Game audio processing method and device, terminal and storage medium

By setting up general and specific audio tracks for game scenes and adjusting the audio volume when game characters move, the problem of unnatural music transitions between game scenes was solved, enhancing the game's immersion and sense of presence.

CN119139699BActive Publication Date: 2025-10-24SHANGHAI YOUBI YAO NETWORK TECHNOLOGY CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
CN202411176097.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-08-26
Publication Date
2025-10-24
Estimated Expiration
2044-08-26

AI Technical Summary

Technical Problem

In existing technologies, when game characters switch music between different virtual game scenes, the music stops and new music plays, reducing the game's immersion and sense of presence.

Method used

Set up a general audio track and a small scene audio track for different virtual game scenes, and adjust the loudness of the audio track when the game character enters or leaves the scene to make the music transition more natural. By playing multiple audio tracks simultaneously in a large virtual game scene, and adjusting the loudness of the small scene audio track to a perceptible state when moving to a small virtual game scene, and restoring it to an imperceptible state when returning.

Benefits of technology

It enhances the game's immersion and experience, ensures seamless music transitions, and strengthens user engagement and stickiness.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119139699B_ABST
    Figure CN119139699B_ABST
Patent Text Reader

Abstract

Embodiments of the present application disclose a game audio processing method and device, a terminal and a storage medium. The method comprises the following steps: when a target game character enters a large virtual game scene, simultaneously playing a plurality of audio tracks, and adjusting the loudness of a general audio track to a first preset loudness and adjusting the loudness of each small scene audio track to a second preset loudness, the first preset loudness being an audible loudness and the second preset loudness being an inaudible loudness; when the target game character moves from the large virtual game scene to a target small virtual game scene in a plurality of small virtual game scenes, adjusting the loudness of the small scene audio track corresponding to the target small virtual game scene to the first preset loudness; and when the target game character returns to the large virtual game scene from the target small virtual game scene, adjusting the loudness of the small scene audio track corresponding to the target small scene to the second preset loudness. The music switching is more natural, thereby improving the game experience.
Need to check novelty before this filing date? Find Prior Art

Description

TECHNICAL FIELD

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

[0002] With the rapid development of computer technology, people's living conditions are getting better and better, and the way of life is more and more, and the game gradually becomes a very common way of entertainment in people's daily life.

[0003] In order to improve the user's game experience, when the game character is in different virtual game scenes, different music will be played, for example, when the player operates 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 mode is to stop playing the current music and then play a new music that meets the characteristics of the current virtual game scene.

[0004] However, the music switching mode in the prior art will make the player obviously perceive the process of stopping the music and then playing the new music, which reduces the immersion of the game and leads to poor game experience. In addition, the two different musics will naturally differ in style and tonality when they are produced, which will also cause obvious changes in listening and reduce the user's immersion and stickiness. SUMMARY

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

[0006] In a first aspect, the embodiments of the present application provide a game audio processing method, which is applied to a target terminal capable of running a target game, the target game including a plurality of virtual game scenes and a plurality of audio tracks, the plurality of virtual game scenes including a large virtual game scene and a plurality of small virtual game scenes entered through the large virtual game scene, and the plurality of audio tracks including a general audio track and a small scene audio track corresponding to each of the small virtual game scenes, the method comprising:

[0007] When the target game character enters the large virtual game scene, simultaneously playing the plurality of audio tracks, and adjusting the loudness of the general audio track to a first preset loudness and the loudness of each small scene audio track to a second preset loudness, the first preset loudness being an audible loudness, and the second preset loudness being an inaudible loudness;

[0008] adjusting a loudness of a small-scene audio track corresponding to the target small virtual game scene to the first preset loudness when the target game character moves from the large virtual game scene to a target small virtual game scene in the plurality of small virtual game scenes;

[0009] adjusting the loudness of the small-scene audio track corresponding to the target small scene to the second preset loudness when the target game character returns from the target small virtual game scene to the large virtual game scene.

[0010] In some embodiments, the plurality of audio tracks further comprises 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 comprises: adjusting a loudness of the large-scene audio track to the first preset loudness;

[0011] adjusting the loudness of the large-scene audio track to the second preset loudness when the target game character moves from the large virtual game scene to a target small virtual game scene in the plurality of small virtual game scenes;

[0012] adjusting the loudness of the large-scene audio track to the first preset loudness when the target game character returns from the target small virtual game scene to the large virtual game scene.

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

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

[0015] obtaining a target initial music composed of a plurality of sub-audio tracks separated longitudinally;

[0016] splitting the plurality of sub-audio tracks according to the number of small virtual game scenes to obtain the plurality of audio tracks.

[0017] In some embodiments, the obtaining a target initial music comprises:

[0018] selecting an initial music corresponding to the target game character from a plurality of preset initial musics as the target initial music.

[0019] In some embodiments, the audio track is composed of at least one of the sub-audio tracks; the method further comprises: obtaining a current battle value of the target game character; and adjusting the sub-audio track in the target audio track according to the current battle value, the target audio track being an audio track corresponding to a virtual game scene currently entered by the target game character.

[0020] In some embodiments, before the plurality of audio tracks are simultaneously played when the target game character enters the large virtual game scene, the method further comprises:

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

[0022] In a second aspect, the embodiments of the present application further provide a game audio processing apparatus, which is deployed in a target terminal capable of running a target game, the target game including a plurality of virtual game scenes and a plurality of audio tracks, the plurality of virtual game scenes including a large virtual game scene and a plurality of small virtual game scenes entered through the large virtual game scene, and the plurality of audio tracks including a general audio track and a small scene audio track corresponding to each of the small virtual game scenes, the game audio processing apparatus including a transceiving unit and a processing unit, wherein:

[0023] the transceiving unit is configured to obtain an instruction triggered by a user;

[0024] the processing unit is configured to simultaneously play the plurality of audio tracks when a target game character enters the large virtual game scene, and adjust a loudness of the general audio track to a first preset loudness and a loudness of each of the small scene audio tracks to a second preset loudness, the first preset loudness being an audible loudness and the second preset loudness being an inaudible loudness; adjust a loudness of a small scene audio track corresponding to a target small virtual game scene to the first preset loudness when the target game character moves from the large virtual game scene to the target small virtual game scene; and adjust a loudness of the small scene audio track corresponding to the target small virtual game scene to the second preset loudness when the target game character returns to the large virtual game scene from the target small virtual game scene.

[0025] In some embodiments, the plurality of audio tracks further comprises a large-scene audio track corresponding to the large virtual game scene; the processing unit is further configured 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; adjust the loudness of the large-scene audio track to the second preset loudness when the target game character moves from the large virtual game scene to a target small virtual game scene in the plurality of small virtual game scenes; and adjust the loudness of the large-scene audio track to the first preset loudness when the target game character returns to the large virtual game scene from the target small virtual game scene.

[0026] In some embodiments, the target game further comprises an audio component corresponding to each virtual game scene, and the audio component is configured to determine the virtual game scene in which the target game character is currently located.

[0027] In some embodiments, before performing 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 a target initial music composed of a plurality of sub-audio tracks separated longitudinally; and split the plurality of sub-audio tracks according to the number of small virtual game scenes to obtain the plurality of audio tracks.

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

[0030] select an initial music corresponding to the target game character from a plurality of preset initial musics 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] obtain a current battle value of the target game character; and adjust a sub-audio track in the target audio track according to the current battle value, the target audio track being an audio track corresponding to a virtual game scene in which the target game character is currently located.

[0033] In some embodiments, before performing 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] obtain a game character selection instruction triggered by a user through the transceiver; and select the target game character from a plurality of candidate game characters in response to the game character selection instruction.

[0035] In a third aspect, the embodiments of the present application further provide a target terminal, comprising a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the method described above.

[0036] In a fourth aspect, the embodiments of the present application further provide a computer readable storage medium, wherein the storage medium stores a computer program, and the computer program comprises program instructions, which, when executed by a processor, can implement the method described above.

[0037] The embodiments of the present application provide a game audio processing method, device, terminal and storage medium. In one aspect, different virtual game scenes are provided with different audio tracks, including a general audio track and a small scene audio track corresponding to each small virtual game scene, wherein the loudness of the general audio track is set to a loudness that can be perceived by human ears when the game character is in different virtual game scenes, and the loudness of the small scene audio track corresponding to the small virtual game scene is adjusted to a loudness that can be perceived by human ears when the game character moves to the small virtual game scene, and the loudness of the corresponding small scene audio track is adjusted to a loudness that cannot be perceived by human ears when returning to the large virtual game scene from the small virtual game scene. The music switching between game scenes does 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 embodiments of the present application will play all audio tracks simultaneously when the game character initially enters the large virtual game scene, the play progress of the small scene audio track corresponding to the small virtual game scene is consistent with the play progress of the general audio track when the game character moves to the small virtual game scene, and the music of each audio track is made based on different performances of the same music. Therefore, when the music is transformed by controlling the loudness of different audio tracks, the overall style and tonality of the music does not change, and the auditory experience is better, thereby increasing the immersion and stickiness of the user. BRIEF DESCRIPTION OF DRAWINGS

[0039] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings needed in the embodiment description will be briefly introduced. Obviously, the drawings in the following description are some embodiments of the present application, and other drawings can be obtained by those skilled in the art without creative labor.

[0040] Figure 1 A flowchart of the game audio processing method provided by the embodiments of the present application is shown.

[0041] Figure 2 An illustration of the relationship between the audio track and the game virtual scene provided by the embodiments of the present application is shown.

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

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

[0044] Figure 5 Another application scenario schematic diagram of a game audio processing method provided by an embodiment of the present application;

[0045] Figure 6 Another flow schematic diagram of a game audio processing method provided by an embodiment of the present application;

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

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

[0048] The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are some but not all of the embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative work fall within the scope of the present application.

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

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

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

[0052] The embodiment of the present application provides a game audio processing method and device, a terminal and a storage medium.

[0053] The execution subject of the game audio processing method can be the game audio processing device provided by the embodiment of the present application or a target terminal integrated with the game audio processing device, wherein the game audio processing device can be realized in the form of hardware or software, and the target terminal can be a terminal capable of running a target game, such as a smart phone, a tablet computer, a palm computer or a notebook computer.

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

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

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

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

[0058] S110, when the target game character enters the large virtual game scene, simultaneously playing a plurality of audio tracks, and adjusting the loudness of the general audio track to a first preset loudness, and adjusting the loudness of each small scene audio track to a second preset loudness, the first preset loudness is an audible loudness, and the second preset loudness is an inaudible loudness.

[0059] In the 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 the tracks, a plurality of audio tracks are simultaneously played.

[0060] ​In some embodiments, the plurality of audio tracks in the target game includes a general audio track and a small-scene audio track 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 tracks and the virtual game scenes is as shown in Figure 2 .

[0061] Specifically, since the target game character is in the large virtual game scene at this time, the music corresponding to the small virtual scenes does not need to be played, and at this time, the loudness of the general audio track needs to be adjusted to an audibly perceptible loudness, and the loudness of each small-scene audio track needs to be adjusted to an inaudibly perceptible loudness. When the target game character is in the large virtual game scene, the player hears the music corresponding to the general audio track.

[0062] In other embodiments, a large-scene audio track corresponding to the large virtual game scene is also provided, and at this time, the plurality of audio tracks in the target game includes a general audio track, a large-scene audio track, and a small-scene audio track corresponding to each of the small virtual game scenes. At this time, 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 tracks and the virtual game scenes is as shown in Figure 3 .

[0063] Specifically, since the target game character is in the large virtual game scene at this time, the music corresponding to the small virtual scenes does not need to be played, and at this time, the loudness of the general audio track and the large-scene audio track needs to be adjusted to an audibly perceptible loudness, and the loudness of each small-scene audio track needs to be adjusted to an inaudibly perceptible loudness. 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] Further, the target game also includes an audio component corresponding to each of the virtual game scenes, which is used to determine the virtual game scene currently occupied by the target game character. For example, the audio component B corresponding to the large virtual game scene A, the audio component b1 corresponding to the small virtual game scene a1, and the audio component b2 corresponding to the small virtual game scene a2. When the target game character enters the large virtual game scene A, the audio component B is perceptible; when the target game character enters the small virtual game scene a1, the audio component b1 is perceptible; and when the target game character enters the small virtual game scene a2, the audio component b2 is perceptible. Through each audio component, the entry of the game character into different virtual game scenes can be quickly perceived, so that the loudness of each audio track can be quickly adjusted, and the game scene music can be made to fit the game scene currently occupied by the game character.

[0065] In some embodiments, before the plurality of audio tracks are played simultaneously when the target game character enters the large virtual game scene, the method further comprises:

[0066] obtaining a user-triggered game character selection instruction; and in response to the game character selection instruction, selecting the target game character from a plurality of candidate game characters.

[0067] That is, the target game provides the player with a plurality of game characters, and the player can select one of the game characters to enter the game, and 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 in the plurality of small virtual game scenes, adjusting the loudness of the small scene audio track corresponding to the target small virtual game scene 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, it is necessary to adjust the loudness of the small scene audio track corresponding to the target small virtual game scene to an audibly perceptible loudness, and the loudness of the general audio track is always maintained at an audibly perceptible loudness. The scene music heard by the player when entering the target small virtual game scene is the audio of the general 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 plurality of audio tracks further 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, it is also necessary to adjust the loudness of the large scene audio track to the second preset loudness, i.e., to an audibly imperceptible loudness.

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

[0072] In this embodiment, when the player controls the target game character to return to the large virtual game scene from the target small virtual game scene, at this time, since the game character has left the target small virtual game scene, at this time, it is necessary to adjust the loudness of the small scene audio track corresponding to the target small scene to an audibly imperceptible loudness.

[0073] When the plurality of audio tracks further include a large scene audio track corresponding to the large virtual game scene, at this time, it is also necessary to adjust the loudness of the large scene audio track to an audibly perceptible loudness.

[0074] For the convenience of understanding the game audio processing method provided in the present application, please refer to Figure 4 and Figure 5 , also taking a target game including a large virtual game scene A, a small virtual game scene a1 and a small virtual game scene a2 as an example, in Figure 4 and Figure 5 , the line segment part in each audio track contains a part that can be perceived by the sense of hearing, i.e. the loudness is a first preset loudness, and the part not containing the line segment part is a part that cannot be perceived by the sense of hearing, i.e. the loudness is a second preset loudness.

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

[0076] To sum up, on the one hand, the present application sets different audio tracks for different virtual game scenes, including a general audio track and a small scene audio track corresponding to each of the small virtual game scenes, wherein the loudness of the general audio track is set to a loudness perceivable by the human ear when the game character is in different virtual game scenes, and when the game character moves to a small virtual game scene, the loudness of the small scene audio track corresponding to the small virtual game scene is adjusted to a loudness perceivable by 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 by the human ear. The music switching between game scenes will not appear the situation of stopping and then suddenly playing 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 each audio track simultaneously when the game character initially enters the large virtual game scene, when the game character moves to a small virtual game scene, the play progress of the small scene audio track corresponding to the small virtual game scene is consistent with the play progress of the general audio track, and the music of each audio track is made based on different performances of the same music. Therefore, when the music is transformed by controlling the loudness of different audio tracks, the overall style and tonality do not change, the auditory experience is better, thereby increasing the immersion and stickiness of the user.

[0078] Figure 6is a flowchart of a game audio processing method 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, and 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 the small virtual game scenes respectively. As shown in Figure 6 The game audio processing method of this embodiment includes steps S210-S250.

[0079] S210, obtaining a target initial music composed of multiple sub-audio tracks separated longitudinally.

[0080] In some embodiments, different scene musics are also set for different game characters, and in this case, an initial music corresponding to the target game character needs to be selected from multiple preset initial musics as the target initial music.

[0081] In this case, when different game characters enter the same virtual game scene, the scene music heard by the players is also different, thereby further improving the game experience of the players.

[0082] S220, performing splitting processing on the multiple sub-audio tracks according to the number of the small virtual game scenes to obtain the multiple 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 the general audio track, the large scene audio track corresponding to the large virtual game scene, the small scene audio track corresponding to the small virtual game scene a1, and the 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, simultaneously playing the multiple audio tracks, and adjusting the loudness of the general audio track and the large scene audio track to a first preset loudness and the loudness of each small scene audio track to a second preset loudness, the first preset loudness being an audible loudness, and the second preset loudness being an inaudible loudness.

[0085] In this embodiment, since the target game character is in the large virtual game scene at this time, the music corresponding to the small virtual scene does not need to be played, and the loudness of the general audio track and the large scene audio track needs to be adjusted to an audibly perceptible loudness, and the loudness of each small scene audio track needs to be adjusted to an inaudibly perceptible loudness. 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 in the plurality of small virtual game scenes, adjusting the loudness of the small scene audio track corresponding to the target small virtual game scene to the first preset loudness, and adjusting the loudness of the large scene audio track 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, the loudness of the small scene audio track corresponding to the target small virtual game scene needs to be adjusted to an audibly perceptible loudness, and the loudness of the large scene audio track needs to be adjusted to an inaudibly perceptible loudness. When the player enters the target small virtual game scene, the scene music heard is the audio of the general audio track superimposed on the target small scene audio track.

[0088] S250, when the target game character returns from the target small virtual game scene to the large virtual game scene, adjusting the loudness of the small scene audio track corresponding to the target small scene to the second preset loudness, and adjusting the loudness of the large scene audio track 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, the loudness of the small scene audio track corresponding to the target small scene needs to be adjusted to an inaudibly perceptible loudness, and the loudness of the large scene audio track needs to be adjusted to an audibly perceptible loudness.

[0090] Further, in some embodiments, the audio track is composed of at least one sub-audio track; the method further comprises: obtaining a current combat value of the target game character; adjusting the sub-audio track in the target audio track according to the current combat value, the target audio track being an audio track corresponding to a virtual game scene currently occupied by the target game character.

[0091] For example, the target audio track is composed of sub-audio track 1 and sub-audio track 2, when it is detected that the current battle value of the target game character is greater than or equal to the preset battle value threshold, the loudness of the sub-audio track 1 and the sub-audio track 2 is adjusted to the first preset loudness; when it is detected that the current battle value of the target game character is less than the preset battle value threshold, the loudness of the sub-audio track 1 is kept as the first preset loudness, and the loudness of the sub-audio track 2 is adjusted to the second preset loudness, so that the player perceives the size of the current battle value through the change of the scene music.

[0092] In addition, in the embodiment, the target game further includes an audio component corresponding to each virtual game scene, which is used to determine the virtual game scene currently entered by the target game character. For example, the audio component B corresponding to the large virtual game scene A, the audio component b1 corresponding to the small virtual game scene a1, and the audio component b2 corresponding to the small virtual game scene a2. When the target game character enters the large virtual game scene A, the audio component B can be perceived; when the target game character enters the small virtual game scene a1, the audio component b1 can be perceived; when the target game character enters the small virtual game scene a2, the audio component b2 can be perceived. Through each audio component, the entry of the game character into different virtual game scenes can be quickly perceived, so that the adjustment of the loudness of each audio track is quickly performed, and the scene music is matched with the current game scene entered by the game character.

[0093] Figure 7 is a schematic block diagram of a game audio processing device provided by the embodiment of the present application. As shown in Figure 7 Corresponding to the game audio processing method, the present application further provides a game audio processing device 700. The game audio processing device 700 includes units for executing the game audio processing method described above. The device can be configured in a desktop computer, a tablet computer, a laptop computer, and other terminals that can run a target game. The target game includes a plurality of virtual game scenes and a plurality of audio tracks. The plurality of virtual game scenes includes 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 includes a general audio track and a small scene audio track corresponding to each small virtual game scene. Specifically, 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 configured to obtain an instruction triggered by a user.

[0095] The processing unit 702 is configured to: when a target game character enters the large virtual game scene, simultaneously play a plurality of audio tracks, and adjust the loudness of the general audio track to a first preset loudness and the loudness of each small scene audio track to a second preset loudness, the first preset loudness being an audible loudness, and the second preset loudness being an inaudible loudness; when the target game character moves from the large virtual game scene to a target small virtual game scene in the plurality of small virtual game scenes, adjust the loudness of the small scene audio track corresponding to the target small virtual game scene to the first preset loudness; and when the target game character returns to the large virtual game scene from the target small virtual game scene, adjust the loudness of the small scene audio track corresponding to the target small scene to the second preset loudness.

[0096] In some embodiments, the plurality of audio tracks further includes a large scene audio track corresponding to the large virtual game scene; and the processing unit 702 is further configured to: when the target game character enters the large virtual game scene, adjust 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 in the plurality of small virtual game scenes, adjust the loudness of the large scene audio track to the second preset loudness; and 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 an audio component corresponding to each virtual game scene, and the audio component is configured to determine the virtual game scene in which the target game character is currently located.

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

[0099] obtain a target initial music composed of a plurality of sub-audio tracks separated longitudinally; and split a plurality of the sub-audio tracks according to the number of the small virtual game scenes to obtain a plurality of the audio tracks.

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

[0101] select an initial music corresponding to the target game character from a plurality of preset initial musics as the target initial music.

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

[0103] obtaining a current battle value of the target game character; and adjusting a sub-audio track in the target audio track according to the current battle value, the target audio track being an audio track corresponding to a virtual game scene currently entered by the target game character.

[0104] In some embodiments, before the processing unit 702 performs the step of 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] obtaining a user-triggered game character selection instruction via the transceiver unit 701; and selecting the target game character from a plurality of candidate game characters in response to the game character selection instruction.

[0106] It should be noted that the specific implementation process of the game audio processing apparatus 700 and each unit can be clearly understood by those skilled in the art, and can be referred to the corresponding description in the foregoing method embodiments. For the convenience and brevity of description, the details are not described herein.

[0107] The game audio processing apparatus can be implemented in the form of a computer program, which can run on a target terminal as shown in Figure 8 .

[0108] Please refer to Figure 8 , Figure 8 is a schematic block diagram of a target terminal provided by an embodiment of the present application. The target terminal can run a target game, and the target game includes a plurality of virtual game scenes and a plurality of audio tracks. The plurality of virtual game scenes includes 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 includes a general audio track and a small scene audio track corresponding to each of the small virtual game scenes.

[0109] Please refer to Figure 8 , the target terminal 800 includes a processor 802, a memory and a network interface 805 connected through a system bus 801, wherein the memory can 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 which, when executed, can cause the processor 802 to perform a game audio processing method.

[0111] The processor 802 is configured 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, which, when executed by the processor 802, can cause the processor 802 to perform a game audio processing method.

[0113] The network interface 805 is configured to communicate with other devices via a network. Those skilled in the art can understand that the network interface 805 can be implemented in various forms, such as a network adapter, a wireless transceiver, a Bluetooth module, a USB interface, etc. Figure 8 The structure shown in the figure is only a block diagram of part of the 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 can 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 configured to execute 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, multiple audio tracks are played simultaneously, and the loudness of the general audio track is adjusted to a first preset loudness, and the loudness of each small scene audio track is adjusted to a second preset loudness. The first preset loudness is an audible loudness, and the second preset loudness is an inaudible loudness.

[0116] When the target game character moves from the large virtual game scene to a target small virtual game scene in 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.

[0117] 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.

[0118] It should be understood that in the embodiments of the present application, the processor 802 can be a central processing unit (CPU), and can 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 gates or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor.

[0119] It can be understood by those skilled in the art that all or part of the processes in the above-mentioned embodiments can be completed by a computer program instructing related hardware. 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 above-mentioned embodiments.

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

[0121] When the target game character enters the large virtual game scene, simultaneously playing a plurality of the audio tracks, and adjusting the loudness of the general audio track to a first preset loudness, and adjusting the loudness of each small scene audio track to a second preset loudness, the first preset loudness is an audible loudness, and the second preset loudness is an inaudible loudness;

[0122] When the target game character moves from the large virtual game scene to a target small virtual game scene in a 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 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.

[0124] The storage medium can be a U disk, a mobile hard disk, a read-only memory (ROM), a magnetic disk or an optical disk, and various computer readable storage media that can store program codes.

[0125] Those skilled in the art can realize that the units and algorithm steps of each example described in combination with the embodiments disclosed herein can be realized in electronic hardware, computer software or a combination of both. In order to clearly illustrate the interchangeability of hardware and software, the components and steps of each example have been described in the above description in a general manner. Whether the functions are performed in hardware or software depends on the specific application and design constraints of the technical solution. A person skilled in the art can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of the present application.

[0126] In 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 actual implementation can have another division manner. For example, a plurality of 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 embodiments of the present application can be adjusted, combined and reduced in sequence according to actual needs. The units in the device embodiments of the present application can be combined, divided and reduced according to actual needs. In addition, each functional unit in each embodiment of the present application can be integrated in one processing unit, or each unit can exist physically, or two or more units can be integrated in one unit.

[0128] The integrated unit, if realized in the form of a software functional unit and sold or used as an independent product, can be stored in a storage medium. Based on such understanding, the technical solutions of the present application essentially or say the parts that make contributions to the prior art, or the whole or part of the technical solutions can be embodied in the form of a software product. The computer software product is stored in a storage medium, and includes a plurality of instructions for causing a target terminal (which can be a personal computer, a terminal or a 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 person skilled in the art 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 covered in the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.

Claims

1. A method of processing game audio, characterized by, The method is 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, and the plurality of audio tracks comprising a general audio track and a small scene audio track corresponding to each of the small virtual game scenes, the method comprising: playing the plurality of audio tracks simultaneously when a target game character enters the large virtual game scene, and adjusting the loudness of the general audio track to a first preset loudness and the loudness of each small scene audio track to a second preset loudness, the first preset loudness being an audible loudness and the second preset loudness being an inaudible loudness; adjusting the loudness of the small scene audio track corresponding to a target small virtual game scene to the first preset loudness when the target game character moves from the large virtual game scene to the target small virtual game scene; adjusting the loudness of the small scene audio track corresponding to the target small virtual game scene to the second preset loudness when the target game character returns to the large virtual game scene from the target small virtual game scene; before the playing the plurality of audio tracks simultaneously when the target game character enters the large virtual game scene, the method further comprising: obtaining a target initial music composed of a plurality of sub-audio tracks separated longitudinally; splitting the plurality of sub-audio tracks according to the number of the small virtual game scenes to obtain the plurality of audio tracks; the audio track is composed of at least one sub-audio track; the method further comprising: obtaining a current combat value of the target game character; adjusting a sub-audio track in a target audio track according to the current combat value, the target audio track being an audio track corresponding to a virtual game scene currently occupied by the target game character.

2. The method of claim 1, wherein, The plurality of audio tracks further comprises 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 comprising: 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, the method further comprising: adjusting 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, the method further comprising: adjusting the loudness of the large scene audio track to the first preset loudness.

3. The method of claim 1, wherein, The target game further comprises an audio component corresponding to each virtual game scene, the audio component being used to determine a virtual game scene currently occupied by the target game character.

4. The method of claim 1, wherein, The obtaining a target initial music comprises: selecting an initial music corresponding to the target game character from a plurality of preset initial musics as the target initial music.

5. The method of claim 1, wherein, Before the step of simultaneously playing the multiple audio tracks when the target game character enters the large virtual game scene, the method further comprises: obtaining a game character selection instruction triggered by a user; selecting the target game character from multiple candidate game characters in response to the game character selection instruction.

6. A processing apparatus of game audio, characterized by, The game audio processing device is deployed on a target terminal capable of running a target game, the target game including multiple virtual game scenes and multiple audio tracks, the multiple virtual game scenes including a large virtual game scene and multiple small virtual game scenes entered through the large virtual game scene, and the multiple audio tracks including a general audio track and a small scene audio track corresponding to each of the multiple small virtual game scenes, the game audio processing device including a transceiver unit and a processing unit, wherein: the transceiver unit is configured to obtain an instruction triggered by a user; the processing unit is configured to simultaneously play the multiple audio tracks when a target game character enters the large virtual game scene, adjust the loudness of the general audio track to a first preset loudness, and adjust the loudness of each small scene audio track to a second preset loudness, the first preset loudness being an audibly perceptible loudness, and the second preset loudness being an inaudibly perceptible loudness; when the target game character moves from the large virtual game scene to a target small virtual game scene in the multiple small virtual game scenes, adjust the loudness of the small scene audio track corresponding to the target small virtual game scene to the first preset loudness; and when the target game character returns to the large virtual game scene from the target small virtual game scene, adjust the loudness of the small scene audio track corresponding to the target small scene to the second preset loudness. Before the step of simultaneously playing the multiple audio tracks when the target game character enters the large virtual game scene, the processing unit is further configured to: obtain a target initial music composed of multiple sub-audio tracks separated longitudinally; and split the multiple sub-audio tracks according to the number of the multiple small virtual game scenes to obtain the multiple audio tracks. The audio track is composed of at least one sub-audio track, and the processing unit is further configured to: obtain a current combat value of the target game character; and adjust a sub-audio track in a target audio track according to the current combat value, the target audio track being an audio track corresponding to a virtual game scene currently occupied by the target game character.

7. A target terminal comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, characterized in that, The target terminal is capable of running a target game, the target game including multiple virtual game scenes and multiple audio tracks, the multiple virtual game scenes including a large virtual game scene and multiple small virtual game scenes entered through the large virtual game scene, and the multiple audio tracks including a general audio track and a small scene audio track corresponding to each of the multiple small virtual game scenes, and the processor, when executing the computer program, implements the game audio processing method according to any one of claims 1-5.

8. A storage medium, characterized by The storage medium stores a computer program, and the computer program includes program instructions. When the program instructions are executed by a processor, the processor executes the game audio processing method in any one of claims 1-5.

Citation Information

Patent Citations

  • Audio playing method and device, storage medium and electronic device

    CN108553898A

  • Music resource playing method and device, storage medium and electronic device

    CN114653063A