the target game character enters the large virtual game scene, the processing unit 702 is further configured to:

[0099] Obtain target initial music, wherein the target initial music is composed of a plurality of sub-audio tracks separated vertically; split the plurality of sub-audio tracks according to the number of the small virtual game scenes to obtain a plurality of audio tracks.

[0100] In some embodiments, when executing the step of obtaining the target initial music, the processing unit 702 is specifically used to:

[0101] The initial music corresponding to the target game character is selected from a plurality of preset initial music as the target initial music.

[0102] In some embodiments, the audio track is composed of at least one sub-audio track; the processing unit 702 is further configured to:

[0103] Acquire the current combat value of the target game character; and adjust the sub-audio track in the target audio track according to the current combat value, wherein the target audio track is the audio track corresponding to the virtual game scene in which the target game character is currently located.

[0104] In some embodiments, before executing the step of simultaneously playing the plurality of audio tracks when the target game character enters the large virtual game scene, the processing unit 702 is further configured to:

[0105] The transceiver unit 701 obtains a game character selection instruction triggered by a user; and in response to the game character selection instruction, selects the target game character from a plurality of candidate game characters.

[0106] It should be noted that those skilled in the art can clearly understand that the specific implementation process of the above-mentioned game audio processing device 700 and each unit can refer to the corresponding description in the aforementioned method embodiment, and for the convenience and brevity of description, it will not be repeated here.

[0107] The above-mentioned game audio processing device can be implemented in the form of a computer program. The computer program can be used in Figure 8 Run on the target terminal shown.

[0108] See also Figure 8 , Figure 8 This is a schematic block diagram of a target terminal provided in an embodiment of the present application. The target terminal can run a target game, the target game includes multiple virtual game scenes and multiple audio tracks, the multiple virtual game scenes include a large virtual game scene and multiple small virtual game scenes entered through the large virtual game scene, and the multiple audio tracks include a general audio track and small scene audio tracks corresponding to each of the small virtual game scenes.

[0109] See also Figure 8 The target terminal 800 includes a processor 802 , a memory and a network interface 805 connected via a system bus 801 , wherein the memory may include a non-volatile storage medium 803 and an internal memory 804 .

[0110] The non-volatile storage medium 803 can store an operating system 8031 ​​and a computer program 8032. The computer program 8032 includes program instructions, and when the program instructions are executed, the processor 802 can execute a method for processing game audio.

[0111] The processor 802 is used to provide computing and control capabilities to support the operation of the entire target terminal 800 .

[0112] The internal memory 804 provides an environment for the operation of the computer program 8032 in the non-volatile storage medium 803. When the computer program 8032 is executed by the processor 802, the processor 802 can execute a method for processing game audio.

[0113] The network interface 805 is used to communicate with other devices over the network. Figure 8 The structure shown in the figure is merely a block diagram of a partial structure related to the scheme of the present application, and does not constitute a limitation on the target terminal 800 to which the scheme of the present application is applied. The specific target terminal 800 may include more or fewer components than those shown in the figure, or combine certain components, or have a different arrangement of components.

[0114] The processor 802 is used to run the computer program 8032 stored in the memory to implement the following steps:

[0115] When the target game character enters the large virtual game scene, the plurality of audio tracks are played simultaneously, and the loudness of the common audio track is adjusted to a first preset loudness, and the loudness of each of the small scene audio tracks is adjusted to a second preset loudness, wherein the first preset loudness is a loudness perceivable by hearing, and the second preset loudness is a loudness imperceivable by hearing;

[0116] When the target game character moves from the large virtual game scene to a target small virtual game scene among the plurality of small virtual game scenes, the loudness of the small scene audio track corresponding to the target small virtual game scene is adjusted to the first preset loudness;

[0117] When the target game character returns from the target small virtual game scene to the large virtual game scene, the loudness of the small scene audio track corresponding to the target small scene is adjusted to the second preset loudness.

[0118] It should be understood that in the embodiment of the present application, the processor 802 may be a central processing unit (CPU), and the processor 802 may also be other general-purpose processors, digital signal processors (DSP), application-specific integrated circuits (ASIC), field-programmable gate arrays (FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Among them, the general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc.

[0119] It can be understood by those skilled in the art that all or part of the processes in the method for implementing the above embodiment can be completed by instructing the relevant hardware through a computer program. The computer program includes program instructions, and the computer program can be stored in a storage medium, which is a computer-readable storage medium. The program instructions are executed by at least one processor in the computer system to implement the process steps of the embodiment of the above method.

[0120] Therefore, the present application also provides a storage medium. The storage medium may be a computer-readable storage medium. The storage medium stores a computer program, wherein the computer program includes program instructions. When the program instructions are executed by a processor, the processor executes the following steps:

[0121] When the target game character enters the large virtual game scene, the plurality of audio tracks are played simultaneously, and the loudness of the common audio track is adjusted to a first preset loudness, and the loudness of each of the small scene audio tracks is adjusted to a second preset loudness, wherein the first preset loudness is a loudness perceivable by hearing, and the second preset loudness is a loudness imperceivable by hearing;

[0122] When the target game character moves from the large virtual game scene to a target small virtual game scene among the plurality of small virtual game scenes, the loudness of the small scene audio track corresponding to the target small virtual game scene is adjusted to the first preset loudness;

[0123] When the target game character returns from the target small virtual game scene to the large virtual game scene, the loudness of the small scene audio track corresponding to the target small scene is adjusted to the second preset loudness.

[0124] The storage medium may be a USB flash drive, a mobile hard disk, a read-only memory (ROM), a magnetic disk, or an optical disk, etc., which are computer-readable storage media that can store program codes.

[0125] Those of ordinary skill in the art will appreciate that the units and algorithm steps of each example described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, computer software, or a combination of the two. In order to clearly illustrate the interchangeability of hardware and software, the composition and steps of each example have been generally described in terms of function in the above description. Whether these functions are performed in hardware or software depends on the specific application and design constraints of the technical solution. Professional and technical personnel can use different methods to implement the described functions for each specific application, but such implementation should not be considered to be beyond the scope of this application.

[0126] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of each unit is only a logical function division, and there may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed.

[0127] The steps in the method of the embodiment of the present application can be adjusted in order, combined and deleted according to actual needs. The units in the device of the embodiment of the present application can be combined, divided and deleted according to actual needs. In addition, the functional units in the various embodiments of the present application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0128] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a storage medium. Based on this understanding, the technical solution of the present application is essentially or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for a target terminal (which can be a personal computer, terminal, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application.

[0129] The above is only a specific implementation of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of various equivalent modifications or replacements within the technical scope disclosed in the present application, and these modifications or replacements should be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be based on the protection scope of the claims.

Claims

1. A method for processing game audio, characterized in that: The method is applied to a target terminal capable of running a target game, wherein the target game includes multiple virtual game scenes and multiple audio tracks, wherein the multiple virtual game scenes include a large virtual game scene and multiple small virtual game scenes entered through the large virtual game scene, and the multiple audio tracks include a general audio track and small scene audio tracks corresponding to each of the small virtual game scenes. The method includes: When the target game character enters the large virtual game scene, the plurality of audio tracks are played simultaneously, and the loudness of the common audio track is adjusted to a first preset loudness, and the loudness of each of the small scene audio tracks is adjusted to a second preset loudness, wherein the first preset loudness is a loudness perceivable by hearing, and the second preset loudness is a loudness imperceivable by hearing; When the target game character moves from the large virtual game scene to a target small virtual game scene among the plurality of small virtual game scenes, the loudness of the small scene audio track corresponding to the target small virtual game scene is adjusted to the first preset loudness; When the target game character returns from the target small virtual game scene to the large virtual game scene, the loudness of the small scene audio track corresponding to the target small scene is adjusted to the second preset loudness.

2. The method according to claim 1, characterized in that The plurality of audio tracks also include a large scene audio track corresponding to the large virtual game scene; When the target game character enters the large virtual game scene, the method further includes: Adjusting the loudness of the large scene audio track to the first preset loudness; When the target game character moves from the large virtual game scene to a target small virtual game scene among the plurality of small virtual game scenes, the method further comprises: Adjusting the loudness of the large scene audio track to the second preset loudness; When the target game character returns from the target small virtual game scene to the large virtual game scene, the method further includes: The loudness of the large scene audio track is adjusted to the first preset loudness.

3. The method according to claim 1, characterized in that The target game also includes audio components corresponding to each of the virtual game scenes, and the audio components are used to determine the virtual game scene in which the target game character is currently located.

4. The method according to claim 1, characterized in that When the target game character enters the large virtual game scene, before playing the multiple audio tracks simultaneously, the method further includes: Acquire target initial music, where the target initial music consists of a plurality of sub-audio tracks separated vertically; The plurality of sub-audio tracks are split according to the number of the small virtual game scenes to obtain a plurality of the audio tracks.

5. The method according to claim 4, characterized in that The step of obtaining the target initial music includes: The initial music corresponding to the target game character is selected from a plurality of preset initial music as the target initial music.

6. The method according to claim 4, characterized in that The audio track is composed of at least one sub-audio track; the method further comprises: Obtaining the current combat value of the target game character; The sub-audio track in the target audio track is adjusted according to the current combat value, and the target audio track is the audio track corresponding to the virtual game scene where the target game character is currently located.

7. The method according to claim 1, characterized in that When the target game character enters the large virtual game scene, before playing the multiple audio tracks simultaneously, the method further includes: Get the game character selection command triggered by the user; In response to the game character selection instruction, the target game character is selected from a plurality of candidate game characters.

8. A game audio processing device, characterized in that: The game audio processing device is deployed on a target terminal that can run a target game, the target game includes multiple virtual game scenes and multiple audio tracks, the multiple virtual game scenes include a large virtual game scene and multiple small virtual game scenes entered through the large virtual game scene, the multiple audio tracks include a general audio track and small scene audio tracks corresponding to each of the small virtual game scenes, the game audio processing device includes a transceiver unit and a processing unit, wherein: The transceiver unit is used to obtain instructions triggered by the user; The processing unit is used to simultaneously play the multiple audio tracks when the target game character enters the large virtual game scene, and adjust the loudness of the common audio track to a first preset loudness, and adjust the loudness of each of the small scene audio tracks to a second preset loudness, wherein the first preset loudness is a loudness that is perceptible to hearing, and the second preset loudness is a loudness that is not perceptible to hearing; when the target game character moves from the large virtual game scene to a target small virtual game scene among the multiple small virtual game scenes, the loudness of the small scene audio track corresponding to the target small virtual game scene is adjusted to the first preset loudness; when the target game character returns to the large virtual game scene from the target small virtual game scene, the loudness of the small scene audio track corresponding to the target small scene is adjusted to the second preset loudness.

9. A target terminal, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that: The target terminal can run a target game, and the target game includes multiple virtual game scenes and multiple audio tracks. The multiple virtual game scenes include a large virtual game scene and multiple small virtual game scenes entered through the large virtual game scene. The multiple audio tracks include a general audio track and small scene audio tracks corresponding to each of the small virtual game scenes. When the processor executes the computer program, it implements the game audio processing method described in any one of claims 1 to 7.

10. A storage medium, characterized in that: The storage medium stores a computer program, wherein the computer program includes program instructions, and when the program instructions are executed by a processor, the processor executes the game audio processing method according to any one of claims 1 to 7.

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