Object sound effect processing method and device, equipment, storage medium and program product

By obtaining and adjusting the game sound effect files, and refining the sound effect based on the object attribute information, the problem of insufficient game sound effect expression is solved, and a more realistic game experience is achieved.

CN119139700APending Publication Date: 2024-12-17ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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Patent Information

Application Number
CN202411202407.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-08-29
Publication Date
2024-12-17

AI Technical Summary

Technical Problem

The subtle differences in sound effects cannot be achieved in different details during the implementation of existing game sound effects, resulting in insufficient expressiveness of game sound effects and unable to provide players with a more realistic and meticulous gaming experience.

Method used

By obtaining the reference sound file corresponding to the target event and the target attribute information of the target object, determining the sound effect adjustment parameters based on the reference attribute information, and adjusting the reference sound effect file to obtain the target sound effect file, thereby reflecting the details of the target object in the sound effect.

Benefits of technology

It improves the realism and expressiveness of the object sound effects, bringing players a better gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention provides an object sound effect processing method and device, equipment, a storage medium and a program product, and the method comprises the steps that a reference sound effect file corresponding to a target event and target attribute information of a target object are obtained, the reference sound effect file is generated in advance based on the reference attribute information, and the target attribute information of the target object is obtained; the target event is a currently processed event in at least one to-be-processed event corresponding to the target object; determining sound effect adjustment parameters corresponding to the target attribute information according to the reference attribute information; and adjusting the reference sound effect file based on the sound effect adjustment parameter to obtain a target sound effect file. The sound effect of the target event can be obtained through the reference sound effect file, and the reference sound effect file can be adjusted by determining the sound effect adjustment parameter corresponding to the target attribute information according to the reference attribute information, so that the fine difference of details of the target object in the sound effect is realized, and the fidelity and expressive force of the sound effect of the object are improved; and better game experience is brought to players.
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Description

Technical Field

[0001] The embodiments of this specification relate to the field of audio and video processing technology, and more particularly to a method, device, equipment, storage medium and program product for processing object sound effects. Background Art

[0002] Game sound effects are a series of sound elements designed during the game. Game sound effects include but are not limited to background music (BGM); environmental sound effects, such as wind, rain, waves, street noise, etc.; character sound effects, such as footsteps, attack sounds, skill release sounds, dialogue voices, etc.; and interface sound effects, such as button clicks, prompt sounds, etc. Game sound effects are an important part of game design. Good sound effect design can enhance the player's sense of immersion, improve game interactivity and realism, and thus improve the gaming experience.

[0003] However, in the current process of implementing game sound effects, subtle differences in sound effects are not realized in different details within the game, so that the differences between different details cannot be reflected in the sound effects, resulting in insufficient expressiveness of the game sound effects and an inability to provide players with a more realistic and detailed gaming experience. Summary of the invention

[0004] In view of this, an embodiment of this specification provides a method for processing object sound effects. One or more embodiments of this specification also relate to an object sound effect processing device, a computing device, a computer-readable storage medium and a computer program product to solve the technical defects existing in the prior art.

[0005] According to a first aspect of an embodiment of this specification, a method for processing an object sound effect is provided, comprising:

[0006] Obtaining a reference sound effect file corresponding to a target event and target attribute information of a target object, wherein the reference sound effect file is pre-generated based on the reference attribute information, and the target event is a currently processed event among at least one to-be-processed event corresponding to the target object;

[0007] Determine, according to the reference attribute information, a sound effect adjustment parameter corresponding to the target attribute information;

[0008] The reference sound effect file is adjusted based on the sound effect adjustment parameter to obtain a target sound effect file.

[0009] According to a second aspect of an embodiment of this specification, there is provided a device for processing object sound effects, including:

[0010] An acquisition module is configured to acquire a reference sound effect file corresponding to a target event and target attribute information of a target object, wherein the reference sound effect file is pre-generated based on the reference attribute information, and the target event is a currently processed event among at least one to-be-processed event corresponding to the target object;

[0011] A determination module, configured to determine a sound effect adjustment parameter corresponding to the target attribute information according to the reference attribute information;

[0012] The adjustment module is configured to adjust the reference sound effect file based on the sound effect adjustment parameter to obtain a target sound effect file.

[0013] According to a third aspect of an embodiment of this specification, a computing device is provided, including:

[0014] Memory and processor;

[0015] The memory is used to store computer executable instructions, and the processor is used to execute the computer executable instructions. When the computer executable instructions are executed by the processor, the steps of the object sound effect processing method are implemented.

[0016] According to a fourth aspect of the embodiments of this specification, a computer-readable storage medium is provided, which stores computer-executable instructions, and when the instructions are executed by a processor, the steps of the above-mentioned object sound effect processing method are implemented.

[0017] According to a fifth aspect of the embodiments of this specification, a computer program product is provided, including a computer program / instruction, which implements the steps of the above-mentioned object sound effect processing method when executed by a processor.

[0018] An embodiment of the present specification implements obtaining a reference sound effect file corresponding to a target event and target attribute information of a target object, wherein the reference sound effect file is pre-generated based on the reference attribute information, and the target event is the currently processed event among at least one pending event corresponding to the target object; determining the sound effect adjustment parameter corresponding to the target attribute information according to the reference attribute information; adjusting the reference sound effect file based on the sound effect adjustment parameter to obtain the target sound effect file. By obtaining the reference sound effect file corresponding to the target event, the sound effect of the target event can be obtained when the target object executes the target event; by determining the sound effect adjustment parameter corresponding to the target attribute information according to the reference attribute information, the reference sound effect file can be adjusted according to the sound effect adjustment parameter, thereby realizing the subtle differences in the sound effects caused by the details of the target object, improving the fidelity and expressiveness of the object sound effects, and bringing a better gaming experience to the players. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] Figure 1 is a flow chart of a method for processing object sound effects provided by an embodiment of this specification;

[0020] Figure 2 is a flow chart of a sound effect sample processing process of a method for processing object sound effects provided by an embodiment of the present specification;

[0021] Figure 3 It is a flow chart of a body parameter acquisition process of a method for processing object sound effects provided by an embodiment of this specification;

[0022] Figure 4 is a flow chart of a sound effect parameter adjustment process of a method for processing object sound effects provided by an embodiment of the present specification;

[0023] Figure 5 is a flowchart of a character sound effect processing process of a method for processing object sound effects provided by an embodiment of this specification;

[0024] Figure 6 It is a structural schematic diagram of a device for processing object sound effects provided by an embodiment of this specification;

[0025] Figure 7 It is a structural block diagram of a computing device provided by an embodiment of this specification. DETAILED DESCRIPTION

[0026] Many specific details are described in the following description to facilitate a full understanding of this specification. However, this specification can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of this specification, so this specification is not limited to the specific implementation disclosed below.

[0027] The terms used in one or more embodiments of this specification are only for the purpose of describing specific embodiments, and are not intended to limit one or more embodiments of this specification. The singular forms of "a", "said" and "the" used in one or more embodiments of this specification and the appended claims are also intended to include plural forms, unless the context clearly indicates other meanings. It should also be understood that the term "and / or" used in one or more embodiments of this specification refers to and includes any or all possible combinations of one or more associated listed items.

[0028] It should be understood that although the terms first, second, etc. may be used to describe various information in one or more embodiments of this specification, this information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of one or more embodiments of this specification, the first may also be referred to as the second, and similarly, the second may also be referred to as the first. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".

[0029] In addition, it should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in one or more embodiments of this specification are all information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of the relevant countries and regions, and provide corresponding operation entrances for users to choose to authorize or refuse.

[0030] Online games refer to games that players play through the Internet, including multiplayer online, large world exploration, boss battles and other gameplay. With the development of computer technology, online games are increasingly able to provide players with rich game content, highly interactive gameplay, and provide players with a higher degree of freedom in gameplay. At present, online games can already support a large number of players online at the same time, and players can also freely customize the appearance, skills, equipment and other attributes of the characters in the game world according to their own preferences and strategies.

[0031] Game sound effects are a series of sound elements designed during the game. In the game's large world scene, corresponding sound effects can be pre-configured for various objects and characters. During the game, the corresponding sound effects can be triggered based on preset trigger conditions, thereby improving the game's interactivity and authenticity, enhancing the player's sense of immersion, and thus improving the gaming experience.

[0032] However, although online games can support players to customize their characters, they do not achieve subtle differences in sound effects in different details of character configurations. For example, the same type of sound effects of larger characters and smaller characters do not reflect the difference in sound effects brought by different sizes. In addition, the same type of objects in the big world do not better reflect the difference in sound effects in details, such as the sound effects of large trees and small trees when blown by the wind. As a result, the expressiveness of the game sound effects is insufficient, and it is impossible to provide players with a more realistic and detailed gaming experience.

[0033] Based on this, an embodiment of the present specification provides a method for processing object sound effects, which obtains a baseline sound effect file corresponding to a target event and target attribute information of a target object, wherein the baseline sound effect file is pre-generated based on the baseline attribute information, and the target event is the currently processed event among at least one pending event corresponding to the target object; according to the baseline attribute information, the sound effect adjustment parameter corresponding to the target attribute information is determined; based on the sound effect adjustment parameter, the baseline sound effect file is adjusted to obtain the target sound effect file. By obtaining the baseline sound effect file corresponding to the target event, the baseline sound effect file can be obtained when the target object executes the target event, and by determining the sound effect adjustment parameter corresponding to the target attribute information according to the baseline attribute information, the baseline sound effect file can be adjusted according to the sound effect adjustment parameter, thereby realizing the subtle differences in the sound effects brought about by the details of the target object, improving the realism and expressiveness of the object sound effects, and thus bringing a better gaming experience to the players.

[0034] In this specification, a method for processing object sound effects is provided. This specification also relates to an object sound effect processing device, a computing device, a computer-readable storage medium, and a computer program product, which are described in detail one by one in the following embodiments.

[0035] See also Figure 1 , Figure 1 A flowchart of a method for processing object sound effects provided according to an embodiment of the present specification is shown, which specifically includes the following steps.

[0036] Step 102: Obtain a reference sound effect file corresponding to the target event and target attribute information of the target object, wherein the reference sound effect file is pre-generated based on the reference attribute information, and the target event is a currently processed event among at least one to-be-processed event corresponding to the target object.

[0037] In actual applications, when the player operates the target object to trigger the execution of the target event in the target scene of the game during the real-time running of the game, the baseline sound effect file corresponding to the target event and the target attribute information of the target object can be obtained; or in the pre-generation stage of the sound effect file, based on any one of the target events to be processed corresponding to the target object, the baseline sound effect file corresponding to the target event and the target attribute information of the target object can be obtained.

[0038] Specifically, the target event can be understood as the currently processed event in at least one pending event corresponding to the target object. The pending event can be understood as an event that the target object can trigger or execute in the game. The pending events can include events under various gameplays in the game, such as combat-type events (such as entering combat, releasing skills, killing bosses, falling to the ground due to injuries, etc.), movement-type events (such as walking, jumping, running, crouching, etc.), and environmental interaction-type events (such as opening treasure chests, triggering mechanisms, etc.).

[0039] The baseline sound effect file can be understood as a sound effect file generated based on the baseline attribute information. The sound effect file can also be understood as a file containing audio data. The audio data records the waveform, amplitude, frequency and other characteristics of the sound signal, which can be read by computers, mobile phones, audio players and other devices and restored to sounds that people can hear. In the game, different sound effects can be emitted when different events are triggered or executed, thereby improving the immersion and interactivity of the game. The baseline attribute information can be understood as the standard information for generating a baseline sound effect file. The baseline attribute information determines the audio parameters in the baseline sound effect file, such as pitch, volume, frequency band, etc. Based on the audio parameters corresponding to the baseline attribute information, the audio parameters can be adjusted based on the changes compared to the baseline attribute information, thereby obtaining a sound effect file with slight differences from the baseline sound effect file.

[0040] The target object can be a scene element in any scene in the game, a virtual character operated by a player, an NPC, a monster, or other players in the scene, or an object in the scene, etc. The target attribute information can be understood as the attribute information corresponding to the target object. The target attribute information can include various types of information, such as body shape information, equipment information, status information, etc. The values ​​of the target attribute information and the reference attribute information can be the same or different.

[0041] Alternatively, the baseline attribute information may be determined based on average attribute information of each object in the game.

[0042] Exemplarily, in the case where the baseline attribute information includes body shape information, the baseline body shape information may be determined based on the average body shape of most characters in the game.

[0043] Optionally, the baseline attribute information may also be configured based on requirements in actual applications.

[0044] It should be noted that since the benchmark sound effect file generated based on the benchmark attribute information is used as the benchmark for each sound effect file corresponding to the event to be processed, in the process of determining the benchmark attribute information, it can be ensured that the benchmark attribute information has universal applicability, so that it can serve as a representative of the attribute information of each object in the game.

[0045] According to an optional embodiment of the present specification, before obtaining the reference sound effect file corresponding to the target event, the following steps may also be included:

[0046] determining baseline attribute information and event information of at least one event to be processed;

[0047] According to the event information, the sound effects corresponding to the reference attribute information are recorded respectively to obtain a reference sound effect file corresponding to at least one event to be processed.

[0048] Optionally, determining the reference attribute information may include: determining a standard object based on average attribute information of each object, so as to use attribute information corresponding to the standard object as the reference attribute information.

[0049] For example, a character of medium size may be determined, and the body shape information of the character may be used as the reference body shape information.

[0050] Furthermore, on the basis of determining the benchmark attribute information, benchmark sound effect files corresponding to each event to be processed may be recorded based on the benchmark attribute information.

[0051] Specifically, event information can be understood as information included in the event to be processed. Event information can reflect the event type of the event to be processed and the specific scene where the event occurred. The specific scene where the event occurred can include a variety of detailed information, such as terrain material, object status, object action details, etc. Different detailed information may cause changes in sound effect parameters.

[0052] Accordingly, obtaining the reference sound effect file corresponding to the target event may include:

[0053] A benchmark sound effect file corresponding to a target event is obtained by screening from benchmark sound effect files corresponding to at least one event to be processed.

[0054] By applying this embodiment, by determining baseline attribute information and event information of at least one event to be processed, it is possible to record and produce baseline sound effect files corresponding to each event to be processed based on the baseline attribute information and the event information of each event to be processed, so that the baseline sound effect files can be used as a benchmark for achieving subtle differences in sound effects, thereby improving the efficiency and accuracy of sound effect processing.

[0055] According to an optional embodiment of the present specification, recording sound effects corresponding to the reference attribute information respectively according to event information to obtain a reference sound effect file corresponding to at least one event to be processed may include: generating corresponding sound effects by AI according to the event information and the reference attribute information to obtain the reference sound effect file. The AI ​​may be a pre-trained audio processing model.

[0056] According to another optional embodiment of the present specification, the event information may include an event type and an event attribute; and according to the event information, recording sound effects corresponding to the reference attribute information respectively to obtain a reference sound effect file corresponding to at least one event to be processed may include the following steps:

[0057] Determining the type of the sound effect to be processed corresponding to the target event to be processed according to the event type of the target event to be processed, wherein the target event to be processed is any one of the at least one event to be processed;

[0058] Based on the event attribute of the target event to be processed, the sound effect corresponding to the sound effect type to be processed is recorded to obtain a reference sound effect file corresponding to the target event to be processed.

[0059] Specifically, the event type may include executable or triggerable event types corresponding to various game play methods, such as combat types (such as entering combat, releasing skills, killing bosses, falling to the ground due to injury, etc.), movement type events (such as walking, jumping, running, crouching, etc.), and environmental interaction type events (such as opening treasure chests, triggering mechanisms, etc.). Event attributes may include specific scene information during event triggering or execution. For example, when the event is walking, the sound effects corresponding to the footsteps generated by walking on different terrain materials (such as wooden floors, slates, grass, etc.) are different; the sound effects corresponding to the different action details of the character during walking (such as standing, jogging, sprinting, jumping, crouching, etc.) may also be different. Therefore, scene information may include terrain material information, object status information (healthy, injured, dizzy, etc.), environmental information (city, forest, etc.), environmental status information (raining, windy, snowing, sunny, etc.), action details information, etc. The scene information corresponding to different event types may be different, and the scene information may be specifically determined according to the needs of actual applications.

[0060] Specifically, the type of sound effect to be processed can be understood as the type of sound effect file corresponding to the event type of the target event to be processed. For example, when the target character triggers an event to enter a battle, the corresponding type of sound effect to be processed is the type of battle sound effect, specifically the type of sound effect when entering a battle.

[0061] Optionally, based on the event attribute of the target event to be processed, recording the sound effect corresponding to the sound effect type to be processed may include:

[0062] Determine the event scenario corresponding to the target event to be processed according to the event attribute of the target event to be processed;

[0063] In the event scene corresponding to the event to be processed, record the sound effect corresponding to the sound effect type to be processed.

[0064] Exemplarily, a character of a standard body type may be determined, and the character of the standard body type may be simulated to execute a target event to be processed in various event scenarios, thereby recording the sound effects generated when the target event to be processed is executed and obtaining a reference sound effect file.

[0065] It should be noted that during the recording process, the quality and consistency of the sound effects must be ensured. For example, when recording the sound effects corresponding to footsteps, you can record the footstep sound effects corresponding to different actions such as standing, walking, jumping, running, crouching, etc. for different terrain materials such as wooden floors, stone slabs, and grass. Each action can correspond to a sound effect template.

[0066] By applying this embodiment, by recording the sound effects corresponding to the sound effect type to be processed based on the event attributes of the target event to be processed, it is possible to record a variety of sound effect samples for the same type of sound effect, thereby improving the richness of the sound effect file and being able to cope with different scenes and needs within the game.

[0067] According to an optional embodiment of the present specification, based on recording a variety of sound effect samples for each sound effect type, the sound effect samples can be directly used as reference sound effect files for each sound effect type in a specific scenario corresponding to each event attribute.

[0068] According to another optional embodiment of the present specification, each recorded sound effect sample can also be edited and processed to remove noise and unnecessary background sounds, thereby ensuring the clarity and quality of each sound effect sample.

[0069] Furthermore, the processed sound effect samples can be classified and stored, and organized and archived according to different sound effect types (such as skill sound effects, footsteps, etc.).

[0070] Optionally, based on the sound effect type, at least one benchmark sound effect file corresponding to the event to be processed can be integrated to obtain at least one benchmark sound effect file set, and the sound effect type and event attributes of each benchmark sound effect file can be recorded, wherein different benchmark sound effect file sets correspond to different sound effect types.

[0071] For example, in the process of storing each sound effect sample, detailed description information such as the sound effect type, usage scenario, recording conditions, etc. corresponding to the sound effect sample can be recorded and annotated for each sound effect sample to facilitate subsequent use or adjustment of sound effect parameters.

[0072] Optionally, when storing sound effect samples, a high-quality lossless audio format (such as WAV, FLAC, etc.) can be used to ensure that the quality of the sound effect is not lost during subsequent use and processing, thereby improving the quality of the sound effect file and thus improving the quality of the game sound effect.

[0073] Optionally, on the basis of storing various sound effect samples, the sound effect sample that best represents the standard body shape can be selected as a reference sound effect file. The reference sound effect file can be used as a reference for subsequent sound effect parameter adjustment.

[0074] Furthermore, based on the determination of the reference sound effect file, reference sound effect parameters such as pitch, frequency band, volume, etc. in the reference sound effect file can also be recorded and stored for use in subsequent adjustments to the sound effects of other body types.

[0075] In actual applications, after obtaining the benchmark sound effect file and recording and storing the benchmark sound effect parameters, the benchmark sound effect file can be verified and tested in the actual game environment to ensure its applicability and performance in different scenarios. Based on the actual test results, the benchmark sound effect file can be further optimized and adjusted to ensure that it can accurately reflect the sound effect corresponding to the benchmark attribute information (such as standard body shape).

[0076] Optionally, the benchmark sound effect file is tested in the actual game environment, which may include any one or several of the multi-dimensional tests such as functional testing, effect testing, performance testing, special scene testing, etc. Among them, the functional test may include a playback test: playing each sound effect file one by one to check whether they can be played normally without noise, freeze or interruption; trigger test: simulating various scenes and events in the game to test whether the sound effect can be triggered to play at the right time (for example, when the character releases a skill, whether the corresponding skill sound effect can be played correctly and in time); configuration test: checking whether the configuration information of the sound effect (such as audio, volume, tone, etc.) is correct to ensure that the playback effect of the sound effect meets the game requirements.

[0077] Effect testing may include sound quality testing: evaluating whether the sound quality of the sound effect is clear and full, and whether it is consistent with the game style and scene atmosphere; stereo effect testing: if the game supports stereo effects, you can test whether the sound effects are accurate in different directions; environmental sound effect testing: testing whether the environmental sound effect can match the game scene and whether it can create a real auditory experience (for example, in a cave scene, testing whether there is an echo effect).

[0078] Performance testing may include resource usage testing: testing the resource usage of sound effect files during game operation, including the consumption of resources such as memory, CPU and GPU, to ensure that the sound effects do not occupy too many system resources and affect the smoothness of the game; compatibility testing: testing the compatibility of sound effect files on different operating systems, different hardware configurations and different game versions, to ensure that the sound effects can be played stably in various environments.

[0079] Special scenario tests may include background recovery test: switch the game to the background and then resume it to test whether the sound effects can play normally; lock screen recovery test: resume the game in lock screen state to test whether the sound effects can play normally; disconnection and reconnection test: reconnect the game after the network is disconnected to test whether the sound effects can continue to play normally; phone interference test: answer a call (or voice call) while the game is playing sound effects to test whether the sound effects will be interrupted or cause interference.

[0080] It should be noted that the specific method for verifying and testing the prepared benchmark sound effect files in the actual game environment can be determined according to the needs of the actual application, and this manual does not impose any limitations on this.

[0081] Furthermore, based on the test results, the problems and abnormalities found during the test can be recorded in detail, including the specific manifestations of the problems, the frequency of occurrence and possible causes, etc. Therefore, the sound effect samples can be adjusted according to the detailed test result data to obtain the final benchmark sound effect file.

[0082] According to an optional embodiment of the present specification, screening and obtaining a reference sound effect file corresponding to a target event from reference sound effect files corresponding to at least one event to be processed may include the following steps:

[0083] Determine the target event type and target event attributes of the target event;

[0084] According to the target event type and the target event attribute, a reference sound effect file corresponding to the target event is screened from reference sound effect files corresponding to at least one event to be processed to obtain a reference sound effect file corresponding to the target event.

[0085] Optionally, according to the target event type and the target event attribute, selecting and obtaining a reference sound effect file corresponding to the target event from the reference sound effect file corresponding to the at least one event to be processed may include:

[0086] The target event type and target event attributes are matched with the event type and event attributes of each reference sound effect file to obtain the reference sound effect file corresponding to the target event.

[0087] Optionally, according to the target event type and the target event attribute, selecting and obtaining a reference sound effect file corresponding to the target event from the reference sound effect file corresponding to the at least one event to be processed may further include:

[0088] According to the target sound effect type corresponding to the target event type, a target reference sound effect file set corresponding to the target sound effect type is obtained;

[0089] Based on the target event attribute, a benchmark sound effect file corresponding to the target event is obtained by matching from a target benchmark sound effect file set.

[0090] Specifically, the target reference sound effect file set can be understood as including reference sound effect files corresponding to various event attributes under the target sound effect type.

[0091] By applying this embodiment, by screening out a benchmark sound effect file corresponding to a target event from benchmark sound effect files corresponding to at least one event to be processed according to the target event type and target event attributes, the efficiency of determining sound effect adjustment parameters can be improved, and the benchmark sound effect file can be used as a reference to achieve subtle differences in sound effects in different event attributes, thereby improving the hierarchy and expressiveness of the sound effects.

[0092] In one or more optional embodiments of the present specification, the attribute information of the object may include body shape parameters.

[0093] Optionally, determining body shape parameters may include real-time acquisition and background reading.

[0094] Furthermore, obtaining body shape parameters in real time may include:

[0095] Predefine parameters to obtain scripts and data sources;

[0096] During the game running, the read body parameters are passed to the sound effect processing module.

[0097] Optionally, pre-defining a parameter acquisition script may include: writing a script in the game engine to define and initialize body shape parameters. The script should be able to read and update the body shape data of the character or object in real time when the game is running.

[0098] Pre-defined data sources may include: obtaining relevant data from the character creation interface, equipment interface, or other interfaces where body shape can be adjusted. For example, when creating a character, the body shape data selected by the user will be stored in the character attributes, and the script can read these attributes periodically or in real time.

[0099] Optionally, during the running of the game, passing the read body shape parameters to the sound effect processing module may include: passing the read body shape parameters to the sound effect processing module by event triggering or periodic updating, thereby ensuring that the sound effect processing module can always obtain the latest body shape data.

[0100] In actual implementation, the body parameters may include the body parameters of the object itself, such as body size, weight, height, three-dimensional information, and may also include weight information of the object's equipment, such as weapon weight, suit weight, etc. The body parameters of the object may be calculated based on the body parameters of the object itself and the weight information of the object's equipment.

[0101] Step 104: Determine the sound effect adjustment parameter corresponding to the target attribute information according to the reference attribute information.

[0102] In practical applications, the sound effect adjustment parameters corresponding to the target attribute information can be determined based on the baseline attribute information.

[0103] Specifically, the sound effect adjustment parameter can be understood as a parameter for adjusting the reference sound effect file.

[0104] According to an optional embodiment of the present specification, the baseline attribute information may include a baseline body shape parameter, and the target attribute information may include a target body shape parameter; determining the sound effect adjustment parameter corresponding to the target attribute information according to the baseline attribute information may include the following steps:

[0105] Comparing the reference body shape parameters with the target body shape parameters to obtain a body shape parameter comparison result;

[0106] According to the preset adjustment rules, based on the comparison results of the body parameters, the sound effect adjustment parameters are obtained.

[0107] Specifically, the body shape parameter comparison result may include that the target body shape is larger than the reference body shape, the target body shape is consistent with the reference body shape, and the target body shape is smaller than the reference body shape. In the case where the target body shape is larger than the reference body shape or the target body shape is smaller than the reference body shape, the body shape parameter comparison result may also include information on the degree to which the target body shape is larger than the reference body shape or information on the degree to which the target body shape is smaller than the reference body shape. The preset adjustment rules are used to specify the sound effect parameter adjustment methods corresponding to different body shape parameter comparison results.

[0108] Optionally, the sound effect parameters may include parameters such as pitch, frequency band, and volume; obtaining the sound effect adjustment parameters according to preset adjustment rules and based on the comparison result of the body shape parameters may include at least one of the following steps:

[0109] lowering the pitch when the target body size is larger than the reference body size, or raising the pitch when the target body size is smaller than the reference body size;

[0110] Increasing the volume when the target body size is larger than the reference body size, or decreasing the volume when the target body size is smaller than the reference body size;

[0111] Based on the comparison results of body shape parameters, specific frequency bands are attenuated or boosted.

[0112] For example, for a larger character, the pitch can be lowered by one to two semitones; for a smaller character, the pitch can be raised by one to two semitones. For a larger character, you can use a custom script to enhance the low frequency band of 100Hz to 300Hz in its sound effects, while appropriately attenuating the high frequency band above 2kHz; for a smaller character, you can use a custom script to enhance the high frequency band of 2kHz to 5kHz in its sound effects, while appropriately attenuating the low frequency band of 100Hz to 300Hz and the low frequency band below 100Hz. For a larger character, the volume is increased by 10% to 20%; for a smaller character, the volume is reduced by 10% to 20%.

[0113] In actual applications, when the character releases a skill, a custom script can be triggered to dynamically adjust the sound effect parameters according to the character's body size to match the character's body size; when the character walks, a custom script can be triggered to adjust the footsteps sound effects according to the character's body size to match the character's body size; when the character interacts with environmental objects, a custom script can be triggered to adjust the interactive sound effects according to the size of the object to match the size of the object.

[0114] Furthermore, the sound effects can be refined based on the action details.

[0115] For example, the sound effects can be adjusted according to the specific action state of the character (such as standing, crouching, running). Specifically, motion capture technology or preset action parameters can be used to refine the sound effect response, and a specific sound effect template can be set for each action state. The footsteps when crouching can be heavier, while the sound when running can be more rapid and powerful. These detailed processing can improve the adaptability and dynamics of the sound effects, and enhance the sense of immersion and reality of the game.

[0116] According to an optional embodiment of the present specification, the target attribute information further includes object state information, and the sound effect adjustment parameter may include sound effect attributes and additional sound effects; obtaining the sound effect adjustment parameter according to a preset adjustment rule based on the body shape parameter comparison result may include the following steps:

[0117] According to the preset adjustment rules, the sound effect attributes are determined based on the comparison results of the body parameters;

[0118] Determine additional sound effects based on object status information.

[0119] In actual applications, the sound effect adjustment parameters can be determined comprehensively based on body shape, weight, equipment weight and type, and health status (such as normal, injured, etc.).

[0120] Optionally, the target body parameters of the target object can be determined based on information such as body shape, weight, equipment weight, etc., and the sound effect attributes, that is, the adjustment values ​​of the baseline sound effect parameters, can be determined based on the body parameter comparison results between the target body parameters and the baseline body parameters.

[0121] Specifically, the sound effect attributes can be used to determine the value of the pitch increase or decrease, the specific frequency band to be attenuated or enhanced and the enhancement value or attenuation value corresponding to the specific frequency band, the value of the volume increase or decrease, etc.

[0122] For example, for a larger character, the pitch can be lowered by one to two semitones; for a smaller character, the pitch can be raised by one to two semitones. For a larger character, the enhanced frequency band can be a low frequency band of 100Hz to 300Hz; the attenuated frequency band can be a high frequency band above 2kHz; for a smaller character, the enhanced frequency band can be a high frequency band of 2kHz to 5kHz; the attenuated frequency band can be a low frequency band of 100Hz to 300Hz and a low frequency band below 100Hz. For a larger character, the volume can be increased by 10% to 20%; for a smaller character, the volume can be reduced by 10% to 20%.

[0123] Optionally, additional sound effects for the target object under the target event can be generated based on information such as equipment and / or health status.

[0124] Specifically, the additional sound effect can be understood as a newly added sound effect.

[0125] For example, when a character wearing heavy equipment runs, the additional sound effects may include the sound effects of metal equipment colliding; when the character is injured, the additional sound effects may include groans of pain or gasps.

[0126] By applying this embodiment, the sound effect attributes are determined based on the comparison results of the body parameters, and additional sound effects are determined according to the object status information. The sound effect parameters in the sound effect file can be dynamically adjusted according to the body size of the character to achieve detailed sound effect processing. At the same time, multi-dimensional parameters can be integrated to refine the sound effect parameters, thereby enhancing the emotional depth and realism of the sound effects.

[0127] Step 106: Adjust the reference sound effect file based on the sound effect adjustment parameter to obtain a target sound effect file.

[0128] In actual applications, on the basis of obtaining the sound effect adjustment parameters, the reference sound effect file can be adjusted based on the sound effect adjustment parameters to obtain the target sound effect file.

[0129] Specifically, the target sound effect file is a sound effect file obtained after adjustment based on the sound effect adjustment parameters.

[0130] According to an optional embodiment of the present specification, the reference sound effect file may include reference sound effect parameters; adjusting the reference sound effect file based on the sound effect adjustment parameters to obtain the target sound effect file may include the following steps:

[0131] Based on the sound effect properties, adjust the baseline sound effect parameters to obtain an intermediate sound effect file;

[0132] Add the additional sound effect to the intermediate sound effect file to obtain the target sound effect file.

[0133] Specifically, the intermediate sound effect file can be understood as a sound effect file obtained by adjusting the pitch, frequency band, and volume of the reference sound effect parameters based on the sound effect attributes. The target sound effect file can be understood as a sound effect file synthesized based on the intermediate sound effect file and the additional sound effect.

[0134] By applying this embodiment, by adjusting the baseline sound effect parameters according to the sound effect attributes, the sound effects can reflect the size of the object or character, thereby increasing the richness and layering of the sound effects; by adding additional sound effects, the sound effect parameters can be refined, the emotional depth and realism of the sound effects can be enhanced, thereby optimizing the performance of the game sound effects.

[0135] An embodiment of the present specification provides a method for processing object sound effects, which includes obtaining a baseline sound effect file corresponding to a target event and target attribute information of a target object, wherein the baseline sound effect file is pre-generated based on the baseline attribute information, and the target event is the currently processed event among at least one pending event corresponding to the target object; determining the sound effect adjustment parameter corresponding to the target attribute information according to the baseline attribute information; and adjusting the baseline sound effect file based on the sound effect adjustment parameter to obtain the target sound effect file. By obtaining the baseline sound effect file corresponding to the target event, the baseline sound effect file can be obtained when the target object executes the target event, and by determining the sound effect adjustment parameter corresponding to the target attribute information according to the baseline attribute information, the baseline sound effect file can be adjusted according to the sound effect adjustment parameter, thereby realizing the subtle differences in the sound effects brought about by the details of the target object, improving the fidelity and expressiveness of the object sound effects, and thus bringing a better gaming experience to the players.

[0136] The following combination Figure 2-Figure 5 Taking the application of the object sound effect processing method provided in this specification in adjusting the character sound effect based on the body size as an example, the object sound effect processing method is further described. Figure 2 A flow chart showing a sound effect sample processing process of a method for processing object sound effects provided by one embodiment of the present specification is shown; Figure 3 A flow chart showing a process of obtaining body shape parameters of a method for processing object sound effects provided by one embodiment of the present specification is shown; Figure 4 A flow chart showing a process of adjusting sound effect parameters of a method for processing object sound effects provided by one embodiment of the present specification is shown; Figure 5 A flowchart of a character sound effect processing process of a method for processing object sound effects provided by one embodiment of the present specification is shown.

[0137] like Figure 2 As shown, the processing process of the sound effect sample specifically includes the following steps.

[0138] Step 202: Select a standard body type.

[0139] In practical applications, a medium-sized character can be determined as the standard body type. The selected character should have a representative body type that can serve as a benchmark for all sound effect samples. The selection of the standard body type should take into account the average body type of most characters in the game to ensure that it is universally applicable.

[0140] Step 204: Record sound effect samples based on the standard body shape.

[0141] In practical applications, various common sound effects can be recorded for standard body types. The recorded sound effects include but are not limited to: character skill sound effects, footsteps, hit sounds, jump sounds, and sound effects of interacting with environmental objects. During the recording process, ensure the quality and consistency of the sound effects.

[0142] For example, when recording footsteps, different ground materials (such as wooden floors, slates, grass, etc.) can be used for recording to obtain diverse sound effect samples.

[0143] Step 206: Edit and process the sound effect samples.

[0144] Specifically, noise and unnecessary background sounds in sound effect samples can be removed to ensure the clarity and quality of each sound effect sample.

[0145] In the actual implementation process, audio editing software (such as Adobe Audition, Audacity, etc.) can be used to process the sound effects, including editing, mixing, equalization and other steps to ensure the consistency and high quality of the sound effects. For each sound effect, multiple samples can be produced to cope with different scenes and needs. For example, footsteps can produce sound effect samples in different states such as walking, standing, crouching, running, jumping, etc.

[0146] Step 208: Classify, integrate and store the sound effect samples.

[0147] In actual applications, the sound effect samples can be classified and stored, and organized and archived according to different sound effect types (such as skill sound effects, footsteps, etc.). For each sound effect sample, detailed description information can be marked, including sound effect type, usage scenario, recording conditions, etc., to facilitate subsequent use and parameter adjustment.

[0148] Furthermore, in the process of storing the sound effect samples, a high-quality lossless audio format (such as WAV, FLAC, etc.) can be used to ensure that the quality of the sound effect is not lost in subsequent use and processing.

[0149] Step 210: Determine a reference sound effect sample and a reference sound effect parameter.

[0150] In practical applications, the sound effect sample that best represents the standard body type can be selected as a benchmark. The benchmark sound effect can be used as a reference for subsequent parameter adjustments. The benchmark sound effect parameters such as the pitch, frequency band, and volume of the benchmark sound effect can be determined, recorded, and stored for use in subsequent adjustments to the sound effects of other body types.

[0151] Step 212: Verify and test the benchmark sound effect sample.

[0152] In the actual implementation process, the sound effect samples can be verified and tested in the actual game environment to ensure their applicability and effect in different scenarios. Through actual testing, the sound effect samples can be further optimized and adjusted to ensure that the sound effect samples can accurately reflect the sound effects of the standard body.

[0153] By applying this embodiment, by producing benchmark sound effect samples corresponding to the standard body size, benchmark sound effect parameters corresponding to the benchmark sound effect samples can be determined, so that adjustments can be made based on the benchmark sound effect parameters to achieve subtle differences in sound effects corresponding to different body sizes, thereby improving the expressiveness of the sound effects.

[0154] like Figure 3 As shown, the process of obtaining body shape parameters specifically includes the following steps.

[0155] Step 302: Define a parameter acquisition script.

[0156] In actual applications, you can write scripts in the game engine to define and initialize body size parameters. The parameter acquisition script can read and update the body size data of the character or object in real time when the game is running.

[0157] Step 304: Determine the data source of the body shape parameters.

[0158] Optionally, data related to body shape parameters may be obtained from a character creation interface, an equipment interface, or other interfaces where body shape can be adjusted.

[0159] For example, when a character is created, the body shape data selected by the user will be stored in the character attributes, and the parameter acquisition script can read these attributes periodically or in real time.

[0160] Step 306: Read body shape parameters from the data source based on the parameter acquisition script, and send the body shape parameters to the sound effect processing module.

[0161] In practical applications, the read body shape parameters can be passed to the sound effect processing module.

[0162] Optionally, the sound effect processing module can be ensured to always obtain the latest body shape data by event triggering or periodic updating.

[0163] By applying this embodiment, the real-time acquisition and update of body shape parameters can be realized, thereby enabling the adjustment of reference sound effect parameters based on the body shape parameters.

[0164] like Figure 4 As shown, the process of adjusting the sound effect parameters specifically includes the following steps.

[0165] Step 402: Adjust the pitch.

[0166] In practical applications, the pitch can be adjusted dynamically according to body shape parameters.

[0167] For example, for a larger character, the pitch can be lowered by one to two semitones; for a smaller character, the pitch can be raised by one to two semitones.

[0168] Step 404: Adjust the frequency band.

[0169] In actual applications, custom scripts can be used to dynamically adjust the frequency band according to body shape parameters.

[0170] For example, for a larger character, the low frequency band of 100Hz to 300Hz in its sound effects can be enhanced, while the high frequency band above 2kHz can be appropriately attenuated; for a smaller character, the high frequency band of 2kHz to 5kHz in its sound effects can be enhanced, while the low frequency band of 100Hz to 300Hz and the low frequency band below 100Hz can be appropriately attenuated.

[0171] Step 406: Adjust the volume.

[0172] In practical applications, the volume can be adjusted dynamically according to body shape parameters.

[0173] For example, for a larger character, the volume can be increased by 10% to 20%; for a smaller character, the volume can be reduced by 10% to 20%.

[0174] It should be noted that the numbering of the above steps 402 to 406 does not limit the specific execution order of the steps. Steps 402 to 406 can be executed simultaneously, or the execution order can be determined and executed according to actual needs.

[0175] like Figure 5 As shown, the process of adjusting the character sound effect based on the body size specifically includes the following steps.

[0176] Step 502: Determine standard body type information of a standard character.

[0177] Step 504: Based on the standard body shape information, record the standard character's skill sound effects, footsteps, sounds of interaction with environmental objects, and other types of baseline sound effect files.

[0178] Step 506: When the player operates the target character to play the game, in response to the target character executing the target event, a target reference sound effect file corresponding to the target event is obtained.

[0179] Step 508: Obtain target body shape information corresponding to the target character, determine the sound effect adjustment parameters corresponding to the target body shape information, and adjust the reference sound effect parameters in the target reference sound effect file according to the sound effect adjustment parameters to obtain an intermediate sound effect file.

[0180] Step 510: Obtain weapon type information and health status information corresponding to the target character, determine additional sound effects corresponding to the weapon type information and health status information, add the additional sound effects to the intermediate sound effect file, and obtain the target sound effect file.

[0181] Step 512: Play the target sound effect file.

[0182] By applying this embodiment, by obtaining a baseline sound effect file corresponding to a target event, the baseline sound effect file can be obtained when the target object executes the target event. By determining the sound effect adjustment parameters corresponding to the target attribute information based on the baseline attribute information, the baseline sound effect file can be adjusted according to the sound effect adjustment parameters, thereby realizing subtle differences in the sound effects brought about by the details of the target object, improving the realism and expressiveness of the object sound effects, and thus bringing a better gaming experience to players.

[0183] Corresponding to the above method embodiment, this specification also provides an embodiment of a device for processing object sound effects. Figure 6 FIG. 1 is a schematic diagram showing a structure of a device for processing object sound effects provided by an embodiment of the present specification. Figure 6 As shown, the device comprises:

[0184] Acquisition module 602: is configured to acquire a reference sound effect file corresponding to a target event and target attribute information of a target object, wherein the reference sound effect file is pre-generated based on the reference attribute information, and the target event is a currently processed event among at least one pending event corresponding to the target object.

[0185] Determination module 604: configured to determine the sound effect adjustment parameter corresponding to the target attribute information according to the reference attribute information.

[0186] Adjustment module 606: configured to adjust the reference sound effect file based on the sound effect adjustment parameter to obtain a target sound effect file.

[0187] Optionally, the object sound effect processing device further includes a recording module configured to:

[0188] determining baseline attribute information and event information of at least one event to be processed;

[0189] According to the event information, the sound effects corresponding to the reference attribute information are recorded respectively to obtain a reference sound effect file corresponding to at least one event to be processed.

[0190] Optionally, the acquisition module 602 is further configured to:

[0191] A benchmark sound effect file corresponding to a target event is obtained by screening from benchmark sound effect files corresponding to at least one event to be processed.

[0192] Optionally, the event information includes an event type and an event attribute; the recording module is further configured to:

[0193] Determining the type of the sound effect to be processed corresponding to the target event to be processed according to the event type of the target event to be processed, wherein the target event to be processed is any one of the at least one event to be processed;

[0194] Based on the event attribute of the target event to be processed, the sound effect corresponding to the sound effect type to be processed is recorded to obtain a reference sound effect file corresponding to the target event to be processed.

[0195] Optionally, the acquisition module 602 is further configured to:

[0196] Determine the target event type and target event attributes of the target event;

[0197] According to the target event type and the target event attribute, a reference sound effect file corresponding to the target event is screened from reference sound effect files corresponding to at least one event to be processed to obtain a reference sound effect file corresponding to the target event.

[0198] Optionally, the reference attribute information includes reference body shape parameters, and the target attribute information includes target body shape parameters; the determination module 604 is further configured to:

[0199] Comparing the reference body shape parameters with the target body shape parameters to obtain a body shape parameter comparison result;

[0200] According to the preset adjustment rules, based on the comparison results of the body parameters, the sound effect adjustment parameters are obtained.

[0201] Optionally, the target attribute information further includes object state information, and the sound effect adjustment parameters include sound effect attributes and additional sound effects; the determination module 604 is further configured to:

[0202] According to the preset adjustment rules, the sound effect attributes are determined based on the comparison results of the body parameters;

[0203] Determine additional sound effects based on object status information.

[0204] Optionally, the reference sound effect file includes reference sound effect parameters; the adjustment module 606 is further configured to:

[0205] Based on the sound effect properties, adjust the baseline sound effect parameters to obtain an intermediate sound effect file;

[0206] Add the additional sound effect to the intermediate sound effect file to obtain the target sound effect file.

[0207] By applying this embodiment, by obtaining the baseline sound effect file corresponding to the target event, the sound effect of the target event can be obtained when the target object executes the target event; by determining the sound effect adjustment parameters corresponding to the target attribute information based on the baseline attribute information, the baseline sound effect file can be adjusted according to the sound effect adjustment parameters, thereby realizing the subtle differences in the sound effects brought about by the details of the target object, improving the realism and expressiveness of the object sound effects, and bringing a better gaming experience to players.

[0208] The above is a schematic scheme of a device for processing object sound effects of this embodiment. It should be noted that the technical scheme of the device for processing object sound effects and the technical scheme of the method for processing object sound effects described above are of the same concept, and the details of the technical scheme of the device for processing object sound effects that are not described in detail can be found in the description of the technical scheme of the method for processing object sound effects described above.

[0209] Figure 7 The block diagram of a computing device 700 according to an embodiment of the present specification is shown. The components of the computing device 700 include but are not limited to a memory 710 and a processor 720. The processor 720 is connected to the memory 710 via a bus 730, and the database 750 is used to store data.

[0210] The computing device 700 also includes an access device 740 that enables the computing device 700 to communicate via one or more networks 760. Examples of these networks include a public switched telephone network (PSTN), a local area network (LAN), a wide area network (WAN), a personal area network (PAN), or a combination of communication networks such as the Internet. The access device 740 may include one or more of any type of network interface, wired or wireless (e.g., a network interface card (NIC)), such as an IEEE 802.11 wireless local area network (WLAN) wireless interface, a World Wide Interoperability for Microwave Access (Wi-MAX) interface, an Ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a Bluetooth interface, and a Near Field Communication (NFC).

[0211] In one embodiment of the present specification, the above components of the computing device 700 and Figure 7 Other components not shown in the figure may also be connected to each other, for example, via a bus. It should be understood that Figure 7 The computing device structure block diagram shown is only for the purpose of illustration, and is not intended to limit the scope of this specification. Those skilled in the art can add or replace other components as needed.

[0212] The computing device 700 may be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (e.g., a tablet computer, a personal digital assistant, a laptop computer, a notebook computer, a netbook, etc.), a mobile phone (e.g., a smart phone), a wearable computing device (e.g., a smart watch, smart glasses, etc.), or other types of mobile devices, or a stationary computing device such as a desktop computer or a personal computer (PC). The computing device 700 may also be a mobile or stationary server.

[0213] The processor 720 is used to execute the following computer executable instructions, which, when executed by the processor, implement the steps of the above-mentioned object sound effect processing method.

[0214] The above is a schematic scheme of a computing device of this embodiment. It should be noted that the technical scheme of the computing device and the technical scheme of the object sound effect processing method described above belong to the same concept, and the details not described in detail in the technical scheme of the computing device can be referred to the description of the technical scheme of the object sound effect processing method described above.

[0215] An embodiment of the present specification further provides a computer-readable storage medium storing computer-executable instructions, which, when executed by a processor, implement the steps of the object sound effect processing method.

[0216] The above is a schematic scheme of a computer-readable storage medium of this embodiment. It should be noted that the technical scheme of the storage medium and the technical scheme of the object sound effect processing method described above belong to the same concept, and the details not described in detail in the technical scheme of the storage medium can be found in the description of the technical scheme of the object sound effect processing method described above.

[0217] An embodiment of the present specification also provides a computer program product, including a computer program / instruction, which implements the steps of the above-mentioned object sound effect processing method when executed by a processor.

[0218] The above is a schematic scheme of a computer program product of this embodiment. It should be noted that the technical scheme of the computer program product and the technical scheme of the object sound effect processing method described above belong to the same concept, and the details not described in detail in the technical scheme of the computer program product can be found in the description of the technical scheme of the object sound effect processing method described above.

[0219] The above is a description of a specific embodiment of the specification. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recorded in the claims can be performed in an order different from that in the embodiments and still achieve the desired results. In addition, the processes depicted in the drawings do not necessarily require the specific order or continuous order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.

[0220] The computer instructions include computer program codes, which may be in source code form, object code form, executable files or some intermediate forms, etc. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording medium, USB flash drive, mobile hard disk, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electric carrier signal, telecommunication signal and software distribution medium, etc. It should be noted that the content contained in the computer-readable medium may be appropriately increased or decreased according to the requirements of patent practice. For example, in some regions, according to patent practice, computer-readable media do not include electric carrier signals and telecommunication signals.

[0221] It should be noted that, for the above-mentioned method embodiments, for the sake of simplicity of description, they are all expressed as a series of action combinations, but those skilled in the art should be aware that the embodiments of this specification are not limited by the order of the actions described, because according to the embodiments of this specification, some steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the embodiments of this specification.

[0222] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0223] The preferred embodiments of this specification disclosed above are only used to help explain this specification. The optional embodiments do not describe all the details in detail, nor do they limit the invention to only the specific implementation methods described. Obviously, many modifications and changes can be made according to the content of the embodiments of this specification. This specification selects and specifically describes these embodiments in order to better explain the principles and practical applications of the embodiments of this specification, so that technicians in the relevant technical field can well understand and use this specification. This specification is only limited by the claims and their full scope and equivalents.

Claims

1. A method for processing object sound effects, characterized in that: include: Acquire a reference sound effect file corresponding to a target event and target attribute information of a target object, wherein the reference sound effect file is generated in advance based on the reference attribute information, and the target event is a currently processed event among at least one to-be-processed event corresponding to the target object; Determining, according to the reference attribute information, a sound effect adjustment parameter corresponding to the target attribute information; The reference sound effect file is adjusted based on the sound effect adjustment parameter to obtain a target sound effect file.

2. The method according to claim 1, characterized in that: Before obtaining the reference sound effect file corresponding to the target event, the method further includes: Determining baseline attribute information and event information of the at least one event to be processed; According to the event information, respectively record the sound effects corresponding to the reference attribute information to obtain a reference sound effect file corresponding to the at least one event to be processed; The step of obtaining a reference sound effect file corresponding to the target event includes: The benchmark sound effect file corresponding to the target event is obtained by screening from the benchmark sound effect files corresponding to the at least one event to be processed.

3. The method according to claim 2, characterized in that The event information includes event type and event attributes; The step of recording the sound effects corresponding to the reference attribute information respectively according to the event information to obtain the reference sound effect file corresponding to the at least one event to be processed includes: Determining, according to the event type of the target event to be processed, the type of sound effect to be processed corresponding to the target event to be processed, wherein the target event to be processed is any one of the at least one event to be processed; Based on the event attribute of the target event to be processed, the sound effect corresponding to the sound effect type to be processed is recorded to obtain a reference sound effect file corresponding to the target event to be processed.

4. The method according to claim 3, characterized in that The step of screening and obtaining a reference sound effect file corresponding to the target event from the reference sound effect files corresponding to the at least one event to be processed includes: Determine a target event type and a target event attribute of the target event; According to the target event type and the target event attribute, a reference sound effect file corresponding to the target event is screened from reference sound effect files corresponding to the at least one event to be processed to obtain a reference sound effect file corresponding to the target event.

5. The method according to any one of claims 1 to 4, characterized in that: The reference attribute information includes reference body shape parameters, and the target attribute information includes target body shape parameters; The step of determining the sound effect adjustment parameter corresponding to the target attribute information according to the reference attribute information includes: Comparing the reference body shape parameters with the target body shape parameters to obtain a body shape parameter comparison result; According to preset adjustment rules, based on the body shape parameter comparison result, the sound effect adjustment parameter is obtained.

6. The method according to claim 5, characterized in that The target attribute information also includes object state information, and the sound effect adjustment parameters include sound effect attributes and additional sound effects; The step of obtaining the sound effect adjustment parameter according to the preset adjustment rule and based on the comparison result of the body shape parameters includes: Determining the sound effect attribute based on the comparison result of the body shape parameters according to a preset adjustment rule; The additional sound effect is determined according to the object state information.

7. The method according to claim 6, characterized in that The reference sound effect file includes reference sound effect parameters; The step of adjusting the reference sound effect file based on the sound effect adjustment parameter to obtain a target sound effect file includes: Based on the sound effect attributes, adjusting the reference sound effect parameters to obtain an intermediate sound effect file; The additional sound effect is added to the intermediate sound effect file to obtain a target sound effect file.

8. A device for processing object sound effects, characterized in that: include: an acquisition module configured to acquire a reference sound effect file corresponding to a target event and target attribute information of a target object, wherein the reference sound effect file is pre-generated based on the reference attribute information, and the target event is a currently processed event among at least one to-be-processed event corresponding to the target object; A determination module, configured to determine a sound effect adjustment parameter corresponding to the target attribute information according to the reference attribute information; The adjustment module is configured to adjust the reference sound effect file based on the sound effect adjustment parameter to obtain a target sound effect file.

9. A computing device, characterized in that include: Memory and processor; The memory is used to store computer programs / instructions, and the processor is used to execute the computer programs / instructions. When the computer programs / instructions are executed by the processor, the steps of the method for processing object sound effects according to any one of claims 1 to 7 are implemented.

10. A computer-readable storage medium, characterized in that: It stores a computer program / instruction, which, when executed by a processor, implements the steps of the method for processing object sound effects as described in any one of claims 1 to 7.

11. A computer program product, characterized in that The invention comprises a computer program / instruction, which, when executed by a processor, implements the steps of the method for processing object sound effects as described in any one of claims 1 to 7.