Audio data processing method and device and electronic equipment

CN119215409APending Publication Date: 2024-12-31NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411154580.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-08-21
Publication Date
2024-12-31

AI Technical Summary

Technical Problem

In game development, audio attributes need to be frequently modified when reusing art resources, resulting in inefficiency and increased storage space pressure of terminal equipment. The existing technology cannot effectively solve the problem of matching sound effects with model size.

Method used

By determining the size ratio between the target sounding object and the base object, calculating the sound effect adjustment parameters, processing the audio data of the base object based on these parameters, generating the sound effects of the target sounding object, so that there is no need to repeatedly generate audio data, improving the efficiency of sound effect generation and reducing storage Space pressure.

Benefits of technology

It achieves the improvement of sound effect generation efficiency and the saving of terminal equipment storage space, avoids the need to generate audio resources repeatedly, simplifies the development process and reduces the use of storage space.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides an audio data processing method and device and electronic equipment, and the method comprises the steps: determining a sound effect adjustment parameter corresponding to a target sound production object in response to a sound production triggering event for the target sound production object; wherein the target sounding object has a corresponding basic object; the sound effect adjustment parameter is determined based on a size ratio between a first virtual model corresponding to the target sounding object and a second virtual model corresponding to the basic object; and processing the audio data of the basic object based on the sound effect adjustment parameter, and determining a sound effect corresponding to the target sounding object. In the mode, the audio data does not need to be repeatedly generated for the multiplexed model, so that the sound effect generation efficiency is improved, and the storage space pressure of the terminal equipment is reduced.
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Description

Technical Field

[0001] The present disclosure relates to the technical field of audio data processing, and in particular to an audio data processing method, device and electronic device. Background Art

[0002] In games, in order to save development costs and improve development efficiency, the same models, components and other art resources are often reused. During the reuse process, the size of the reused art resources is usually changed to reduce the visual fatigue of players. In related technologies, in order to make art resources of different sizes, such as the sound of a monster model, match its size, relevant staff usually create a completely identical audio resource in the audio engine, modify its audio properties, generate the corresponding audio package, and re-attach and test the resource. This method is inefficient and requires repeated generation of audio resources, which increases the storage space pressure of the terminal device. Summary of the invention

[0003] In view of this, the purpose of the present disclosure is to provide a method, device and electronic device for processing audio data, so as to improve the efficiency of generating sound effects and reduce the storage space pressure of terminal devices.

[0004] In a first aspect, an embodiment of the present disclosure provides a method for processing audio data, the method comprising: in response to a sound trigger event for a target sound object, determining a sound effect adjustment parameter corresponding to the target sound object; wherein the target sound object has a corresponding basic object; the sound effect adjustment parameter is determined based on a size ratio between a first virtual model corresponding to the target sound object and a second virtual model corresponding to the basic object; and the audio data of the basic object is processed based on the sound effect adjustment parameter to determine the sound effect corresponding to the target sound object.

[0005] In a second aspect, an embodiment of the present disclosure provides an audio data processing device, the device comprising: a sound effect adjustment parameter determination module, for determining the sound effect adjustment parameters corresponding to the target sound object in response to a sound trigger event for the target sound object; wherein the target sound object has a corresponding basic object; the sound effect adjustment parameters are determined based on a size ratio between a first virtual model corresponding to the target sound object and a second virtual model corresponding to the basic object; and a sound effect generation module, for processing the audio data of the basic object based on the sound effect adjustment parameters, and determining the sound effect corresponding to the target sound object.

[0006] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned audio data processing method.

[0007] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned audio data processing method.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The above-mentioned method, device and electronic device for processing audio data determine the sound effect adjustment parameters corresponding to the target sound object in response to the sound triggering event for the target sound object; wherein the target sound object has a corresponding basic object; the sound effect adjustment parameters are determined based on the size ratio between the first virtual model corresponding to the target sound object and the second virtual model corresponding to the basic object; the audio data of the basic object is processed based on the sound effect adjustment parameters to determine the sound effect corresponding to the target sound object. In this method, there is no need to repeatedly generate audio data for the reused model, which improves the efficiency of generating sound effects and reduces the storage space pressure of the terminal device.

[0010] Other features and advantages of the present disclosure will be described in the following description, and partly become apparent from the description, or understood by practicing the present disclosure. The purpose and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0013] Figure 1 A flowchart of a method for processing audio data provided by an embodiment of the present disclosure;

[0014] Figure 2 A schematic diagram of the structure of an audio data processing device provided by an embodiment of the present disclosure;

[0015] Figure 3 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0016] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present disclosure.

[0017] In order to save development costs or improve development efficiency in games, the same monsters, models, components and other art resources are often reused. Taking Monster A as an example, these art resources will be simply scaled and re-rendered in the game, forming a Monster A1 with the same appearance but a different size.

[0018] As the development progresses, a large number of reused monsters are often referenced from the same model in the game, but with different sizes. Users will have a gaming experience that does not match the performance during the game, such as a very large monster that makes a very small sound; or a very small monster that makes a very loud and strong sound.

[0019] In the related art, for the audio function workflow, usually a completely identical audio resource is created in the Wwise audio engine, and its audio properties and other parameters such as volume, pitch, etc. are modified, and the corresponding audio package (Bnk file) is generated, and the resource is re-attached and tested. And this part cannot be automated

[0020] In this method, you need to recheck every action of all monsters and re-make the sound corresponding to the volume change. Then re-export to Wwise project, regenerate Bnk, and finally re-attach the sound effect. And corresponding to the reuse of this monster, the Bnk volume of the audio will be doubled. For example, Monster A has one Bnk volume, plus the reused big monster A1 also has one Bnk volume, so the total volume of Monster A and reused monster A1 is two Bnk volumes.

[0021] Just for this monster reuse, the audio staff needs to spend twice as much development time, which usually includes the time for the first monster action development process and the reused monster action development process. In addition, the package size needs to be doubled, which will undoubtedly seriously affect the development efficiency and increase the storage space pressure of the terminal device. Moreover, the above development process is not automated, which reduces the development efficiency and affects the development speed.

[0022] Based on this, the embodiments of the present disclosure provide a method, device and electronic device for processing audio data, and the technology can be applied to the audio generation scenario of model reuse.

[0023] See also Figure 1 First, a method for processing audio data provided by an embodiment of the present invention is introduced, and a graphical user interface is provided by a terminal device. The method comprises the following steps:

[0024] Step S102, in response to a sound triggering event for a target sound object, determine a sound effect adjustment parameter corresponding to the target sound object; wherein the target sound object has a corresponding basic object; the sound effect adjustment parameter is determined based on a size ratio between a first virtual model corresponding to the target sound object and a second virtual model corresponding to the basic object.

[0025] The above-mentioned target sound object can refer to any object in the virtual scene. There can be many sound triggering events for the target sound object, such as the target sound object performing a certain game behavior, such as walking behavior, attacking behavior, or other virtual objects in the virtual scene interacting with the target sound object, such as attacking the target sound object, the distance to the target sound object is less than a preset distance, etc., which can be set according to needs and are not limited here.

[0026] The properties of the target sound-emitting object and the base object are usually the same, such as monsters, soldiers, etc. The first virtual model corresponding to the target sound-emitting object displayed in the target virtual scene is usually obtained by reusing the second virtual model corresponding to the base object. For example, the model used by the base object is enlarged or reduced to obtain the model corresponding to the target sound-emitting object. Details can also be added to the scaled model to make the image displayed in the virtual scene richer and more varied. The models used by the target sound-emitting object and the base object can also be different, but the properties of the two are the same, and the sound trigger events set for the two are the same, and the sound effects corresponding to the sound trigger events are also similar. The size ratio of the two models can be a volume ratio, a height ratio, etc., which is not limited here.

[0027] As mentioned above, for the same attribute, the sound parameters of sound-making objects of different sizes are usually different. The parameters of sound usually include loudness (also known as "volume"), pitch and timbre. In order to express the similarity between the target sound-making object and the base object, the timbre of the sound they make is usually the same, and the volume and pitch are needed to distinguish the size difference between the two. Generally speaking, the pitch decreases as the model size increases, and the volume increases as the model size increases. This perception is consistent with real life and can also be set according to needs. For example, the pitch gradually decreases as the model size increases, and remains unchanged when the model size reaches a certain size.

[0028] The above-mentioned sound effect adjustment parameters can be pitch adjustment parameters, or volume adjustment parameters, or both. The sound effect adjustment parameters can be expressed as a percentage, such as 10% or -10%, etc., with a maximum of no more than 100%. Among them, 10% means increasing the corresponding sound effect parameters of the audio data of the basic object by 10%, and the negative sign means decreasing. It can also be expressed as 110%, 90%, which means how many times the corresponding current sound effect parameters of the audio data of the basic object are adjusted. The sound effect adjustment parameters can also be 10dB or -10dB, etc., which directly means increasing or decreasing the volume parameters of the audio data of the basic object by 10dB.

[0029] The corresponding relationship between the sound effect adjustment parameters and the size of the model can be pre-set, which can be proportional or positively correlated (such as the relationship between the volume adjustment parameter and the model size), or inversely proportional or negatively correlated (such as the relationship between the pitch adjustment parameter and the model size). It can be set according to specific needs and is not set here. For each sound object, if it has a corresponding basic object, its corresponding sound effect adjustment parameters can be calculated in advance, or when it is needed to make a sound, its corresponding sound effect adjustment parameters can be calculated in real time based on the ratio of the size of the sound object to the basic object.

[0030] Step S104: Process the audio data of the basic object based on the sound effect adjustment parameter to determine the sound effect corresponding to the target sound object.

[0031] After the sound effect adjustment parameter is determined, the audio data can be processed by the sound effect adjustment parameter to determine the sound effect corresponding to the target sound object. When the sound effect adjustment parameter is used to adjust the volume, the volume adjustment amount is determined, and the volume of the audio data is further adjusted. When the sound effect adjustment parameter is used to adjust the pitch, the pitch adjustment amount is determined, and the pitch of the audio data is further adjusted. Thus, a sound effect that matches the model size of the target sound object is generated.

[0032] The above-mentioned method for processing audio data determines the sound effect adjustment parameters corresponding to the target sound object in response to the sound triggering event for the target sound object; wherein the target sound object has a corresponding basic object; the sound effect adjustment parameters are determined based on the size ratio between the first virtual model corresponding to the target sound object and the second virtual model corresponding to the basic object; the audio data of the basic object is processed based on the sound effect adjustment parameters to determine the sound effect corresponding to the target sound object. In this method, there is no need to repeatedly generate audio data for the reused model, which improves the efficiency of generating sound effects and reduces the storage space pressure of the terminal device.

[0033] The following embodiment provides a specific method for determining the sound effect adjustment parameters corresponding to the target sound object.

[0034] In practical applications, the sound effect adjustment parameters corresponding to the target sound object can be determined in real time. The size ratio between the first virtual model corresponding to the target sound object and the second virtual model corresponding to the base object is usually pre-saved in the document corresponding to the target sound, from which the size ratio can be obtained. Specifically, it can be a volume ratio or a height ratio, which is not limited here. Then, based on the size ratio and the corresponding relationship between the preset sound effect parameters and the model size, the sound effect adjustment parameters corresponding to the target sound object are determined.

[0035] In order to save the audio used to generate the corresponding sound effects for game objects of different object types, the correspondence between the object type of the game object and the corresponding sound effect adjustment parameter when it is used as a sound-emitting object can be pre-set. Specifically, the volume multiplier or pitch adjustment amount to be adjusted can be determined based on the ratio of the object size of the game object of different object types to the size of the basic object. Alternatively, the sound effect adjustment parameter corresponding to a certain object type can also be determined based on demand. The combat effectiveness of a game object of a certain object type is set to be higher. In order to reflect its combat effectiveness, the volume of its sound effect needs to be set to be larger. In this case, a higher volume multiplier can be set as the sound effect adjustment parameter.

[0036] In the process of determining the sound effect adjustment parameters of the target sound object, the object type of the target sound object can be first obtained. The object type can be saved in a pre-set property file of the target sound object or in its property data; the correspondence between the object type and the sound effect adjustment can also be saved in the property file or pre-saved in other locations, such as an audio engine. Then, based on the object type and the correspondence, the sound effect adjustment parameters corresponding to the target sound object can be determined.

[0037] Since the volume can be adjusted, the sound effect can be adjusted, or both can be adjusted at the same time during the adjustment process, the sound effect adjustment parameter can be a volume adjustment parameter, a pitch adjustment parameter, or can include both at the same time. When the sound effect adjustment parameter is a volume adjustment parameter, the sound effect parameter usually includes a pitch parameter. In the corresponding relationship between the sound effect parameter and the model size, the pitch parameter usually decreases as the model size increases. When the sound effect adjustment parameter is a pitch adjustment parameter, the sound effect parameter usually includes a volume parameter. In the corresponding relationship between the sound effect parameter and the model size, the volume parameter increases as the model size increases.

[0038] The principle of volume adjustment is to change the amplitude of the audio signal. Therefore, the volume of the sound effect generated based on the audio data can be adjusted by multiplying or performing other operations on the parameters representing the amplitude in the audio data and the volume adjustment parameters.

[0039] When the sound effect adjustment parameter is a pitch adjustment parameter, since the pitch is controlled by the vibration frequency of the audio signal, and the vibration frequency usually changes in real time, a real-time parameter control (RTPC) can usually be established. Among them, the real-time parameter control has a corresponding control curve. The control curve is used to generate the control parameter based on the real-time parameter, and the control curve can be predefined to indicate the correspondence between the pitch parameter and the model size. Then, in the process of generating the sound effect, the size ratio is input into the real-time parameter control as a real-time parameter, and the corresponding control parameter is generated based on the size ratio through the control curve, and the control parameter is the pitch adjustment parameter. Furthermore, the audio signal of the base object can be first generated based on the audio data of the base object. Then, the audio signal of the base object is modulated based on the control parameter, and then the sound effect corresponding to the target sound object is generated based on the processed audio signal. Generally speaking, the processed audio signal can be played as the sound effect corresponding to the target sound object.

[0040] The following embodiments provide a specific method for determining the sound effect corresponding to the target sound object based on audio data and sound effect adjustment parameters.

[0041] In the process of processing audio data through sound effect adjustment parameters to generate sound effects corresponding to the target sound object, the position of the target sound object and the position of the preset listener object also need to be considered. The listener object is usually a controlled virtual object controlled by the player. If the controlled virtual object is farther away from the target sound object, the greater the attenuation of the sound effect, the less sound details the controlled virtual object hears. Specifically, the sound effect attenuation parameter can be determined based on the position of the target sound object and the preset position of the listener object. Further, the sound effect corresponding to the target sound object can be determined based on the audio data, the sound effect adjustment parameter and the sound effect attenuation parameter.

[0042] The present disclosure also provides another method for processing audio data. Figure 1 The method shown in the figure is implemented based on the method shown in the figure. This method uses monsters as the target sound object, so that the sound of the monster is expressed as follows: the larger the monster, the louder the sound; the smaller the monster, the smaller the sound. The size of the sound will change with the size of the monster, realizing the initial design requirement that the volume changes with the monster. The change of the sound needs to be automatically connected, and the change of the parameters of the upstream and downstream monsters should be linked, and the audio package content of the new resource and storage space should be reduced.

[0043] In this method, a script is used to read the table made by the upstream planner. The type is in the first row, which can be the magnification of the monster's size or the type of monster, and the sound effect adjustment parameters are in the other content below the type; then, the corresponding audio magnification is mapped according to the magnification or monster type (related to the monster's size), and then the corresponding interface of WwiseSDK (Software Development Kit) is used to amplify the audio output.

[0044] The method is implemented by the following steps:

[0045] Step 1: Communicate with the designer and design functions, agree on a header function called "model volume", and set a certain range for the model magnification and reduction ratio, for example, 0 is the minimum 0%, and 1000 is the maximum 1000%, providing a corresponding parameter source for audio amplification.

[0046] Step 2: The program opens a certain amount of memory for this function, which is used to temporarily store the monster ID number and the corresponding GameObjectID (used to indicate the "target sound object"). The program writes a script, reads the monster ID number, finds the table header named "Model Volume", and then searches vertically for the corresponding monster parameters to obtain the corresponding volume magnification. The parameters are numbers between 0 and 1000 in the agreed range of step 1.

[0047] Step 3: Calculate and map the corresponding audio amplification parameters. The calculation process is as follows: standardize the above-mentioned model multiples of 0 to 1000 to a number (floating point) between 0 and 10, and then output it to the "audio amplification factor" as a backup. For example, 130 is written into the model volume column, and the standardized number is 1.3, which is the "audio amplification factor", so that the audio of the final result is amplified by 30% of the volume.

[0048] Step 4: Take out the GameObjectID of the corresponding sound emitter (usually changes randomly, corresponding to the sound triggering event) and the GameObjectID of the listener (usually fixed, usually a controlled virtual character) from the memory. These parameters will be prepared for the next step of parameter transmission.

[0049] Step 5: Call the corresponding WwiseSDK interface, map the parameters corresponding to the interface to transmit the parameters, the GameObjectID of the sound source, the GameObjectID of the listener, and the calculated audio amplification factor. The three parameters are passed to the corresponding interface to amplify the audio output. You can use the original resources to pass parameters and output amplification without creating and using new resources.

[0050] Steps 1, 2, and 3 in the above method can effectively improve development efficiency, have reliable functions, and belong to a global design solution. No human effort is required for secondary proofreading, and the corresponding modification parameters can be automatically output according to the volume size. Steps 4 and 5 save terminal device memory storage space: no new resource needs to be added, only the same resource is needed, and the audio amplification factor of the corresponding object is mapped according to the designer's magnification of the reused monster A1, and amplified from the output end. The same resource source is used, which reduces the storage space by half compared to the old solution.

[0051] Looking at the entire process, the audio volume changes automatically with the monsters and is output, saving development costs: the entire process does not require secondary manual confirmation, and there is no need to pay additional labor costs for re-production, integration into Wwise, and hooking up. Only one hooking is required.

[0052] This method can also be used to adaptively modify the pitch of the monster. The larger the monster, the lower the pitch of its voice. In this case, the adaptive parameters can be modified to the sound parameter content of the pitch mapping.

[0053] The method is implemented by the following steps:

[0054] Step 1: Communicate with the designer and design functions, agree on a header function called "model volume", and set a certain range for the model magnification and reduction ratio (such as 0 is the minimum 0%, 1000 is the maximum 1000%) to provide a corresponding parameter source for audio amplification.

[0055] Step 2: Create a new RTPC (realtime parameter controls) named Monster_Pitch in Wwise to receive the parameters from the engine.

[0056] Step 3: RTPC is mapped in Wwise to adjust the parameters of the pitch change of the specific monster sound.

[0057] Step 4: Standardize the header content obtained from the designer and map it to a number between 0 and 10 (floating point)

[0058] Step 5: Use the SDK interface ak.soundengine.setRTPCValue in the Wwise integration to link the engine and Wwise interfaces, and pass in the corresponding standardized parameters. Finally, the sound with pitch changes is output.

[0059] Through the above method, the pitch of the monster is automatically adjusted according to the size of the monster model, thereby improving the efficiency of sound effect development.

[0060] For the above method embodiments, see Figure 2 An audio data processing device as shown, the device comprising:

[0061] The sound effect adjustment parameter determination module 202 is used to determine the sound effect adjustment parameter corresponding to the target sound object in response to the sound triggering event for the target sound object; wherein the target sound object has a corresponding basic object; the sound effect adjustment parameter is determined based on the size ratio between the first virtual model corresponding to the target sound object and the second virtual model corresponding to the basic object;

[0062] The sound effect generation module 204 is used to process the audio data of the basic object based on the sound effect adjustment parameter to determine the sound effect corresponding to the target sound object.

[0063] The above-mentioned audio data processing device determines the sound effect adjustment parameters corresponding to the target sound object in response to the sound triggering event for the target sound object; wherein the target sound object has a corresponding basic object; the sound effect adjustment parameters are determined based on the size ratio between the first virtual model corresponding to the target sound object and the second virtual model corresponding to the basic object; the audio data of the basic object is processed based on the sound effect adjustment parameters to determine the sound effect corresponding to the target sound object. In this method, there is no need to repeatedly generate audio data for the reused model, which improves the efficiency of generating sound effects and reduces the storage space pressure of the terminal device.

[0064] The above-mentioned sound effect adjustment parameter determination module is also used to: obtain the size ratio between the first virtual model corresponding to the target sound object and the second virtual model corresponding to the basic object; based on the size ratio and the corresponding relationship between the preset sound effect parameters and the model size, determine the sound effect adjustment parameters corresponding to the target sound object.

[0065] The above-mentioned sound effect adjustment parameters include volume adjustment parameters and / or pitch adjustment parameters.

[0066] The above-mentioned sound effect parameters include pitch parameters. In the corresponding relationship between the sound effect parameters and the model size, the pitch parameter decreases as the model size increases; and\or, the sound effect parameters include volume parameters. In the corresponding relationship between the sound effect parameters and the model size, the volume parameter increases as the model size increases.

[0067] The above-mentioned sound effect adjustment parameter determination module is also used to: determine the sound effect attenuation parameter based on the position of the target sound object and the preset position of the listener object; determine the sound effect corresponding to the target sound object based on the audio data, sound effect adjustment parameters and sound effect attenuation parameters.

[0068] The above-mentioned sound effect adjustment parameters include pitch adjustment parameters; the sound effect parameters include pitch parameters; the above-mentioned sound effect adjustment parameter determination module is also used to: establish real-time parameter control; the real-time parameter control has a corresponding control curve; the control curve is used to generate control parameters based on real-time parameters; the control curve is used to indicate the correspondence between the pitch parameters and the model size; the size ratio is input into the real-time parameter control as a real-time parameter; the corresponding control parameter is generated based on the size ratio through the control curve, and the control parameter is determined as the pitch adjustment parameter.

[0069] The above-mentioned sound effect generation module is also used to: generate an audio signal of the basic object based on the audio data of the basic object; modulate the audio signal of the basic object based on the control parameters, and generate a sound effect corresponding to the target sound object based on the processed audio signal.

[0070] The above-mentioned sound effect adjustment parameter determination module is also used to: obtain the object type of the target sound object; the object type and the sound effect adjustment parameter corresponding to the target sound object have a preset corresponding relationship; based on the object type and the corresponding relationship, determine the sound effect adjustment parameter corresponding to the target sound object.

[0071] This embodiment further provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned audio data processing method, for example:

[0072] In response to a sound trigger event for a target sound object, a sound effect adjustment parameter corresponding to the target sound object is determined; wherein the target sound object has a corresponding basic object; the sound effect adjustment parameter is determined based on a size ratio between a first virtual model corresponding to the target sound object and a second virtual model corresponding to the basic object; audio data of the basic object is processed based on the sound effect adjustment parameter to determine the sound effect corresponding to the target sound object.

[0073] The above method does not need to repeatedly generate audio data for the reused model, which improves the efficiency of sound effect generation and reduces the storage space pressure of the terminal device.

[0074] Optionally, the above-mentioned step of determining the sound effect adjustment parameters corresponding to the target sound object includes: obtaining the size ratio between the first virtual model corresponding to the target sound object and the second virtual model corresponding to the base object; based on the size ratio and the correspondence between the preset sound effect parameters and the model size, determining the sound effect adjustment parameters corresponding to the target sound object.

[0075] Optionally, the above-mentioned sound effect adjustment parameters include volume adjustment parameters, and / or pitch adjustment parameters.

[0076] Optionally, the above-mentioned sound effect parameters include a pitch parameter, and in the corresponding relationship between the sound effect parameters and the model size, the pitch parameter decreases as the model size increases; and\or, the sound effect parameters include a volume parameter, and in the corresponding relationship between the sound effect parameters and the model size, the volume parameter increases as the model size increases.

[0077] Optionally, the above-mentioned step of determining the sound effect corresponding to the target sound object based on the audio data and the sound effect adjustment parameters includes: determining the sound effect attenuation parameters based on the position of the target sound object and the position of a preset listener object; determining the sound effect corresponding to the target sound object based on the audio data, the sound effect adjustment parameters and the sound effect attenuation parameters.

[0078] Optionally, the above-mentioned sound effect adjustment parameters include pitch adjustment parameters; the sound effect parameters include pitch parameters; based on the size ratio and the correspondence between the preset sound effect parameters and the model size, the step of determining the sound effect adjustment parameters corresponding to the target sound object includes: establishing real-time parameter control; the real-time parameter control has a corresponding control curve; the control curve is used to generate control parameters based on the real-time parameters; the control curve is used to indicate the correspondence between the pitch parameters and the model size; the size ratio is input into the real-time parameter control as a real-time parameter; the corresponding control parameters are generated based on the size ratio through the control curve, and the control parameters are determined as pitch adjustment parameters.

[0079] Optionally, the above-mentioned step of processing the audio data of the basic object based on the sound effect adjustment parameters to determine the sound effect corresponding to the target sound object includes: generating an audio signal of the basic object based on the audio data of the basic object; modulating the audio signal of the basic object based on the control parameters, and generating a sound effect corresponding to the target sound object based on the processed audio signal.

[0080] Optionally, the step of determining the sound effect adjustment parameters corresponding to the target sound object includes: obtaining the object type of the target sound object; the object type and the sound effect adjustment parameters corresponding to the target sound object have a preset corresponding relationship; based on the object type and the corresponding relationship, determining the sound effect adjustment parameters corresponding to the target sound object.

[0081] See also Figure 3 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the above-mentioned audio data processing method.

[0082] Further, Figure 3 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0083] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 3 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0084] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0085] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned audio data processing method.

[0086] An audio data processing method, device, and electronic device provided in the embodiments of the present disclosure include a computer-readable storage medium storing program code, and the program code includes instructions that can be used to execute the methods described in the previous method embodiments, for example:

[0087] In response to a sound trigger event for a target sound object, a sound effect adjustment parameter corresponding to the target sound object is determined; wherein the target sound object has a corresponding basic object; the sound effect adjustment parameter is determined based on a size ratio between a first virtual model corresponding to the target sound object and a second virtual model corresponding to the basic object; audio data of the basic object is processed based on the sound effect adjustment parameter to determine the sound effect corresponding to the target sound object.

[0088] The above method does not need to repeatedly generate audio data for the reused model, which improves the efficiency of sound effect generation and reduces the storage space pressure of the terminal device.

[0089] Optionally, the above-mentioned step of determining the sound effect adjustment parameters corresponding to the target sound object includes: obtaining the size ratio between the first virtual model corresponding to the target sound object and the second virtual model corresponding to the base object; based on the size ratio and the correspondence between the preset sound effect parameters and the model size, determining the sound effect adjustment parameters corresponding to the target sound object.

[0090] Optionally, the above-mentioned sound effect adjustment parameters include volume adjustment parameters, and / or pitch adjustment parameters.

[0091] Optionally, the above-mentioned sound effect parameters include a pitch parameter, and in the corresponding relationship between the sound effect parameters and the model size, the pitch parameter decreases as the model size increases; and\or, the sound effect parameters include a volume parameter, and in the corresponding relationship between the sound effect parameters and the model size, the volume parameter increases as the model size increases.

[0092] Optionally, the above-mentioned step of determining the sound effect corresponding to the target sound object based on the audio data and the sound effect adjustment parameters includes: determining the sound effect attenuation parameters based on the position of the target sound object and the position of a preset listener object; determining the sound effect corresponding to the target sound object based on the audio data, the sound effect adjustment parameters and the sound effect attenuation parameters.

[0093] Optionally, the above-mentioned sound effect adjustment parameters include pitch adjustment parameters; the sound effect parameters include pitch parameters; based on the size ratio and the correspondence between the preset sound effect parameters and the model size, the step of determining the sound effect adjustment parameters corresponding to the target sound object includes: establishing real-time parameter control; the real-time parameter control has a corresponding control curve; the control curve is used to generate control parameters based on the real-time parameters; the control curve is used to indicate the correspondence between the pitch parameters and the model size; the size ratio is input into the real-time parameter control as a real-time parameter; the corresponding control parameters are generated based on the size ratio through the control curve, and the control parameters are determined as pitch adjustment parameters.

[0094] Optionally, the above-mentioned step of processing the audio data of the basic object based on the sound effect adjustment parameters to determine the sound effect corresponding to the target sound object includes: generating an audio signal of the basic object based on the audio data of the basic object; modulating the audio signal of the basic object based on the control parameters, and generating a sound effect corresponding to the target sound object based on the processed audio signal.

[0095] Optionally, the step of determining the sound effect adjustment parameters corresponding to the target sound object includes: obtaining the object type of the target sound object; the object type and the sound effect adjustment parameters corresponding to the target sound object have a preset corresponding relationship; based on the object type and the corresponding relationship, determining the sound effect adjustment parameters corresponding to the target sound object.

[0096] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0097] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific circumstances.

[0098] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk and other media that can store program code.

[0099] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0100] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.

Claims

1. A method for processing audio data, characterized in that: The method comprises: In response to a sound triggering event for a target sound object, determining a sound effect adjustment parameter corresponding to the target sound object; The target sound object has a corresponding basic object; the sound effect adjustment parameter is determined based on a size ratio between a first virtual model corresponding to the target sound object and a second virtual model corresponding to the basic object; The audio data of the basic object is processed based on the sound effect adjustment parameter to generate a sound effect corresponding to the target sound object.

2. The method according to claim 1, characterized in that The step of determining the sound effect adjustment parameter corresponding to the target sound object comprises: Acquire a size ratio between a first virtual model corresponding to the target sound-emitting object and a second virtual model corresponding to the basic object; Based on the size ratio and the corresponding relationship between the preset sound effect parameters and the model size, the sound effect adjustment parameters corresponding to the target sound object are determined.

3. The method according to claim 1, characterized in that The sound effect adjustment parameters include volume adjustment parameters and / or pitch adjustment parameters.

4. The method according to claim 2, wherein the sound effect parameter comprises a pitch parameter, and in the corresponding relationship between the sound effect parameter and the model size, the pitch parameter decreases as the model size increases; And\or, the sound effect parameters include volume parameters, and in the corresponding relationship between the sound effect parameters and the model size, the volume parameter increases as the model size increases.

5. The method according to claim 1, characterized in that The step of processing the audio data of the basic object based on the sound effect adjustment parameter to generate the sound effect corresponding to the target sound object includes: Determining a sound effect attenuation parameter based on the position of the target sound emitting object and the position of a preset listener object; The audio data of the basic object is processed based on the sound effect adjustment parameter and the sound effect attenuation parameter to generate a sound effect corresponding to the target sound object.

6. The method according to claim 2, characterized in that The sound effect adjustment parameters include pitch adjustment parameters; the sound effect parameters include pitch parameters; The step of determining the sound effect adjustment parameter corresponding to the target sound object based on the size ratio and the correspondence between the preset sound effect parameter and the model size includes: Establishing real-time parameter control; the real-time parameter control having a corresponding control curve; the control curve being used to generate control parameters based on real-time parameters; the control curve being used to indicate a corresponding relationship between pitch parameters and model dimensions; inputting the size ratio value into the real-time parameter control as a real-time parameter; A corresponding control parameter is generated based on the size ratio through the control curve, and the control parameter is determined as the pitch adjustment parameter.

7. The method according to claim 6, characterized in that The step of processing the audio data of the basic object based on the sound effect adjustment parameter to generate the sound effect corresponding to the target sound object includes: generating an audio signal of the base object based on the audio data of the base object; The audio signal of the basic object is modulated based on the control parameter, and the sound effect corresponding to the target sound object is generated based on the processed audio signal.

8. The method according to claim 1, characterized in that The step of determining the sound effect adjustment parameter corresponding to the target sound object comprises: Acquiring an object type of the target sound object; the object type and the sound effect adjustment parameter corresponding to the target sound object have a preset corresponding relationship; Based on the object type and the corresponding relationship, a sound effect adjustment parameter corresponding to the target sound object is determined.

9. An audio data processing device, characterized in that: The device comprises: A sound effect adjustment parameter determination module, configured to determine a sound effect adjustment parameter corresponding to a target sound object in response to a sound triggering event for the target sound object; wherein the target sound object has a corresponding basic object; and the sound effect adjustment parameter is determined based on a size ratio between a first virtual model corresponding to the target sound object and a second virtual model corresponding to the basic object; The sound effect generation module is used to process the audio data of the basic object based on the sound effect adjustment parameter to generate the sound effect corresponding to the target sound object.

10. An electronic device, characterized in that: The method comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the method for processing audio data according to any one of claims 1 to 8.

11. A machine-readable storage medium, characterized in that: The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the audio data processing method according to any one of claims 1 to 8.