Method for creating rhythm sensation through man-machine interaction and playing system
By dividing multimedia samples into feature segments and utilizing the positioning function of smart devices, using human-computer interaction to create a sense of rhythm, the problems of insufficient interaction and poor funny effects in the existing technology are solved, and more efficient interaction and funnyness are achieved Effect.
Patent Information
- Application Number
- CN202411620027.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-13
- Publication Date
- 2025-02-11
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
When creating a sense of rhythm in human-computer interaction, the interaction is insufficient, and the effect of funny or prank is poor, especially under customized parameters or random parameters, it is difficult to achieve instant adjustment.
By dividing multimedia samples into feature segments, using the positioning function of the intelligent device, human-computer interaction is used to create a corresponding sense of rhythm, including selecting non-silent multimedia samples, analyzing sample features, calculating feature segment information, selecting rhythmic sense type and interaction methods, Users engage in human-computer interaction, calculate and match rhythm sound and sound data, and play rhythm sound and sound data.
It improves the funny and prank effects in human-computer interaction, enhances interactivity, and allows users to make real-time adjustments during rhythmic playback to meet the needs of customized or random parameters.
Smart Images

Figure CN119420960A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of audio processing, in particular to a method and a playing system for creating a sense of rhythm through human-computer interaction. Background Art
[0002] When people and animals interact, they often imitate the target's vocalization to achieve funny or tricky effects. However, the sound quality of the initiator of the joke is very different from the original sound of the target, and the funny effect is average. Nowadays, human-computer interaction is mostly operated according to prompts in games, which is part of the game. Although the comparative file 2024112802469 can also create a sense of rhythm for the original sound and achieve a certain funny or tricky effect, creating a sense of rhythm still requires meeting customized parameters or random parameters. The initiator of the joke cannot participate in the real-time adjustment during the whole process of rhythm playback, that is, the interactivity is still insufficient. Summary of the invention
[0003] The main purpose of the technology of the present invention is to divide samples into feature segments, use the positioning function of smart devices, and adopt human-computer interaction to create a corresponding sense of rhythm, thereby improving the funny and prank effects.
[0004] The present invention is an audio processing technology, especially a method and a playback system for creating a sense of rhythm through human-computer interaction, comprising the following main steps: 1. Selecting a non-silent multimedia sample; 2. Parsing sample features and calculating sample feature segment information; 3. Selecting a type of rhythm to be created and a corresponding human-computer interaction method; 4. The user performs human-computer interaction; 5. Calculating rhythmic sound weight data corresponding to the human-computer interaction, and matching the human-computer interaction order with the feature segment order; 6. Playing the rhythmic sound weight data; 7. Returning to step 4 or ending.
[0005] The sample must be a non-silent multimedia file and meet the requirements of data conversion and calculation.
[0006] The sample generally needs to be recorded or collected in advance from the original sound of the funny or prank object, such as recording the relevant audio content of oneself, others, or pets as a sample to create a new rhythm and play it to achieve the purpose of prank entertainment.
[0007] The sample features include: audio sampling rate, audio weight data, number of channels and other data that have an impact on the calculation of audio weight data.
[0008] When the number of channels is greater than 1, the sound weight data adopts the sample sound weight data of the first channel, and the other channels use the same calculation coefficients as the first channel to calculate the corresponding feature segment sound weight data and rhythm data.
[0009] The calculation of sample feature segment information refers to calculating the feature segment screening value according to the feature segment screening coefficient, the data segment composed of sound weight data continuously greater than the feature segment screening value is the basic feature segment, the number of segments is the number of feature segments, and according to the ratio of the number of sound weight data contained in two adjacent basic feature segments, the sound weight data less than the feature segment screening value is divided into adjacent basic feature segments, and the sound weight data with a boundary range less than the feature segment screening value is directly assigned to the adjacent basic feature segment, and constitutes the feature segment sound weight data together with the original sound weight data of the basic feature segment.
[0010] In order to highlight the rhythm effect, the first and last tone weight data that is smaller than the feature segment screening value may not be included in the rhythm calculation.
[0011] The characteristic segment screening coefficient is customized by the user or defaulted by the system, and is generally 0.1 to 0.8. The characteristic segment screening value is equal to the characteristic segment screening coefficient multiplied by the maximum value in the sample sound weight data. The duration of continuous playback of each characteristic segment, i.e., the characteristic segment sound length, is calculated.
[0012] The human-computer interaction refers to the regularized actions formed by the user using the positioning function of the smart device, and each regularized process is used as the duration of the human-computer interaction. The system can display the optional interaction methods and the action prompts corresponding to the interaction methods to the user through the smart device.
[0013] The human-computer interaction uses the touch screen inching as a positioning determination condition, and the time length between two adjacent touch screen inching actions is used as the human-computer interaction time length.
[0014] The human-computer interaction uses shaking of the device as a positioning determination condition, and the duration between two adjacent shaking positioning determination states is used as the human-computer interaction duration.
[0015] The human-computer interaction uses sliding touch screen as a positioning determination condition, and within a specified sliding range, the duration of each sliding touch screen track meeting the closing requirement is used as the human-computer interaction duration.
[0016] The types of rhythm created include fixed rhythm and dynamic rhythm.
[0017] The fixed sense of rhythm refers to the conversion based on the sound weight data of the sample feature segment. After each human-computer interaction, the duration of the human-computer interaction is used as the rhythm sound length, and the rhythm sound weight data of the human-computer interaction is calculated in sequence and played after calculation. When the rhythm sound weight data of the human-computer interaction needs to be played but the calculation is not completed, silence is played instead of waiting time.
[0018] The dynamic sense of rhythm refers to the use of sample feature segment sound weight data as the basis for conversion. During the human-computer interaction process, the selected segment calculation scale is used as the rhythm segment calculation and playback standard. The time it takes for the user to complete the human-computer interaction positioning change of the segment calculation scale is used as the human-computer interaction segment duration. According to the segment calculation scale corresponding to the feature segment sound length, the human-computer interaction segment duration is used as the rhythm segment sound length, and the rhythm segment sound weight data corresponding to the human-computer interaction is calculated. After the calculation is completed, it is played again. The human-computer interaction is calculated and played in sequence according to the segment calculation scale until the total segment calculation scale is accumulated to 1. When the human-computer interaction is completed, the corresponding sense of rhythm is calculated and played at the same time.
[0019] The human-computer interaction mode, if the positioning mode in the smart device is state positioning, the starting point positioning and the end point positioning of the human-computer interaction can be determined according to the user action, and the corresponding human-computer interaction mode may include: shaking, tapping the touch screen, gesture state positioning, and handheld device state-assisted positioning. Suitable for creating a fixed sense of rhythm.
[0020] The human-computer interaction mode, if the positioning mode in the smart device is position positioning, can determine the trajectory change from the starting point to the end point of the human-computer interaction according to the user action, and the corresponding human-computer interaction mode may include: sliding touch screen, gesture positioning, and handheld device with position auxiliary positioning. It is suitable for creating fixed rhythm and dynamic rhythm.
[0021] If there is a deviation between the actual positioning change of human-computer interaction and the segmented calculation scale, it shall be converted according to the specified trajectory positioning change.
[0022] Handheld devices are commonly seen in stylus pens, hand joysticks, etc.
[0023] The rhythmic sound weight data corresponding to the human-computer interaction is calculated, and the order of human-computer interaction matches the order of feature segments: the first human-computer interaction corresponds to the first feature segment, the second human-computer interaction corresponds to the second feature segment, and so on.
[0024] The human-computer interaction sequence is determined to enter a loop to create a sense of rhythm each time the maximum sequence number of the feature segment is matched, and the matching of the human-computer interaction sequence and the sequence number of the feature segment is reset.
[0025] When the human-computer interaction time reaches the threshold and the human-computer interaction still cannot be determined to be ended, the human-computer interaction is determined to enter a pause state. The threshold is generally a multiple of the characteristic segment sound length. When in the pause state, the smart device can give a pause mark in case the user resumes the human-computer interaction or selects other instructions.
[0026] The rhythmic sound weight data, the sound weight data quantity change calculation formula is: ΔNUM = (LL ÷ LN - 1) × NUM, Wherein: ΔNUM is the change value of the number of rhythmic sound weight data under fixed rhythmic sense, LL is the duration of human-computer interaction, LN is the length of characteristic segment sound, and NUM is the number of characteristic segment sound weight data; Under dynamic rhythm, ΔNUM is the change value of the number of rhythm segment sound weight data under a unified segment calculation scale, LL is the human-computer interaction segment duration, LN is the feature segment sound length, and NUM is the number of feature segment sound weight data.
[0027] When ΔNUM>0, the data volume is supplemented by the interpolation method, and the volume of the supplemented audio data is calculated by the interpolation method; when ΔNUM<0, the data volume is reduced according to the uniform distribution principle.
[0028] In the calculation of dynamic rhythm, the segment calculation scale is generally between one-fifth and one-hundredth, or between 0.01 and 1 second.
[0029] The characteristic segment sound weight data is calculated by increase and decrease to become the rhythmic sound weight data corresponding to the human-computer interaction.
[0030] In order to increase the funny effect, you can also increase the parameter of the number of times a specified or random rhythm is played, which is determined by the user. According to the number of times, the corresponding rhythm is played repeatedly.
[0031] In order to increase the funny effect, the human-computer interaction method suitable for dynamic rhythm can also be used to create a fixed rhythm. The human-computer interaction is not segmented and is processed according to the requirements of the fixed rhythm.
[0032] When the sample contains video information, the sample audio and video positions are compared with the playback frame rate and played together at the best matching position in the calculated rhythmic sound weight data. When the number of video frames at the best matching position is greater than one, the first matching video frame information is played.
[0033] The present invention respects the original sound and original features, does not change the directly used sample audio data, and does not change the used video information.
[0034] Combined with the created rhythm type, the corresponding rhythmic sound weight data is played.
[0035] According to the user's instruction, the system ends.
[0036] The above rhythm type names are based on the main playback effects and are used for different user choices. They do not affect the cross-calculation of the existing and partial changes due to the process. Each rhythm type and manual interaction method can be specifically formulated or modified according to user needs.
[0037] According to user needs, the rhythmic data combination of human-computer interaction can be output as a new multimedia file.
[0038] The present invention is also applicable to multi-thread processing, which is used for calculation and playback respectively.
[0039] In the present invention, according to data creation and calculation requirements, the calculation unit is a value or an array.
[0040] This patent does not limit the carrier type, operating environment, language environment, or the type of smart device with positioning function. Common smart devices are mobile phones.
[0041] Compared with the prior art, the beneficial effects achieved by the present invention are: selecting non-silent multimedia samples, analyzing sample features, calculating sample feature segment information, selecting the type of rhythm and the corresponding human-computer interaction method, the user performs human-computer interaction, the human-computer interaction sequence matches the feature segment sequence, calculates the rhythm sound weight data corresponding to the human-computer interaction, plays the rhythm sound weight data, and loops or ends. Rhythm types include: fixed rhythm and dynamic rhythm. Human-computer interaction methods include: shaking, tapping the touch screen, handheld device assisted state positioning, sliding the touch screen, and handheld device assisted position positioning. Select audio content in a targeted manner, use human-computer interaction to create a sense of rhythm on the spot, and improve the effects of humor and pranks. BRIEF DESCRIPTION OF THE DRAWINGS
[0042] The accompanying drawings are used to provide further understanding of the present invention and constitute a part of the specification. They are used to explain the present invention together with the embodiments of the present invention and do not constitute a limitation of the present invention.
[0043] Attached Figure 1 It is a schematic diagram of the best basic steps of a method for creating a sense of rhythm through human-computer interaction and a playback system of the present invention. DETAILED DESCRIPTION
[0044] In order to enable those skilled in the art to better understand the scheme of the present invention, the technical scheme in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0045] Please refer to the attached drawings to illustrate the best technical solution provided by the present invention.
[0046] In the attached figure, the best basic steps of a method and a playback system for creating a sense of rhythm through human-computer interaction are: Step S1-1, selecting a non-silent multimedia sample: recording the barking of the user's pet dog on site to form a sample containing the voice content of "woof woof woof".
[0047] Step S1-2, analyze sample features and calculate sample feature segment information: The sample features include: audio sampling rate, audio weight data, number of channels and other data that have an impact on the calculation of audio weight data.
[0048] The calculation of sample feature segment information refers to calculating the feature segment screening value according to the feature segment screening coefficient, the data segment composed of sound weight data continuously greater than the feature segment screening value is the basic feature segment, the number of segments is the number of feature segments, and according to the ratio of the number of sound weight data contained in two adjacent basic feature segments, the sound weight data less than the feature segment screening value is divided into adjacent basic feature segments, and the sound weight data with a boundary range less than the feature segment screening value is directly assigned to the adjacent basic feature segment, and constitutes the feature segment sound weight data together with the original sound weight data of the basic feature segment.
[0049] Analyze the audio features such as sample sampling rate and sound weight data to obtain the maximum sound weight value. Take the feature segment screening coefficient as 0.2, calculate the maximum sound weight of 0.2 times the feature segment screening value, and through screening, continuously greater than the feature segment screening value sound weight data constitute the basic feature segment sound weight data. The number of basic feature segments is 3, and the number of feature segments is 3. According to the ratio of the number of sound weight data contained in the two adjacent basic feature segments, the sound weight data less than the feature segment screening value is divided into adjacent basic feature segments in order, and the first and last less than the feature segment screening value are not included, and all the sound weight data of each feature segment are obtained. And the feature segment sound lengths are calculated to be 0.52 seconds, 1.2 seconds, and 0.73 seconds respectively.
[0050] Step S1-3, selecting the type of rhythm to be created and the corresponding human-computer interaction method: the type of rhythm to be created includes a fixed rhythm and a dynamic rhythm.
[0051] The types of rhythm created include fixed rhythm and dynamic rhythm.
[0052] The human-computer interaction mode, if the positioning mode in the smart device is state positioning, the starting point positioning and the end point positioning of the human-computer interaction can be determined according to the user action, and the corresponding human-computer interaction mode may include: shaking, tapping the touch screen, gesture state positioning, and handheld device state-assisted positioning. Suitable for creating a fixed sense of rhythm.
[0053] The human-computer interaction mode, if the positioning mode in the smart device is position positioning, can determine the trajectory change from the starting point to the end point of the human-computer interaction according to the user action, and the corresponding human-computer interaction mode may include: sliding touch screen, gesture positioning, and handheld device with position auxiliary positioning. It is suitable for creating fixed rhythm and dynamic rhythm.
[0054] Follow the system prompts to create a dynamic rhythm, and the human-computer interaction method is to slide the touch screen.
[0055] Step S1-4, user performs human-computer interaction: The human-computer interaction of the present invention selects sliding touch screen as the positioning judgment condition, and within the specified sliding range, the duration of each sliding touch screen track meeting the closing requirement is used as the human-computer interaction duration. The system displays the range of the sliding touch screen track, and prompts the judgment of the closing state of the sliding touch screen track in each human-computer interaction. The user performs the sliding touch screen operation according to the prompt of the human-computer interaction sliding touch screen.
[0056] Step S1-5, calculating the rhythmic sound weight data corresponding to the human-computer interaction, and matching the human-computer interaction sequence with the feature segment sequence: The first human-computer interaction corresponds to the first feature segment, the second human-computer interaction corresponds to the second feature segment, and so on.
[0057] The human-computer interaction sequence is determined to enter a loop to create a sense of rhythm each time the maximum sequence number of the feature segment is matched, and the matching of the human-computer interaction sequence and the feature segment sequence number is reset. That is, when the human-computer interaction reaches the fourth time, the human-computer interaction sequence and the feature segment sequence number are matched and reset.
[0058] The rhythmic sound weight data, the sound weight data quantity change calculation formula is: ΔNUM = (LL ÷ LN - 1) × NUM Among them: ΔNUM under dynamic rhythm is the change value of the number of rhythm segment sound weight data under the unified segment calculation scale, LL is the human-computer interaction segment duration, LN is the feature segment sound length, and NUM is the number of feature segment sound weight data.
[0059] The human-computer interaction and feature segment calculation scale is set to 0.1, and the time when the user slides the touch screen within the first segment calculation scale is recorded, that is, when the user slides the touch screen for the first time to 0.1 of the entire slidable touch screen track, and the time period is recorded as 0.18 seconds. The human-computer interaction segment duration under the segment calculation scale is 0.18 seconds, and the human-computer interaction segment sound length of 0.18 seconds is used as the rhythm segment sound length, and the corresponding feature segment sound length = 0.52 × 0.1 = 0.052 seconds, that is, the rhythm segment sound weight data is calculated by converting the 0.052 second feature segment sound weight data. Considering the principle of uniform distribution, the number and sound weight of the rhythm segment sound weight data are calculated according to the linear difference method.
[0060] The characteristic segment sound weight data is calculated by increase and decrease to become the rhythmic sound weight data corresponding to the human-computer interaction.
[0061] Step S1-6, playing the rhythmic sound weight data: combining with the created rhythmic type, playing the corresponding rhythmic sound weight data.
[0062] For dynamic rhythm, the segmented duration of human-computer interaction is used as the segmented sound length of the rhythm, and the segmented sound weight data of the rhythm is played. Then the segmented calculation scale is increased by one, and the process returns to step 5. When the segmented calculation scale reaches 1.0, step 7 is executed.
[0063] Under the user-computer interaction, the rhythmic effect is: The first segment is 0.52 seconds, and a combined playback effect is formed according to 10 segments: 0.08 seconds, 0.09 seconds, 0.1 seconds, 0.09 seconds, 0.12 seconds, 0.1 seconds, 0.09 seconds, 0.08 seconds, 0.09 seconds, and 0.1 seconds.
[0064] Step S1-7, return to step S1-4 or end.
[0065] Return to step S1-4 and continue two more human-computer interactions. For other characteristic segments of the sample, the rhythmic effect formed under the user-computer interaction is: The second segment is 1.2 seconds, and a playback effect is formed according to 10 changes: 0.18 seconds, 0.15 seconds, 0.17 seconds, 0.19 seconds, 0.20 seconds, 0.24 seconds, 0.23 seconds, 0.25 seconds, 0.29 seconds, and 0.3 seconds.
[0066] The third segment is 0.73 seconds, and a combined playback effect is formed according to 10 segments: 0.03 seconds, 0.03 seconds, 0.04 seconds, 0.03 seconds, 0.03 seconds, 0.04 seconds, 0.04 seconds, 0.03 seconds, 0.03 seconds, and 0.04 seconds.
[0067] According to the user's instruction, the system ends.
[0068] Through segmented changes and overall changes in the feature segments, the rhythm of each segment is significantly different from the characteristic segment sound weight data, forming a new sense of rhythm, a new "woof woof woof" sound, and repeated creation to achieve the purpose of making the pet dog funny and pranking.
[0069] Furthermore, when there is a deviation between the actual positioning change of human-computer interaction and the segmented calculation scale, it is converted according to the limited trajectory positioning change.
[0070] Furthermore, when the human-computer interaction time reaches a threshold value and the human-computer interaction still cannot be determined to be ended, the human-computer interaction is determined to enter a pause state. The threshold value is generally a multiple of the characteristic segment sound length. When in a pause state, the smart device can give a pause mark in case the user resumes human-computer interaction or selects other instructions.
[0071] Furthermore, when the number of channels is greater than 1, the sound weight data uses the sample sound weight data of the first channel, and the other channels use the same calculation coefficients as the first channel to calculate the corresponding feature segment sound weight data and rhythm data.
[0072] Furthermore, when the sample contains video information, the sample audio and video positions are compared and combined with the playback frame rate, and the best matching positions in the calculated rhythmic sound weight data are played together. When the number of video frames at the best matching position is greater than one, the first matching video frame information is played.
[0073] Furthermore, according to user needs, the rhythmic sense data combination of human-computer interaction can be output as a new multimedia file.
[0074] Different rhythm effects can be obtained by changing the sample, rhythm type, and human-computer interaction method. For example, continue the human-computer interaction cycle to create different rhythms for the same feature segment; record a friend's audio on the spot as a sample; choose a fixed rhythm and use the shake human-computer interaction method; choose a fixed rhythm and use the touch screen human-computer interaction method, all of which can achieve different funny effects.
[0075] The method or system described in conjunction with the embodiments disclosed herein may be implemented directly using hardware, a software module executed by a processor, or a combination of the two. The software module may be placed in a random access memory (RAM), a memory, a read-only memory (ROM), an electrically programmable ROM, an electrically erasable programmable ROM, a register, a hard disk, a removable disk, a CD-ROM, or any other form of storage medium known in the art.
[0076] The above is only a preferred embodiment of the present invention and does not limit the present invention in any form. Although the present invention has been disclosed as above in the preferred embodiment, it is not used to limit the present invention. Any technician familiar with the art can make many possible changes and modifications to the technical solution of the present invention by using the methods and technical contents disclosed above without departing from the scope of the technical solution of the present invention, or modify it into an equivalent embodiment of equivalent changes. Therefore, any simple modification, equivalent change and modification made to the above embodiments according to the technical essence of the present invention without departing from the content of the technical solution of the present invention still falls within the scope of protection of the technical solution of the present invention.
Claims
1. A method and a playback system for creating a sense of rhythm by human-computer interaction, characterized in that: The main steps include: S1-1, select a non-silent multimedia sample; S1-2, analyzing sample features and calculating sample feature segment information; S1-3, select the type of rhythm and the corresponding human-computer interaction method; S1-4, user conducts human-computer interaction; S1-5, calculating the rhythmic sound weight data corresponding to the human-computer interaction, and matching the human-computer interaction sequence with the feature segment sequence; S1-6, play rhythmic sound weight data; S1-7, return to step S1-4 or end; The human-computer interaction refers to the regular actions formed by the user using the positioning function of the smart device, and each regular process is regarded as the duration of the human-computer interaction; The type of rhythm created includes fixed rhythm and dynamic rhythm; The fixed sense of rhythm refers to the conversion based on the sound weight data of the sample feature segment. After each human-computer interaction, the duration of the human-computer interaction is used as the sound length of the sense of rhythm, and the sound weight data of the sense of rhythm of the human-computer interaction is calculated in sequence. After the calculation, it is played. When the sound weight data of the sense of rhythm of the human-computer interaction needs to be played but the calculation is not completed, silence is played instead of waiting time; The dynamic sense of rhythm refers to the use of sample feature segment sound weight data as the conversion basis, in the process of human-computer interaction, the selected segment calculation scale is used as the rhythm segment calculation and playback standard, the time experienced by the user to complete the human-computer interaction positioning change of the segment calculation scale is used as the human-computer interaction segment duration, according to the segment calculation scale corresponding to the feature segment sound length, the human-computer interaction segment duration is used as the rhythm segment sound length, the rhythm segment sound weight data corresponding to the human-computer interaction is calculated, and then played after calculation, and the human-computer interaction is calculated and played in sequence according to the segment calculation scale until the total segment calculation scale is accumulated to 1. When the human-computer interaction is completed, the corresponding sense of rhythm is calculated and played; The rhythmic sound weight data, the calculation formula for the change in the amount of sound weight data is: ΔNUM=(LL÷LN-1)×NUM, wherein: under a fixed sense of rhythm, ΔNUM is the change value of the amount of rhythmic sound weight data, LL is the duration of human-computer interaction, LN is the length of the characteristic segment sound, and NUM is the amount of characteristic segment sound weight data; under a dynamic sense of rhythm, ΔNUM is the change value of the amount of rhythmic segment sound weight data using a unified segment calculation scale, LL is the duration of human-computer interaction segment, LN is the characteristic segment sound length, and NUM is the amount of characteristic segment sound weight data; when ΔNUM>0, the data amount is supplemented according to the interpolation method, and the sound weight of the supplemented sound weight data is calculated according to the interpolation method; when ΔNUM<0, the data amount is reduced according to the principle of uniform distribution; the characteristic segment sound weight data is calculated through increase and decrease to become the rhythmic sound weight data corresponding to the human-computer interaction.
2. The method and playback system according to claim 1, characterized in that: The calculation of sample feature segment information refers to calculating the feature segment screening value according to the feature segment screening coefficient, the data segment composed of sound weight data continuously greater than the feature segment screening value is the basic feature segment, the number of segments is the number of feature segments, and according to the ratio of the number of sound weight data contained in two adjacent basic feature segments, the sound weight data less than the feature segment screening value is divided into adjacent basic feature segments, and the sound weight data with a boundary range less than the feature segment screening value is directly assigned to the adjacent basic feature segment, and constitutes the feature segment sound weight data together with the original sound weight data of the basic feature segment.
3. The method and playback system according to claim 1, characterized in that: The fixed sense of rhythm refers to the conversion based on the sound weight data of the sample feature segment. After each human-computer interaction, the duration of the human-computer interaction is used as the rhythm sound length, and the rhythm sound weight data of the human-computer interaction is calculated in sequence and played after calculation. When the rhythm sound weight data of the human-computer interaction needs to be played but the calculation is not completed, silence is played instead of waiting time.
4. The method and playback system according to claim 1, characterized in that: The dynamic sense of rhythm refers to the use of sample feature segment sound weight data as the basis for conversion. During the human-computer interaction process, the selected segment calculation scale is used as the rhythm segment calculation and playback standard. The time it takes for the user to complete the human-computer interaction positioning change of the segment calculation scale is used as the human-computer interaction segment duration. According to the segment calculation scale corresponding to the feature segment sound length, the human-computer interaction segment duration is used as the rhythm segment sound length, and the rhythm segment sound weight data corresponding to the human-computer interaction is calculated. After the calculation is completed, it is played again. The human-computer interaction is calculated and played in sequence according to the segment calculation scale until the total segment calculation scale is accumulated to 1. When the human-computer interaction is completed, the corresponding sense of rhythm is calculated and played at the same time.
5. The method and playback system according to claim 1, characterized in that: For the human-computer interaction method, if the positioning method in the smart device is state positioning, the starting point positioning and the end point positioning of the human-computer interaction can be determined according to the user action. The corresponding human-computer interaction methods may include: shaking, tapping the touch screen, gesture state positioning, and handheld device state-assisted positioning.
6. The method and playback system according to claim 1, characterized in that: The human-computer interaction method, if the positioning method in the smart device is position positioning, the trajectory change from the starting point to the end point of the human-computer interaction can be determined according to the user action. The corresponding human-computer interaction method may include: sliding touch screen, gesture position positioning, and handheld device with position assisted positioning.
7. The method and playback system according to claim 1, characterized in that: When the human-computer interaction time reaches the threshold and the end state of the human-computer interaction still cannot be determined, the human-computer interaction is determined to enter a pause state.
8. The method and playback system according to claim 1, characterized in that: The human-computer interaction sequence is determined to enter a loop to create a sense of rhythm each time the maximum sequence number of the feature segment is matched, and the matching of the human-computer interaction sequence and the sequence number of the feature segment is reset.
9. The method and playback system according to claim 1, characterized in that: When the sample contains video information, the sample audio and video positions are compared with the playback frame rate and played together at the best matching position in the calculated rhythmic sound weight data. When the number of video frames at the best matching position is greater than one, the first matching video frame information is played.