Audio playing method and device
By obtaining scene multilateral information and automatically generating sound point layout, the challenges in irregular area sound effects management are solved, the matching of sound effects and area shapes is achieved, and the work efficiency and consistency of sound effects are improved.
Patent Information
- Application Number
- CN202411460476.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-18
- Publication Date
- 2025-01-03
AI Technical Summary
When handling irregular area sound effects in the prior art, the conventional sound position setting scheme cannot match the area, resulting in low work efficiency, the sound area is prone to overlap, and management and maintenance are inconvenient.
By obtaining scene multilateral information of the target scene, automatically generate and optimize the layout of sound point, dynamically adjust the sound effect area and sound point position, ensure that the sound effect matches the shape of the area, avoid sound superposition distortion, and simplify management and maintenance.
It realizes uniform sound propagation and coverage in irregular areas, improves designers' work efficiency, ensures consistency and coherence of sound effects, and simplifies the management and maintenance process.
Smart Images

Figure CN119236404A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present specification relate to the field of computer technology, and in particular to an audio playback method. Background Art
[0002] As game design and other application scenarios that require the use of sound effect areas continue to develop, richer interactive experiences are brought about. Especially when dealing with different types of regional sound effects, developers can flexibly adjust the sound position of the sound effects according to needs to provide users with a more immersive environment.
[0003] At present, conventional sound location setting solutions mainly rely on regular geometric shapes, such as boxes or spheres. These technologies solve the problem of triggering sound effects in regular areas, but when facing irregular areas, conventional solutions often fail because they cannot match the area. Designers have to manually place a large number of sound points, resulting in low work efficiency, easy overlap of sound areas, and great inconvenience in subsequent management and maintenance. Therefore, in order to solve the above problems, an audio playback method is needed. Summary of the invention
[0004] In view of this, an embodiment of the present specification provides an audio playback method. One or more embodiments of the present specification also relate to an audio playback 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, there is provided an audio playback method, including: Acquire scene polygon information corresponding to the target scene, wherein the scene polygon information is used to characterize geometric features of a surface corresponding to the target scene; Determine at least one sound source position information based on the scene polygon information, wherein the sound source position information is used to identify the position of the sound source point in the target scene; According to the audio receiving position information and the position information of each sounding point, the audio to be played corresponding to the audio receiving position information is determined, and the audio to be played is played at the audio receiving position information.
[0006] According to a second aspect of the embodiments of this specification, there is provided an audio playback device, including: An acquisition module is configured to acquire scene polygon information corresponding to a target scene, wherein the scene polygon information is used to characterize geometric features of a surface corresponding to the target scene; A determination module is configured to determine at least one sound source position information based on the scene polygon information, wherein the sound source position information is used to identify the position of the sound source point in the target scene; The playing module is configured to determine the audio to be played corresponding to the audio receiving position information according to the audio receiving position information and the position information of each sounding point, and play the audio to be played at the audio receiving position information.
[0007] According to a third aspect of an embodiment of this specification, a computing device is provided, including: Memory and processor; 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 above-mentioned audio playback method are implemented.
[0008] 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 audio playback method are implemented.
[0009] 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 audio playback method when executed by a processor.
[0010] An embodiment of the present specification implements the steps of obtaining scene polygon information corresponding to a target scene, wherein the scene polygon information is used to characterize geometric features of a surface corresponding to the target scene; determining at least one sound point position information based on the scene polygon information, wherein the sound point position information is used to identify a position of the sound point in the target scene; determining the audio to be played corresponding to the audio receiving position information based on the audio receiving position information and each sound point position information, and playing the audio to be played at the audio receiving position information.
[0011] By applying the solution of the embodiment of this specification, by obtaining the scene polygon information corresponding to the target scene, the geometric features of the target scene surface are fully characterized, and the automatic generation of the sound point layout matching the irregular area is realized. Unlike the conventional sound position setting scheme that mainly relies on regular geometric shapes, such as boxes or spheres, to solve the problem of sound effect triggering in regular areas, this method effectively solves the challenge of sound effect management in irregular areas. There is no need to manually place a large number of sound points, which avoids the problem of sound superposition distortion caused by overlapping sound areas, achieves uniform propagation of sound in the area, and prevents the risk of distortion. At the same time, the automated setting and optimization of sound points makes management and maintenance easier, improves work efficiency, avoids the tedious process of manually repeating the binding of sound points, and greatly improves the work efficiency of designers in complex scenes. By dynamically adjusting and optimizing the sound effect area and the sound point position in real time, the consistency and coherence of the sound effects in a dynamic environment are ensured. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] Figure 1 is a flow chart of an audio playback method provided by an embodiment of this specification; Figure 2 This is a flowchart of a processing method for playing audio of an irregular scene game provided by an embodiment of this specification; Figure 3 is a structural diagram of an audio playback device provided by an embodiment of this specification; Figure 4 It is a structural block diagram of a computing device provided by an embodiment of this specification. DETAILED DESCRIPTION
[0013] 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.
[0014] 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.
[0015] 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".
[0016] 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.
[0017] First, the terms involved in one or more embodiments of this specification are explained.
[0018] Sound Emission Point (SEP): used to simulate the location of the sound source in three-dimensional space. By setting the sound emission point in the scene, you can accurately control the location and direction of the sound, making the sound effect more realistic and immersive. The parameters of the sound emission point, such as volume, attenuation model, and diffusion angle, can be flexibly adjusted according to the scene requirements to achieve complex audio effects.
[0019] In this specification, an audio playback method is provided. This specification also relates to an audio playback 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.
[0020] With the continuous development of game design and other sound effect area application scenarios, the setting of sound points is particularly important. It allows developers to flexibly adjust the sound position of the sound effect according to the needs of the scene and enhance the user's immersion. This flexibility plays a key role in enriching the interactive experience. Especially in complex virtual environments, the precise positioning of sound effects can guide the player's attention, highlight the key elements in the scene, and improve the overall sensory experience.
[0021] By setting the sound point, the problem of sound management in irregular areas can be effectively solved. The sound point provides greater flexibility, allowing the sound effect to be accurately positioned and adjusted according to the shape and size of the area. It can also achieve dynamic sound effect changes in complex environments, keeping pace with the player's behavior and scene changes. This not only simplifies the designer's workflow and reduces the workload of manual adjustments, but also ensures the continuity and naturalness of the sound, and improves the expressiveness of the overall sound effect.
[0022] Traditional sound location settings usually rely on regular geometric shapes, such as boxes or spheres, which are effective in regular areas. However, these conventional solutions often seem powerless when faced with irregular areas. The limitations of regular shapes make it impossible for sound triggers to accurately match the area, resulting in a sense of fragmentation in the sound experience. In order to achieve natural sound coverage in irregular areas, designers often need to manually place a large number of sound points. This method is not only time-consuming and labor-intensive, but also prone to overlap or omissions in subsequent adjustments and maintenance, which increases the complexity of management.
[0023] See also Figure 1 , Figure 1 A flowchart of an audio playback method provided according to an embodiment of the present specification is shown, which specifically includes the following steps.
[0024] Step 102: Obtain scene polygon information corresponding to the target scene, wherein the scene polygon information is used to characterize geometric features of a surface corresponding to the target scene.
[0025] In practical applications, scene polygon information is a data set used to describe the surface geometric features of a target scene, where the target scene refers to a specific area or space in a virtual environment or game.
[0026] The target scene can be understood as an area with unique geometric features and specific interaction requirements. Taking the game development process as an example, the target scene can be a level, a room, an outdoor environment, or other areas with clear boundaries and functions in the game. This scene is usually described by polygon information to describe the surface and structure of the scene, including the shape, size, position of objects, and the spatial relationship between them.
[0027] Exemplarily, scene polygon information can be understood as including representative faces, vertices, and edge information on the scene surface, which is used to describe the shape and structure of the scene. For example, in a virtual scene, scene polygon information can include the outline of the building, the ups and downs of the terrain, the position and shape of obstacles, etc. By obtaining this polygon information, the geometric layout in the scene can be accurately understood. Taking the target scene as a scene in game development as an example, scene polygon information can help determine the propagation path of sound at different locations. For example, in an irregular cave scene, the bumps and depressions of the cave wall, the curvature of the passage, etc. can all be described by polygon information. This information can be used to automatically calculate the position of the sound point, so that the sound is more in line with the actual physical properties when it propagates in the cave. In this way, the scene polygon information not only helps to accurately simulate the propagation of sound, but also provides players with a more realistic sound experience and increases the immersion of the scene.
[0028] Furthermore, the scene polygon information corresponding to the target scene is obtained, including: Get the scene grid information corresponding to the target scene; The scene polygon information corresponding to the target scene is generated according to the scene grid information.
[0029] In practical applications, scene mesh information is information including vertex and face data that defines the shape and structure of objects in the target scene, and scene polygon information is information used to describe the more important geometric features of the surface of the target scene.
[0030] Exemplarily, scene mesh information can be understood as information containing the basic geometric structure of the target scene, which is composed of vertex and face data. Each vertex defines the position of an object in three-dimensional space, and the face is composed of these vertices and is used to describe the surface shape of objects in the scene. Through scene mesh information, developers can accurately construct and present objects of various shapes in the scene, such as the structure of buildings, the undulations of terrain, etc. This information is the basis for generating a three-dimensional model, so that objects in the virtual scene can have a specific spatial form.
[0031] Scene polygon information can be understood as further streamlining and extracting the more important geometric features in the target scene, which is used to better describe the surface structure of the scene. It converts the complex vertex and face data in the scene mesh information into polygonal outlines and features that describe the surface shape. This information is usually used for higher-level processing, such as sound propagation and physical simulation. Through scene polygon information, key surfaces in the scene, such as the outlines of walls, ground, and obstacles, can be identified, so that sound can be more accurately reflected and attenuated on these surfaces. For example, in an irregular cave scene, scene polygon information can describe the tortuous shape of the cave wall, thereby achieving a more natural sound performance.
[0032] It should be noted that obtaining the scene mesh information corresponding to the target scene can be understood as the process of obtaining geometric data describing the shape and structure of objects in the scene. The specific method can be obtained by obtaining the mesh filter: first, obtain the mesh filter (Mesh Filter) from the game object. This is the core component of the mesh data. The mesh filter contains all vertex information that defines the geometric shape of the game object; it can also be directly parsed from the scene file. This method is suitable for pre-defined scenes. Developers can extract the geometric data when loading the scene file; it can also generate the mesh information of the scene through real-time calculation. For example, during the program running process, the geometric data of terrain or objects is dynamically generated according to the algorithm, and then the mesh information is obtained. This manual does not impose any restrictions on this.
[0033] It should be added that the generation of scene polygon information corresponding to the target scene based on the scene mesh information can be understood as a process of converting basic geometric data into a more representative surface feature representation, which can be specifically achieved through vertex connection: based on the vertex and face data extracted from the mesh filter, the system connects these vertices into line segments in a connection order to form polygonal polygon information; it can also be generated directly by using an algorithm, for example, by calculating the convex hull, the entire scene is wrapped into one or more polyhedrons to approximately represent the external shape of the scene; it can also be extracted from the scene mesh information through morphological processing. The most important geometric features, such as edges, concave and convex parts, etc., generate simplified polygon information suitable for the optimization of complex scenes. This specification does not impose any restrictions on this.
[0034] By converting scene mesh information into scene polygon information for processing, the geometric structure of the scene can be effectively simplified, key features can be highlighted, and subsequent sound rendering and physical calculations can be made more accurate and efficient. This not only reduces the direct processing of complex mesh data and improves calculation efficiency, but also provides a clearer geometric outline, making sound propagation, light and shadow calculations, etc. appear more natural and realistic in the scene. At the same time, this processing method also facilitates real-time dynamic adjustments, providing more flexible operating space for interactive design of complex scenes.
[0035] Further, generating scene polygon information corresponding to the target scene according to the scene grid information includes: Acquire at least one vertex information and vertex order information corresponding to each vertex information based on the scene mesh information; The scene polygon information is generated according to each vertex information and the vertex order information.
[0036] In practical applications, vertex information is the basic data that constitutes the shape of objects in the scene, including the specific coordinates of each vertex in three-dimensional space, and vertex order information is data that describes the connection and arrangement order of these vertices in the grid.
[0037] For example, vertex information can be understood as the basis of the scene geometry, describing the location of each key point in the scene, such as the location of the corners, edges, and surfaces of objects. In three-dimensional space, vertex information usually contains coordinate data, which is used to accurately locate the position and shape of objects in the virtual environment. For example, in a polygonal model, vertex information determines the basic outline and details of the model. By obtaining and processing this vertex information, complex three-dimensional structures such as character models, buildings, and natural terrain can be generated.
[0038] Vertex order information can be understood as defining how these vertices are connected into edges and faces to form a complete polygon or three-dimensional shape. It instructs the system to connect vertices in a specific order to build the surface of the model. This order information determines the connection relationship between vertices, which in turn affects the overall shape and surface characteristics of the model. For example, according to the vertex order information, the system can connect vertices A, B, and C into a triangular face, or connect multiple vertices in order to generate scene polygon information.
[0039] It should be noted that generating scene polygon information according to vertex information and vertex order information can be understood as a process of converting basic geometric data into a more streamlined scene polygon representation. The specific method can be through vertex connection: according to the vertex order information, the vertices are sequentially connected into line segments to form a preliminary outline of the polygon, and a boundary check is performed to ensure the integrity of the structure; it can also be processed by polygon approximation: using simplified algorithms such as convex hull or polygon fitting, complex vertex data is converted into a simpler polygon shape to highlight the main features of the target scene; it can also be processed by morphological analysis and merging: merging vertices and facets that are close or connected to each other to generate a larger-scale polygon, reducing unnecessary details to improve rendering and computing efficiency. This manual does not impose any restrictions on this.
[0040] In one embodiment provided in this specification, the system first obtains the coordinates of each vertex in three-dimensional space, such as (X1, Y1, Z1), (X2, Y2, Z2), etc., based on the vertex information extracted from the grid filter. Then, the system uses the vertex order information to determine the connection method of these vertices, that is, to define the order of arrangement of the vertices in space, for example, connecting the vertices in order as (1, 2), (2, 3), (3, 4), etc., to form continuous line segments. Then, the scene polygon information is generated based on each line segment.
[0041] By extracting vertex information and vertex order from scene mesh data and generating polygonal data based on the extracted vertex information and vertex order, unnecessary details can be reduced to improve the efficiency of subsequent audio generation.
[0042] Further, scene polygon information is generated according to each vertex information and the vertex order information, including: Link each vertex information according to the vertex sequence information to obtain scene outline information; Based on the scene contour information, obtaining at least one scene surface information; Generate scene polygon information based on vertex information corresponding to each scene surface information.
[0043] In practical applications, scene contour information is the overall boundary structure formed by connecting the vertices in the scene, which is used to describe the outer shape of the scene. Scene surface information is generated by refining the contour information, which is used to describe the patch or surface structure of the internal area of the scene.
[0044] Exemplarily, scene contour information can be understood as the basis for constructing the scene geometry, which describes the boundary lines of each object or area in the scene. By connecting each vertex according to the vertex order information, one or more closed polygons can be formed to represent the boundaries in the scene. For example, in a virtual city scene, the exterior walls of buildings, the edges of streets, etc. can be represented by scene contour information. These contour information helps to define the overall shape of the scene and provide a reference for further geometric operations. Scene surface information can be understood as information that further describes the regional structure inside the scene. It consists of patches or planar structures generated by contour information, which are used to represent plane areas or complex surfaces in the scene. By closing and filling the scene contour information, the system can generate multiple patches to represent the surface features of different parts of the scene. For example, in a terrain scene, the surfaces of mountains, plains, lakes and other areas can be described by scene surface information. These surface information plays a key role in sound rendering, physical simulation and lighting calculation, making the processing of the internal area of the scene more accurate.
[0045] First, link each vertex information according to the vertex order information to obtain the scene outline information. The system extracts the vertex and connection order information from the mesh filter, and connects the adjacent vertices into line segments in the order of these vertices to construct the preliminary outline of the polygon. For example, vertices A, B, and C are connected into line segments AB, BC, and CA in order to form a complete polygon structure. The system will perform a boundary check to ensure that all boundaries are closed and there are no isolated edges. If an unclosed part is detected, the system will correct it through an algorithm to ensure the integrity of the polygon structure. This step forms the preliminary scene outline information.
[0046] Next, based on the scene contour information, at least one scene face information is obtained. The system needs to further process the boundary of the polygon, including closing it and filling it into a complete surface structure. During the contour filling process, the system will divide the internal area of the polygon into multiple facets. First, the boundary of the polygon is closed to ensure that the internal area can be effectively covered. Then, the system uses the method of segmenting the facets to process the internal area. For example, the system will use the triangulation method to decompose the complex area into multiple triangular facets. The system traverses the vertices and edges of the polygon and gradually divides the polygon into multiple non-overlapping small triangles according to the connection order. These triangles are composed of three vertices and three edges. Common algorithms include the Ear Clipping Method, which automatically divides triangles that conform to the geometric shape based on the boundary and vertex information of the polygon. In order to ensure the continuity of the facets, the system will further check these facets to ensure that there are no gaps or overlaps between each facet, thereby ensuring complete coverage of irregular areas.
[0047] In the process of generating the patch, in order to ensure the smoothness of the boundary, the system will use the interpolation algorithm to smooth the boundary. The interpolation algorithm generates the middle points between the boundary vertices to reduce the sharp angles and irregular shapes of the boundary. For example, for a straight boundary between two points, the interpolation algorithm can calculate the middle point between the two points and add it as a new vertex, thereby refining the straight boundary into a combination of multiple short line segments, making the boundary look smoother. This process can be applied repeatedly until the boundary reaches the desired smoothness. In some complex geometric shapes, a single interpolation process may not be enough to achieve a smooth boundary. At this time, the system will perform multiple interpolation processes on the boundary to further refine the shape of the boundary so that it gradually approaches a smooth curve.
[0048] Finally, the scene polygon information is generated based on the vertex information corresponding to each scene face information. The system integrates the generated patches to form a complete representation of the entire polygon. After contour filling, patch generation and interpolation processing, the system will generate a complete polygon information. After the complete graphic surface is generated, the system may further optimize it, such as by reducing redundant vertices, optimizing the size and shape of patches, etc., to improve rendering efficiency and the effect of sound effects. These optimization processes ensure that the generated polygon can accurately represent the geometric shape of irregular areas and efficiently support the processing of real-time sound effects.
[0049] First, link each vertex information according to the vertex order information to obtain the scene outline information. The system extracts all vertex information from the mesh filter, which contains the coordinates (X, Y, Z) of the game object in three-dimensional space. By reading the face data in the mesh filter, each face consists of three vertices, representing a triangular plane, and the vertex index in the face data defines the connection order between these vertices. The system connects adjacent vertices in pairs according to the vertex index order obtained from the mesh to generate line segments, thereby forming a preliminary outline of the polygon. For example, if a face in the mesh contains vertices A, B, and C, the system first connects A and B to generate a line segment; then connects B and C to generate another line segment; and finally connects C and A to complete the closure of the polygon. By connecting the vertices one by one, a preliminary outline of the polygon is formed, which constitutes the basic framework of the scene. The system will perform boundary checks to ensure that all boundaries are closed and there are no dangling or isolated edges. If an unclosed part is detected, the system will correct it through an algorithm to ensure the integrity of the polygon structure. This step forms the preliminary scene outline information.
[0050] Next, based on the scene contour information, at least one scene face information is obtained. The system needs to further process the scene contour information, including closing it and filling it into a complete surface structure. During the contour filling process, the system will divide the internal area of the polygon into multiple facets. First, the system closes the boundary of the polygon to ensure that the internal area can be effectively covered. Then, the system uses the method of segmenting facets to process the internal area. The most commonly used segmentation method is triangulation, and the system will decompose the complex area of the polygon into multiple triangular facets. By traversing the vertices and edges of the polygon, according to the connection order, the system gradually divides the polygon into multiple non-overlapping small triangles, which are composed of three vertices and three edges. Common algorithms include ear cutting and Delaunay triangulation, which automatically segment triangles that conform to the geometric shape based on the boundary and vertex information of the polygon. In order to ensure the continuity of the facets, the system will further check these facets to ensure that there are no gaps or overlaps between each facet, thereby ensuring complete coverage of irregular areas.
[0051] In the process of generating the patch, in order to ensure the smoothness of the boundary, the system will use the interpolation algorithm to smooth the boundary. The interpolation algorithm generates the middle points between the boundary vertices to reduce the sharp angles and irregular shapes of the boundary. For example, for a straight boundary between two points, the interpolation algorithm can refine the straight boundary into a combination of multiple short line segments by calculating the middle point between the two points and adding it as a new vertex, making the boundary look smoother. This process can be applied repeatedly until the boundary reaches the required smoothness. In some complex geometric shapes, a single interpolation process may not be enough to achieve a smooth boundary. In this case, the system will perform multiple interpolation processes on the boundary to further refine the shape of the boundary so that it gradually approaches a smooth curve. The judgment basis for stopping multiple interpolation mainly depends on whether the boundary of the patch is smooth enough to achieve the accuracy required by the system. The system will determine whether to continue interpolation based on the change in the curvature of the boundary after each interpolation. If the curvature change after the new vertex generated by the current interpolation is less than the preset threshold, it can be judged that the boundary is close to a smooth curve and further interpolation is stopped. In addition, the system may preset a maximum number of interpolation times. When this number is reached, the interpolation process will stop even if the boundary is not completely smooth.
[0052] Finally, according to the vertex information corresponding to each scene face information, the scene polygon information is generated. After contour filling, patch generation and interpolation processing, the system will generate a complete graphic surface that can perfectly cover all parts of the irregular area and has a smooth boundary to ensure that when sound effects or rendering are applied, the effect can be evenly spread to the entire area. The system integrates the generated patches to form a complete representation of the entire polygon. In order to improve rendering efficiency and the effect of sound effects, the system may further optimize the generated graphic surface, such as reducing redundant vertices, optimizing the size and shape of patches, etc. Methods for reducing redundant vertices include collinear vertex detection and geometric similarity detection. By detecting the angle between adjacent vertices or the cross product of vectors, it is determined whether these vertices are collinear. If they are collinear, the system can safely delete the middle vertex and retain the starting point and end point. The purpose of patch optimization is to reduce the number of patches in a polygon and optimize their shape so that the geometry of each patch is more reasonable and the calculation is more efficient. For overly large patches, the system can further subdivide them into smaller patches, such as using quadtree subdivision or triangulation algorithms to decompose large patches into multiple small patches with relatively uniform areas according to certain rules. For very small patches, the system can merge them with adjacent patches to reduce the number of patches and optimize computing resources.
[0053] The scene polygon information obtained in the above manner can ensure that the generated polygon can not only accurately represent the geometric shape of the irregular area, but also efficiently support the processing of real-time sound effects.
[0054] Step 104: Determine at least one sound source position information based on the scene polygon information, wherein the sound source position information is used to identify the position of the sound source point in the target scene.
[0055] In practical applications, the location information of the sound source is used to identify the specific location of the sound in the virtual environment to achieve realistic and natural sound propagation. In different scenarios, the location of the sound source has a direct impact on the attenuation, diffusion and coverage of the sound effect.
[0056] The sound source location information is data about the specific location of the sound source in three-dimensional space, usually including coordinate information (such as X, Y, Z axis position) and other factors that may affect sound propagation, such as height, angle, and distance. Determining the sound source location information requires considering the scene polygon information, which describes the geometric characteristics of the target scene surface. By analyzing the shape and size of the polygon, the optimal location of the sound source in the scene can be determined to achieve uniform sound coverage.
[0057] For example, in an irregular area, the location of the sound point can be automatically generated according to the geometric structure of the graphic surface, and is usually placed in key locations of the area, such as the center, edge, or where the curvature changes greatly. This is done to ensure uniform propagation and coverage of the sound throughout the area. At the same time, the location information of the sound point will also be dynamically adjusted to adapt to changes in the scene. For example, when the player moves in the game or the environment changes, the system will optimize the location of the sound point in real time to ensure the continuity and naturalness of the sound.
[0058] It should be noted that determining at least one sound point position information based on scene polygon information can be understood as accurately locating the location where the sound is emitted by analyzing the geometric features of the scene. The specific method can be to analyze the initial sound point position through the graphic surface. For example, after generating the graphic surface, the position of the initial sound point is automatically generated according to the geometric structure of the scene, such as the center, edge or location with large curvature changes in the area; it can also be based on the shape and size of the scene. Calculate and optimize the spacing of the sound points to ensure that these points can evenly cover the entire area, such as arranging the sound points more densely in narrow areas and increasing the spacing in open areas; it is also possible to dynamically adjust the position of the sound point, and update the position of the sound point in real time as the scene changes to ensure that the propagation of the sound is not affected by environmental changes, such as rearranging the sound points when moving obstacles to avoid sound being blocked or uneven. This manual does not impose any restrictions on this.
[0059] By accurately locating the sound source, the system can effectively control the attenuation range, diffusion characteristics and propagation effects in different directions of the sound, thereby enhancing the user's immersive experience.
[0060] Further, determining at least one sound point position information based on the scene polygon information includes: Acquiring scene geometric feature information according to the scene polygon information; At least one sound source position information is acquired according to the scene geometric feature information.
[0061] In practical applications, scene geometric feature information refers to information that describes features such as the shape, size, boundary, and curvature of objects in the scene. It is used to characterize the spatial structure of the scene. The sound point position information is determined based on the scene geometric feature information and is used to identify the specific location in the scene where the sound should be emitted.
[0062] Exemplarily, scene geometry information can be understood as information describing the shape, boundary, and spatial distribution of objects in the target scene, which is usually obtained through vertex and face data extracted from the mesh filter. It includes shape features of each part of the scene, such as protrusions, depressions, edges, corners, and curvature changes, which can reflect the geometric shape of the surface of the object. For example, in an irregular terrain, scene geometry information may describe the undulations of the hills, the flat areas of the plains, and the steepness of the edges.
[0063] It should be noted that, according to the scene polygon information, obtaining the scene geometric feature information can be understood as a process of extracting geometric features such as shape, boundary, curvature, etc. by analyzing the polygon data of the scene; specific methods may include analyzing the number of vertices and edges to determine the basic type of the polygon, for example, by counting the number of vertices and edges, it can be preliminarily determined whether a figure is a triangle, a quadrilateral, or a more complex irregular polygon; angle analysis can also be performed to determine the shape characteristics of the polygon by calculating the angles between adjacent edges, such as identifying whether the figure surface contains acute angles or obtuse angles, which is very helpful for distinguishing the regularity and detail features of the region; the regularity of the shape can also be analyzed by the ratio of area and side length, the area of the polygon is calculated, and combined with the length ratio of each side for analysis to determine whether it is close to a regular polygon or other regular shape. This specification does not impose any restrictions on this.
[0064] By obtaining the geometric feature information of the scene, the system can better understand the spatial layout of the scene and provide a reference for generating sound points. For example, in a complex 3D environment, the system can determine the location of the sound point by analyzing the scene's geometric feature information, making the sound more in line with the scene characteristics and achieving a more natural sound performance.
[0065] Further, obtaining at least one sound point position information according to the geometric feature information of each scene includes: Determine at least one initial sounding point position based on the feature information of each scene set; Determine the initial sounding point spacing information between the initial sounding point positions according to the initial sounding point positions; Adjust the positions of the initial sounding points based on the initial sounding point spacing information between the positions of the initial sounding points to obtain at least one target sounding point position; At least one sound generation point position information is generated according to the position of each target generation point.
[0066] In actual applications, the initial sound point position is the sound propagation point position preliminarily generated according to the geometric characteristics of the scene; the initial sound point spacing information is the distance and distribution information between the initial sound points, which is used to adjust and optimize the position of the sound point; the target sound point position is the sound point position after optimization and adjustment for actual sound effect propagation.
[0067] Exemplarily, the initial sound point position refers to the position of the sound point determined according to the geometric features of the scene in the initial stage of generating the sound point. These initial positions are usually placed at important positions on the graphic surface, such as the center, boundary, or shape of the area. This initial layout ensures that the sound can cover the entire area. For example, in a more regular polygonal area, the sound point can be generated at the geometric center to ensure that the sound is evenly propagated; in irregular areas, the system will generate sound points in places with large changes in curvature to ensure that the sound propagation at these locations is more dense and uniform.
[0068] Specifically, the initial sound point spacing information refers to the distance and distribution between the initially generated sound points. These spacing information are automatically calculated based on the geometric shape and physical size of the scene to ensure uniform coverage of the sound. In regular areas, the spacing between sound points can be evenly distributed according to the area and shape of the area; in irregular areas, the system will adaptively adjust the spacing between sound points according to local geometric features. For example, in narrow or tortuous areas, the spacing between sound points may be smaller to ensure that there are no dead spots in the propagation of sound. In wider areas, the spacing between sound points can be larger to cover a wider space.
[0069] The target sound point position can be understood as the final sound point position obtained after optimization and adjustment based on the initial sound point position according to the initial sound point spacing information. This process may involve multiple iterations to ensure that the sound points are evenly distributed and effectively cover the entire scene. For example, the system will fine-tune the position of the sound point through an iterative algorithm to avoid the sound points being too concentrated or dispersed. In three-dimensional space, the position of the target sound point also needs to consider height and boundary effects to ensure that the sound propagates naturally in irregular areas. Ultimately, the target sound point position will be used for actual sound effect propagation to ensure that the sound effect presents a uniform and natural effect throughout the scene.
[0070] It should be noted that adjusting the positions of each initial sound point based on the initial sound point spacing information between the positions of each initial sound point and obtaining at least one target sound point position can be understood as optimizing the position of the sound point by analyzing the distance and distribution between the sound points to ensure uniform propagation of the sound effect. The specific method can be: the initial generated sound point positions may need to be further optimized, and the system will fine-tune the positions of the sound points through an iterative algorithm to ensure that they can be evenly distributed on the graphic surface, and each sound point can effectively cover its target area; the height of the sound point and their relative position to the player or other important objects can also be considered to ensure uniform distribution in three-dimensional space; the position of the sound point can also be adjusted in real time in a dynamic game scene. For example, when obstacles or other objects in the scene move, the system rearranges the sound points to avoid sound being blocked or unevenly propagated, thereby maintaining the continuity and naturalness of the sound. This manual does not impose any restrictions on this.
[0071] By readjusting the initial sounding points based on the sounding point spacing information between the initial sounding points, the deficiencies of conventional sounding position setting solutions in irregular areas can be effectively addressed, and overlapping problems caused by manual operations can be avoided, thereby improving work efficiency and simplifying subsequent management and maintenance.
[0072] Further, adjusting the positions of the initial sounding points based on the initial sounding point spacing information between the positions of the initial sounding points to obtain at least one target sounding point position includes: Adjust the positions of the initial sounding points based on the initial sounding point spacing information between the positions of the initial sounding points to obtain at least one reference sounding point position; Determine at least one sound emission area according to the scene polygon information; The reference sounding point positions are adjusted according to the sounding areas to obtain at least one target sounding point position.
[0073] In practical applications, the reference sound point position refers to a temporary position adjusted based on the initial sound point position and spacing information, which is used to further optimize the sound point distribution; the sound area refers to one or more areas determined based on the scene polygon information, which is used to indicate the range of sound propagation.
[0074] For example, the reference sound point position is an intermediate position adjusted from the initial sound point position, which is used for further analysis and determination of the final target sound point position. In complex three-dimensional scenes, these reference points play a transitional role, and by fine-tuning their positions, the sound can be evenly propagated.
[0075] The sound emission area is determined by the scene polygon information, which represents the range of sound propagation in the area. These areas may be divided according to the shape and structure of the scene, and are used to accurately control the propagation of sound. Adjusting the position of each reference sound emission point according to each sound emission area can be understood as a process to ensure that the sound can propagate naturally in different areas and avoid interference. The specific method can be that according to the changes in the environment in the scene, such as new obstacles or structures, the system adjusts the position of the reference sound emission point in real time to ensure that the sound is not blocked and the continuity of the sound effect is maintained; it can also be by analyzing the distribution of the sound emission points in different areas, dynamically calculating and rearranging the positions of the sound emission points, ensuring that the sound can evenly cover the entire area to avoid overlap or distortion; it can also be that when multiple sound emission points work together, the system analyzes their relative positions and performs collaborative optimization to ensure that the sound waves do not interfere with each other and form a consistent sound effect experience. This manual does not impose any restrictions on this.
[0076] By adjusting the position of the sound point in different areas, the accuracy of the sound point setting can be improved, thereby improving the accuracy of the sound point and ensuring the naturalness and accuracy of the sound effect while ensuring work efficiency.
[0077] Step 106: Determine the audio to be played corresponding to the audio receiving position information according to the audio receiving position information and the position information of each sound emission point, and play the audio to be played at the audio receiving position information.
[0078] In actual applications, the audio receiving position information is used to identify the specific position of the user or device in the scene, and the audio to be played refers to the audio content determined according to the audio receiving position information and the sound source position information.
[0079] Audio reception position information involves determining the location of the listener, such as the player's position in the game, or the device's position in the virtual environment. This information is used to calculate the distance and angle between the listener and multiple sound sources, as well as the obstruction of other objects in the environment, in order to accurately simulate the propagation effect of sound at that location. For example, in a game, when the player approaches a sound source, the sound will become louder and clearer, and will gradually weaken as the player moves away. This dynamic change can be achieved by receiving audio position information.
[0080] The audio to be played is the audio content dynamically determined based on the audio receiving position information and the sound source position information. The system simulates the audio effects that can be received at the receiving position based on the receiver's position and the audio data corresponding to the sound source in the scene. For example, when the player walks into a virtual forest, the system will adjust the various environmental sound effects received in real time according to the player's position, such as bird calls, water flow, etc., to make them sound more realistic.
[0081] Further, according to the audio receiving position information and the position information of each sounding point, determining the audio to be played corresponding to the audio receiving position information includes: Obtaining the sound feature information corresponding to the position information of each sound point; The audio to be played corresponding to the audio receiving position information is determined according to each sound feature information and each sound point position information.
[0082] In practical applications, sound feature information refers to information that describes the sound attributes and behavioral characteristics of the sound point in the scene, such as the intensity, frequency, direction, diffusion angle, etc. of the sound.
[0083] The sound feature information is used to determine how the sound point produces sound in the scene and how the sound propagates. It contains various properties of the sound, such as volume, pitch, frequency, attenuation rate, diffusion characteristics, etc. For example, a sound point may simulate the chirping of a bird, and its sound feature information may include the high frequency, brevity, directionality, etc. of the sound; while another sound point may simulate the sound of flowing water, and its characteristics include persistence, low frequency, omnidirectional diffusion, etc. By setting and adjusting these features, the system can achieve more realistic and diverse sound effects.
[0084] The sound feature information is combined with the audio receiving position information and the sound point position information to determine the final sound effect that can be heard at the receiving position. For example, in a complex virtual scene, different sound points may represent different sound sources, such as wind, footsteps, etc. The system calculates the sound contribution of each sound point to the receiver based on the sound feature information of each sound point and the receiver's position, and finally synthesizes a sound effect consistent with the scene.
[0085] Furthermore, obtaining the sound feature information corresponding to the position information of each sound point includes: Acquiring scene geometric feature information according to the scene polygon information; Acquire the sound feature information corresponding to the position information of each sound point according to the scene geometric feature information.
[0086] Exemplarily, obtaining the sound feature information corresponding to the position information of each sound point according to the scene geometric feature information can be understood as determining how each sound point should emit sound in the scene according to the characteristics of the scene such as shape, size, boundary and curvature. The specific method can be that the system calculates the optimal diffusion angle of each sound point by analyzing the geometric shape of the scene, so that the sound can evenly cover the entire scene. For example, in a curved or closed area, the diffusion angle of the sound point may need to be adjusted larger to ensure that the sound can spread to every corner; the diffusion intensity of the sound point can also be dynamically adjusted according to the density of each part of the scene, so that the sound is weakened in the dense area and strengthened in the sparse area, thereby avoiding excessive concentration or insufficiency of the sound. The scene geometric feature information such as boundaries and curvature can also be used to determine the attenuation characteristics of the sound point to ensure the natural transition of the sound in different areas. For example, in a narrow corridor, the attenuation rate of the sound may need to be accelerated to prevent the sound from reflecting too much between the walls on both sides. This specification does not impose any restrictions on this.
[0087] By applying the solution of the embodiment of this specification, by obtaining the vertex information and connection order stored in the grid filter in the target scene, the method realizes an accurate geometric description of the target scene and automatically generates a polygonal outline that conforms to the irregular area. Compared with the traditional sound effect triggering method, this method no longer relies on regular geometric shapes, such as boxes or spheres, avoiding the problem of failure of conventional solutions in irregular areas. Designers do not need to manually place a large number of sound points, which effectively improves work efficiency and avoids sound superposition distortion caused by overlapping sound areas. In addition, the automatically generated sound points match the shape of the area, and through interpolation and optimization algorithm processing, the uniform propagation and coverage of the sound in the entire irregular area are ensured. The system dynamically adjusts the attenuation range and diffusion angle of the sound effect according to the geometric characteristics of the graphic surface to achieve more natural sound coverage. At the same time, it simplifies subsequent management and maintenance, avoiding the tedious process of manual setting.
[0088] In addition, by automatically detecting changes in the scene, such as player movement, changes in obstacle positions, or the generation of new areas, the position of the sound point and the sound effect area are adjusted in real time, which not only ensures the consistency and coherence of the sound effect in the entire scene, but also avoids the occlusion and distortion of the sound propagation path. Dynamic optimization ensures that the sound remains natural and smooth in different environmental changes, enhancing the player's immersive experience. At the same time, it reduces manual intervention, improves overall work efficiency, and makes sound effect design and maintenance easier.
[0089] The following combination Figure 2 Taking the application of the audio playback method provided in this specification in the audio playback of irregular scene games as an example, the audio playback method of irregular scene games is further described. Figure 2A flowchart of the processing process of an irregular scene game audio playback method provided by an embodiment of the present specification is shown, which specifically includes the following steps.
[0090] Step 202: Get a mesh filter from the game object, and extract vertex data stored in the mesh filter.
[0091] Step 204: Connect the extracted vertex data vertices to form line segments, and construct a preliminary outline of the polygon based on the formed line segments.
[0092] Step 206: Check and correct the boundary of the polygon to ensure the closure and integrity of the polygon outline.
[0093] Step 208: Fill the inner area of the polygonal outline to generate scene outline information corresponding to the complete game scene.
[0094] Step 210: Segment the filled scene contour information to generate multiple facets.
[0095] Step 212: interpolate the boundaries of each facet of the scene, smooth the boundary curves, reduce redundant vertices of each facet, and optimize the size and shape of the facet.
[0096] Step 214: Generate scene polygon information using each optimized patch, and calculate and adjust the attenuation range and diffusion characteristics of the sound effect at each sound source point.
[0097] Step 216: Automatically generate initial sound emission points at important locations of the scene polygon information, and determine the distance between the sound emission points.
[0098] Step 218: Optimize the position of the sounding points through an iterative algorithm and the distance between the sounding points to ensure uniform coverage of the sound effect area.
[0099] Step 220: Configure sound effect parameters including volume, attenuation model and diffusion angle for each sound emission point, load audio resources, and bind them to each sound emission point.
[0100] Step 222: Call the audio engine to start playing the audio at the sound originating point.
[0101] Step 224: As the scene changes, the sound effect area and the sound point position are adjusted in real time, and the sound effect parameters are dynamically adjusted according to the player's position and environmental changes.
[0102] By applying the solution of the embodiment of this specification, efficient and accurate sound effect management is achieved in the game scene, especially for the automated processing of irregular areas. By obtaining the grid filter of the game object and extracting the vertex data, the system can construct the preliminary outline of the polygon and generate complete scene outline information. This process not only simplifies the work of designers, without manually placing a large number of sound points, but also automatically generates a polygonal structure that conforms to the shape of the irregular area, ensuring that the layout of the sound points perfectly matches the actual game environment. In addition, during the game, the position of the sound points is automatically generated and optimized through an iterative algorithm to ensure that the sound points are evenly distributed in the sound effect area, providing players with a more realistic and natural sound experience. Automatically configured sound effect parameters, such as volume, attenuation model, and diffusion angle, avoid sound superposition distortion, making the propagation of sound effects in the game scene more natural. When exploring the game world, players can feel the high consistency between the sound effects and the scene.
[0103] In addition, by responding to changes in the game scene and the movement of the player in real time, the system can automatically adjust the sound effect area and the location of the sound point as the player's position in the game changes, ensuring that the sound effect is always synchronized with the player's audio-visual experience. This ensures the continuity of the sound effect in a dynamic environment, allowing players to have an immersive auditory experience whether they are traversing complex terrain or facing environmental changes during the game. This solution not only reduces the workload of designers in sound effect management, but also improves the interactivity and immersion of the game, allowing players to obtain more realistic sound effect feedback in a dynamic game environment.
[0104] Corresponding to the above method embodiment, this specification also provides an audio playback device embodiment, Figure 3 FIG. 1 shows a schematic diagram of the structure of an audio playback device provided by an embodiment of the present specification. Figure 3 As shown, the device comprises: The acquisition module 302 is configured to acquire scene polygon information corresponding to the target scene, wherein the scene polygon information is used to characterize geometric features of a surface corresponding to the target scene; A determination module 304 is configured to determine at least one sound source position information based on the scene polygon information, wherein the sound source position information is used to identify the position of the sound source point in the target scene; The playing module 306 is configured to determine the audio to be played corresponding to the audio receiving position information according to the audio receiving position information and the position information of each sounding point, and play the audio to be played at the audio receiving position information.
[0105] Optionally, the acquisition module 302 is further configured to: Get the scene grid information corresponding to the target scene; The scene polygon information corresponding to the target scene is generated according to the scene grid information.
[0106] Optionally, the acquisition module 302 is further configured to: Acquire at least one vertex information and vertex order information corresponding to each vertex information based on the scene mesh information; The scene polygon information is generated according to each vertex information and the vertex order information.
[0107] Optionally, the acquisition module 302 is further configured to: Link each vertex information according to the vertex sequence information to obtain scene outline information; Based on the scene contour information, obtaining at least one scene surface information; Generate scene polygon information based on vertex information corresponding to each scene surface information.
[0108] Optionally, the determining module 304 is further configured to: Acquiring scene geometric feature information according to the scene polygon information; At least one sound source position information is acquired according to the scene geometric feature information.
[0109] Optionally, the determining module 304 is further configured to: Determine at least one initial sounding point position based on the feature information of each scene set; Determine the initial sounding point spacing information between the initial sounding point positions according to the initial sounding point positions; Adjust the positions of the initial sounding points based on the initial sounding point spacing information between the positions of the initial sounding points to obtain at least one target sounding point position; At least one sound generation point position information is generated according to the position of each target generation point.
[0110] Optionally, the determining module 304 is further configured to: Adjust the positions of the initial sounding points based on the initial sounding point spacing information between the positions of the initial sounding points to obtain at least one reference sounding point position; Determine at least one sound emission area according to the scene polygon information; The reference sounding point positions are adjusted according to the sounding areas to obtain at least one target sounding point position.
[0111] Optionally, the playing module 306 is further configured to: Obtaining the sound feature information corresponding to the position information of each sound point; The audio to be played corresponding to the audio receiving position information is determined according to each sound feature information and each sound point position information.
[0112] Optionally, the playing module 306 is further configured to: Acquiring scene geometric feature information according to the scene polygon information; Acquire the sound feature information corresponding to the position information of each sound point according to the scene geometric feature information.
[0113] By applying the solution of the embodiments of this specification, accurate sound effect management of complex irregular areas is achieved. It generates a scene outline from mesh information and vertex data, automatically determines and optimizes the position of the sound point, and solves the problem that the traditional sound effect triggering method that relies on regular geometric shapes fails in irregular areas. By automatically adjusting the spacing and position of the sound points, sound superposition distortion is avoided, and management and maintenance are simplified. The playback module adjusts the sound effect parameters in real time according to the scene and player position, so that the sound effects maintain consistency and coherence in a dynamic environment, enhances the player's immersive experience, and effectively improves work efficiency, providing flexible and efficient sound effect management.
[0114] The above is a schematic scheme of an audio playback device of this embodiment. It should be noted that the technical scheme of the audio playback device and the technical scheme of the above audio playback method belong to the same concept, and the details not described in detail in the technical scheme of the audio playback device can be referred to the description of the technical scheme of the above audio playback method.
[0115] Figure 4 The block diagram of a computing device 400 according to an embodiment of the present specification is shown. The components of the computing device 400 include but are not limited to a memory 410 and a processor 420. The processor 420 is connected to the memory 410 via a bus 430, and the database 450 is used to store data.
[0116] The computing device 400 also includes an access device 440 that enables the computing device 400 to communicate via one or more networks 460. 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 440 may include one or more of any type of network interface (e.g., a network interface card (NIC)) that is wired or wireless, 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).
[0117] In one embodiment of the present specification, the above components of the computing device 400 and Figure 4 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 4 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.
[0118] The computing device 400 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 400 may also be a mobile or stationary server.
[0119] The processor 420 is used to execute the following computer executable instructions, which implement the steps of the above-mentioned audio playback method when executed by the processor.
[0120] 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 above audio playback method 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 above audio playback method.
[0121] 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 above-mentioned audio playback method.
[0122] 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 above-mentioned audio playback method belong to the same concept, and the details not described in detail in the technical scheme of the storage medium can be referred to the description of the technical scheme of the above-mentioned audio playback method.
[0123] 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 audio playback method when executed by a processor.
[0124] The above is an illustrative solution of a computer program of this embodiment. It should be noted that the technical solution of the computer program and the technical solution of the above audio playback method belong to the same concept, and the details not described in detail in the technical solution of the computer program can be found in the description of the technical solution of the above audio playback method.
[0125] 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.
[0126] 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.
[0127] 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.
[0128] 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.
[0129] 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. An audio playback method, characterized in that: include: Acquire scene polygon information corresponding to the target scene, wherein the scene polygon information is used to characterize geometric features of a surface corresponding to the target scene; Determine at least one sound source position information based on the scene polygon information, wherein the sound source position information is used to identify the position of the sound source point in the target scene; According to the audio receiving position information and the position information of each sounding point, the audio to be played corresponding to the audio receiving position information is determined, and the audio to be played is played at the audio receiving position information.
2. The method according to claim 1, characterized in that Get the scene polygon information corresponding to the target scene, including: Get the scene grid information corresponding to the target scene; The scene polygon information corresponding to the target scene is generated according to the scene grid information.
3. The method according to claim 2, characterized in that Generating scene polygon information corresponding to the target scene according to the scene grid information, including: Acquire at least one vertex information and vertex order information corresponding to each vertex information based on the scene mesh information; The scene polygon information is generated according to each vertex information and the vertex order information.
4. The method according to claim 3, characterized in that Generate scene polygon information according to each vertex information and the vertex order information, including: Link each vertex information according to the vertex sequence information to obtain scene outline information; Based on the scene contour information, obtaining at least one scene surface information; Generate scene polygon information based on vertex information corresponding to each scene surface information.
5. The method according to claim 1, characterized in that Determining at least one sound point position information based on the scene polygon information includes: Acquiring scene geometric feature information according to the scene polygon information; At least one sound source position information is acquired according to the scene geometric feature information.
6. The method according to claim 5, characterized in that Acquiring at least one sound point location information according to the geometric feature information of each scene, including: Determine at least one initial sounding point position based on the feature information of each scene set; Determine the initial sounding point spacing information between the initial sounding point positions according to the initial sounding point positions; Adjust the positions of the initial sounding points based on the initial sounding point spacing information between the positions of the initial sounding points to obtain at least one target sounding point position; At least one sound generation point position information is generated according to the position of each target generation point.
7. The method according to claim 6, characterized in that Adjusting the positions of the initial sounding points based on the initial sounding point spacing information between the positions of the initial sounding points to obtain at least one target sounding point position includes: Adjust the positions of the initial sounding points based on the initial sounding point spacing information between the positions of the initial sounding points to obtain at least one reference sounding point position; Determine at least one sound emission area according to the scene polygon information; The reference sounding point positions are adjusted according to the sounding areas to obtain at least one target sounding point position.
8. The method according to claim 1, characterized in that Determining the audio to be played corresponding to the audio receiving position information according to the audio receiving position information and the position information of each sounding point includes: Obtaining the sound feature information corresponding to the position information of each sound point; The audio to be played corresponding to the audio receiving position information is determined according to each sound feature information and each sound point position information.
9. The method according to claim 8, characterized in that Obtain the sound feature information corresponding to the location information of each sound point, including: Acquiring scene geometric feature information according to the scene polygon information; Acquire the sound feature information corresponding to the position information of each sound point according to the scene geometric feature information.
10. An audio playback device, characterized in that: include: An acquisition module is configured to acquire scene polygon information corresponding to a target scene, wherein the scene polygon information is used to characterize geometric features of a surface corresponding to the target scene; A determination module is configured to determine at least one sound source position information based on the scene polygon information, wherein the sound source position information is used to identify the position of the sound source point in the target scene; The playing module is configured to determine the audio to be played corresponding to the audio receiving position information according to the audio receiving position information and the position information of each sounding point, and play the audio to be played at the audio receiving position information.
11. 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 program / instructions are executed by the processor, the steps of the audio playback method according to any one of claims 1 to 9 are implemented.
12. A computer-readable storage medium storing a computer program / instruction, characterized in that: When the computer program / instruction is executed by a processor, the steps of the audio playback method described in any one of claims 1-9 are implemented.
13. A computer program product comprising a computer program / instructions, characterized in that When the computer program / instruction is executed by a processor, the steps of the audio playback method described in any one of claims 1-9 are implemented.
