Display control method, device and equipment in game and readable storage medium

By judging the number of terminals of sound events and the location distribution of virtual objects in the game, and calculating the position offset to simulate the impact of sound source positioning accuracy, it solves the problem that the interference factors in virtual scenes cannot be effectively restored in the prior art to accurately position the sound source. The sexual problem improves the realism of the game and the immersion of the players.

CN119425078APending Publication Date: 2025-02-14NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310969712.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-08-02
Publication Date
2025-02-14

AI Technical Summary

Technical Problem

The prior art cannot effectively restore the impact of interference factors on the accuracy of sound source positioning in virtual scenes, resulting in a reduced game simulation and player immersion.

Method used

By judging the number of terminals that receive sound events and the location distribution of virtual objects, calculate the position offset, simulate the impact of sound source positioning accuracy, and display the sound source position identification on the game interface.

Benefits of technology

It increases the realism of the game design, improves the user's immersive experience, and effectively restores the impact on sound source positioning in the virtual scene.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a display control method, device and equipment in a game and a readable storage medium, and the method comprises the steps: determining a first position of a sound source virtual object triggering the generation of a first sound event in a game scene in response to the fact that the number of first terminals receiving the first sound event is greater than or equal to a first number, the first virtual objects corresponding to the first terminals belong to the same camp, and the first virtual objects do not comprise sound source virtual objects; determining a position offset according to the position distribution of the first virtual object in the game scene; performing displacement on a first position in the game scene by the position offset to obtain a sound source prompt position corresponding to the sound source virtual object in the game scene; and according to the sound source prompt position, displaying a sound source position identifier corresponding to the sound source virtual object in a game interface of the first terminal. According to the method, the influence of the game scene on the position accuracy of the sound source virtual object is restored, and the reality sense of game design is increased.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a display control method, device, electronic device and computer-readable storage medium in a game. Background Art

[0002] At present, many games consider incorporating the characteristics of sound propagation into the construction of the game world view to improve the game's realistic realism (i.e., simulation) and the player's immersion. For example, in a multiplayer online competitive game, players can find the location of the sound source of the gunshot by listening to the gunshot, and then determine the location of the virtual object that triggered the gunshot in the game scene. However, in order to accurately identify the direction of the sound source by listening to the sound, it is often necessary to rely heavily on listening devices with good sound performance; and most players do not like to wear headphones when playing games. Therefore, the effect of identifying the direction of the sound source by listening to the sound varies greatly between different players.

[0003] In the prior art, when a sound source virtual object triggers the playing of game sound effects, most games will indicate the exact location of the sound source virtual object in the game scene on the game interface of the terminal held by the player of the virtual object near the sound source virtual object, so as to remind the player of potential danger. For example, when there is a virtual object 2 near the virtual object 1 controlled by player 1, and the virtual object 2 performs a gun shooting operation at position A, triggering the gunshot, a sound mark will be displayed at position A on the game interface to indicate that there are other virtual objects active at position A and triggering the sound.

[0004] However, in reality, the process of judging the direction of the sound source by listening to the sound is often interfered by many factors, which ultimately affects the accuracy of sound source positioning. The existing method of directly marking the exact position of the sound source virtual object cannot restore the impact of interference factors in the virtual scene on the accuracy of sound source positioning, thereby reducing the game's realism and the player's game immersion. Summary of the invention

[0005] The present application provides a display control method, device, electronic device and readable storage medium in a game to solve the defect in the prior art that the influence of the virtual scene on the sound source positioning cannot be restored, thereby failing to achieve a real and realistic sound positioning effect.

[0006] In a first aspect, an embodiment of the present application provides a display control method in a game, the method comprising:

[0007] In response to the number of first terminals receiving the first sound event being greater than or equal to a first number, determining a first position of a sound source virtual object triggering the first sound event in a game scene, first virtual objects corresponding to the first terminals belonging to the same camp, and the sound source virtual object not being included in the first virtual objects;

[0008] Determining a position offset according to the position distribution of the first virtual object in the game scene;

[0009] Displacing the first position in the game scene by the position offset to obtain a sound source prompt position corresponding to the sound source virtual object in the game scene;

[0010] According to the sound source prompt position, a sound source position identifier corresponding to the sound source virtual object is displayed in the game interface of the first terminal.

[0011] In a second aspect, an embodiment of the present application provides a display control device in a game, the device comprising:

[0012] a first determination module, configured to determine, in response to the number of first terminals receiving a first sound event being greater than or equal to a first number, a first position of a sound source virtual object triggering the first sound event in a game scene, wherein first virtual objects corresponding to the first terminals belong to the same game camp, and the sound source virtual object is not included in the first virtual objects;

[0013] A second determination module, configured to determine a position offset according to a position distribution of the first virtual object in the game scene;

[0014] A processing module, configured to displace the first position in the game scene by the position offset to obtain a sound source prompt position corresponding to the sound source virtual object in the game scene;

[0015] The display module is used to display the sound source position mark corresponding to the sound source virtual object in the game interface of the first terminal according to the sound source prompt position.

[0016] In a third aspect, an embodiment of the present application provides an electronic device, the electronic device comprising:

[0017] A memory and a processor, wherein the memory and the processor are coupled;

[0018] The memory is used to store one or more computer instructions;

[0019] The processor is used to execute the one or more computer instructions to implement the display control method in the game described in any one of the first aspects above.

[0020] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium having one or more computer instructions stored thereon, characterized in that the instruction is executed by a processor to implement the display control method in the game described in any one of the first aspects above.

[0021] In a fifth aspect, an embodiment of the present application provides a computer program product, including a computer program, which, when executed by a processor, implements the display control method in the game described in any one of the first aspects above.

[0022] Compared with the prior art, this application has the following advantages:

[0023] The display control method in the game provided by the present application further determines whether there is a realistic basis for determining the position of the sound source virtual object that triggers the first sound event in the game scene by judging whether there are at least a first number of first terminals that receive the first sound event. Among them, the first virtual objects corresponding to different first terminals belong to teammates in the same camp. When there are at least a first number of first terminals that can receive the first sound event, it is determined that there is a realistic basis for determining the position of the sound source virtual object in the game scene. Otherwise, it is determined that there is no realistic basis for determining the position of the sound source virtual object in the game scene. In an embodiment of the present application, on the premise of determining that there is a realistic basis for determining the position of the sound source virtual object in the game scene, it is considered that the position distribution may affect the accuracy of the position positioning of the sound source virtual object. In the present application, the position offset is calculated according to the position distribution of at least the first number of virtual objects in the game scene. The position offset is used to displace the first position to obtain the sound source prompt position corresponding to the sound source virtual object, that is, the sound source positioning accuracy of the simulated sound source is affected by the position distribution of the first virtual object to obtain the sound source prompt position corresponding to the sound source virtual object. There is a position deviation between the sound source prompt position and the real position of the sound source virtual object in the game scene. Afterwards, according to the sound source prompt position, the sound source position identifier corresponding to the sound source virtual object is displayed in the game interface of the first terminal. Therefore, in the present application, the position distribution of the first virtual objects corresponding to the multiple first terminals that receive the first sound event in the game scene is restored, which affects the positioning accuracy of the sound source virtual object, increases the realism of the game design, and improves the user's immersive experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0024] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:

[0025] Figure 1 A schematic diagram of an application scenario of the display control method in a game provided in the first embodiment of the present application;

[0026] Figure 2 A schematic flow chart of a display control method in a game provided in the second embodiment of the present application;

[0027] Figure 3 This is one of the schematic diagrams of display control in a game provided in the second embodiment of the present application;

[0028] Figure 4 A second schematic diagram of display control in a game provided in the second embodiment of the present application;

[0029] Figure 5 A third schematic diagram of display control in a game provided in the second embodiment of the present application;

[0030] Figure 6 A fourth schematic diagram of display control in a game provided in the second embodiment of the present application;

[0031] Figure 7 A fifth schematic diagram of display control in a game provided in the second embodiment of the present application;

[0032] Figure 8 A schematic diagram of the structure of a display control device in a game provided in the third embodiment of the present application;

[0033] Fig. 9 A schematic diagram of the hardware structure of an electronic device provided in the fourth embodiment of the present application.

[0034] The above drawings have shown the clear embodiments of the present application, which will be described in more detail later. These drawings and text descriptions are not intended to limit the scope of the present application in any way, but to illustrate the concept of the present application to those skilled in the art through specific embodiments. DETAILED DESCRIPTION

[0035] In order to make the purpose, advantages and features of the present application clearer, the present application is described clearly and completely below in conjunction with the accompanying drawings and specific embodiments. In the following description, many specific details are set forth to facilitate a full understanding of the present application. However, the described embodiments are only part of the embodiments of the present application, rather than all of the embodiments, and all other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.

[0036] It should be noted that, in the description of the present application, the terms "first", "second", etc. are only used for descriptive purposes, and cannot be understood as indicating or implying relative importance, and a specific order or sequence. For those of ordinary skill in the art, the specific meanings of the above terms in the present application can be understood in specific circumstances. In addition, in the description of the present application, unless otherwise specified, the term "multiple" refers to two or more. The term "and / or" describes the association relationship of associated objects, indicating that three relationships may exist, for example, A and / or B can be represented: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the associated objects before and after are an "or" relationship. The terms "include" and "have" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0037] In order to facilitate understanding of the technical solution of the present application, the relevant concepts involved in the present application are first introduced.

[0038] In real life, after years of development, the sound source localization technology has become relatively mature in terms of theoretical level and application technology. As a sound source localization technology, the Time Difference of Arrival (TDOA) method is based on the principle of using the time difference of the same sound signal arriving at multiple sound signal receivers located at different locations to calculate the location of the sound source. Specifically, multiple sound signal receivers located at different locations use a unified timer to record the timestamp of receiving the sound signal after each of them receives the same sound signal, and use a synchronization system to send the timestamp to the positioning device. The positioning device uses these timestamps to calculate the time difference of the same sound signal arriving at each receiver, thereby determining the location of the sound source. For example, three or more sound signal receivers are used to receive the sound signal at the same time, and the timestamp of the sound signal arriving at each sound signal receiver is calculated, and the time difference between the signal arriving at different sound signal receivers is calculated based on the timestamp. By converting the difference between these time differences into positions, the location of the sound source can be determined.

[0039] The accuracy of TDOA positioning is usually affected by factors such as the number and location distribution of sound signal receivers. The more sound signal receivers there are, the higher the accuracy of TDOA positioning. The more evenly the locations of the sound signal receivers are distributed, the higher the accuracy of TDOA positioning.

[0040] Based on the above problems, the present application provides a display control method in a game, a display control device in a game corresponding to the method, an electronic device that can implement the display control method in the game, and a computer-readable storage medium. The following provides embodiments to describe the above method, device, electronic device, and computer-readable storage medium in detail.

[0041] In order to make the purpose and technical solution of the present application clearer and more intuitive, the method provided by the embodiment of the present application will be described in detail below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present application and are not intended to limit the present application. It is understood that the following embodiments may exist separately, and the following embodiments and features in the embodiments may be combined with each other when there is no conflict between the embodiments provided in the present application, and the same or similar content will not be repeated in different embodiments. In addition, the step sequence in the following method embodiments is only an example, not a strict limitation, and in some cases, the steps shown or described may be performed in a different order from this.

[0042] The present application provides a display control method, device, electronic device and computer storage medium in a game. Specifically, the display control method in a game of one embodiment of the present application can be executed by a computer device, wherein the computer device can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (Personal Computer, PC), a personal digital assistant (Personal Digital Assistant, PDA), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and basic cloud computing services such as big data and artificial intelligence platforms.

[0043] It should be noted that in the following description of the technical solution provided by the present application, the terminal is used as an example for description. In other possible implementations, the technical solution provided by the present application may also be executed by a control device provided in the terminal as an execution subject, or the technical solution provided by the present application may also be executed by a server as an execution subject. The embodiment of the present application does not limit the type of execution subject. Optionally, the control device of the terminal may be implemented by software, or by a combination of software and hardware.

[0044] Combine the following Figure 1 , introduces an application scenario of a display control method in a game provided by the first embodiment of the present application, Figure 1 A schematic diagram of an application scenario of the display control method in a game provided in the first embodiment of the present application.

[0045] like Figure 1 As shown, each user can establish a connection with the server (or server cluster) through the network through each first terminal. The first terminal is any device with computing hardware that can support and execute software application products corresponding to the game. Game software application products include, but are not limited to, any of first-person game applications, third-person game applications, and multiplayer online tactical competitive game applications. The types of the above games may include, but are not limited to, at least one of the following: two-dimensional game applications, three-dimensional game applications, virtual reality game applications, augmented reality game applications, and mixed reality game applications. The above is just an example, and this embodiment does not impose any limitation on this. The server (or server cluster) can provide services (such as game services, application services, etc.) for user terminals or clients installed on user terminals.

[0046] Among them, the first terminal has one or more multi-touch screens for sensing and obtaining the input of the user through the touch or sliding operation performed by the user at multiple points of one or more touch-sensitive display screens. A graphical user interface containing a virtual scene is displayed on the display screen of the first terminal, and the user manipulates the first virtual object located in the virtual scene to perform activities, which activities include but are not limited to: moving operations and crawling, walking, running, jumping, driving, picking up, using virtual weapons to shoot, attack, and throw at least one. In addition, a database can be set on a server (or server cluster) or an independent server for the server to provide data storage services. For example, information related to the virtual scene can be continuously stored in the database when different users play multi-player games online. The above network can be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. Different first terminals can also use their own Bluetooth network or hotspot network to connect to the server, etc., or each terminal can communicate with each other through the server and the communication network.

[0047] The above-mentioned Graphical User Interface (GUI) is a form of user display interface, displayed on a terminal device, an operation user interface displayed in a graphical manner on a terminal device, and an interface display form for communication between a person and a computer. It enables users to interact with electronic devices through icons and visual indicators.

[0048] Optionally, the virtual game screen displayed on the graphical user interface of the terminal may include but is not limited to being rendered by the terminal according to the game application data sent by the server, and may also include but is not limited to being rendered by the terminal according to the storage data of the game application.

[0049] Next, combine Figure 2 , the display control method in the game provided by the second embodiment of the present application is described, Figure 2 A flowchart of a display control method in a game provided in the second embodiment of the present application.

[0050] like Figure 2 As shown, the display control method in the game includes steps S201-S204:

[0051] S201. In response to the number of first terminals receiving a first sound event being greater than or equal to a first number, determining a first position of a sound source virtual object that triggers the first sound event in a game scene, the first virtual objects corresponding to the first terminals belonging to the same camp, and the first virtual objects not including the sound source virtual object.

[0052] S202: Determine a position offset according to the position distribution of the first virtual object in the game scene.

[0053] S203: Displace the first position in the game scene by the position offset to obtain a sound source prompt position corresponding to the sound source virtual object in the game scene.

[0054] S204: Displaying a sound source position identifier corresponding to the sound source virtual object in the game interface of the first terminal according to the sound source prompt position.

[0055] Next, steps S201 to S204 are described in detail.

[0056] In an embodiment of the present application, a first game screen is displayed on a game interface of a first terminal, and the first game screen includes a partial scene screen of a game scene. The partial scene screen is obtained by photographing a virtual camera corresponding to a first virtual object in the game scene, and the first virtual object is a virtual object controlled by the first terminal. The game scene includes at least two camps that are in a hostile competitive relationship with each other. It should be noted that, for ease of description, in an embodiment of the present application, two camps that are in a hostile competitive relationship with each other are used as an example for explanation. The embodiment of the present application does not impose any restrictions on the number of camps that are in a competitive and hostile relationship with each other in the opening battle game, and the number of camps can be set according to actual game needs.

[0057] In the embodiment of the present application, the sound source virtual object that triggers the first sound event during the game may include, but is not limited to: virtual objects (also referred to as player characters) controlled by each player through the game application client, and non-player controlled virtual objects (Non-Player Character, NPC). The above is only an example, and this embodiment does not make any limitation to this.

[0058] Among them, the sound event types of the first sound event include, but are not limited to: shooting events, vehicle movement events, and object movement events. The above are examples, and the embodiments of the present application do not impose any restrictions on the types of sound events. For example, when player 1 triggers a gun shooting operation, the virtual object controlled by player 1 is displayed on the game interface to perform a gun shooting operation and emit a gun shooting sound, that is, the sound source virtual object is the virtual object controlled by player 1, and the first sound is a gun shooting sound. For another example, when player 2 triggers a walking movement operation, the virtual object controlled by player 2 is displayed on the game interface to move from the current position to another position on foot, and footsteps are emitted, that is, the sound source virtual object is the virtual object controlled by player 2, and the first sound is footsteps.

[0059] In the embodiment of the present application, after the sound source virtual object triggers the generation of a first sound event, terminals corresponding to other virtual objects located near the sound source virtual object can receive the first sound event.

[0060] In an embodiment of the present application, it is considered to introduce a real-life sound source localization technology case - the time difference of arrival localization method (i.e., TDOA localization method) into a virtual game to simulate the use of the TDOA localization method to locate the position of the sound source virtual object that triggers the first sound event in the virtual game scene, so as to restore the influence of interference factors in the virtual scene on the accuracy of sound source localization, thereby making the game closer to reality and improving the user's game immersion.

[0061] In the embodiment of the present application, each virtual object in the virtual scene is regarded as a sound signal receiver in the TDOA positioning method. It should be emphasized that the present application is not to calculate the position of the sound source virtual object based on the time difference of the first sound propagating to different virtual objects, but to introduce the prerequisites for determining whether the sound source positioning can be performed in the TDOA positioning method, and the limiting factors of the accuracy of the sound source positioning into the present application to determine whether the sound source positioning can be performed, and the position obtained by performing a certain displacement at the accurate position of the sound source virtual object according to the limiting factors as the position of the sound source virtual object corresponding to the decrease in the accuracy of the sound source positioning. Among them, the limiting factors include the number of terminals that can receive the first sound event, and the position distribution between the virtual objects corresponding to the terminals that can receive the first sound event.

[0062] It should be noted that the prerequisite for being able to locate the sound source of the target sound in the actual TDOA positioning method is that the number of sound signal receivers that receive the target sound is not less than 3. Factors that affect the accuracy of sound source positioning include: the number of sound signal receivers, and the position distribution between sound signal receivers. The more sound signal receivers that receive the target sound, the higher the accuracy of sound source positioning.

[0063] In an embodiment of the present application, the first number is the minimum number of virtual objects required to infer the position of the sound source virtual object in the game scene. The value of the first number can be 3, or a value greater than 3. This is just an example, and the present application does not impose any restrictions on the value of the first number. The value of the first number can be determined specifically based on the requirements for the accuracy of sound source positioning. Furthermore, in consideration of meeting other restrictions in the game, the value of the first number can also be less than or equal to 2. It does not have to be designed completely in accordance with the TDOA positioning method, and the first number can be appropriately adjusted according to the specific circumstances.

[0064] It is understandable that only when the number of first terminals receiving the first sound event reaches at least a first number, there is a realistic basis for determining the position of the sound source virtual object in the game scene. Among them, the first virtual objects controlled by different first terminals belong to the same camp, and the first virtual objects do not include the sound source virtual object. For example, the first virtual objects controlled by each first terminal belong to the first camp.

[0065] It should be noted that the virtual objects corresponding to at least the first number of first terminals that can receive the first sound event are limited to belong to the same camp. Taking the first number equal to 3 as an example, this is to take into account that in reality, the at least 3 sound signal receivers need to share the timestamp of the received sound with the positioning device, so that the positioning device can further determine the location of the sound source. In the game scene, if there is at least one player among the players corresponding to the three first terminal devices that receive the first sound event, the virtual object controlled by the player belongs to a different camp from the remaining virtual objects, that is, there is a competitive hostile relationship between the three virtual objects, then it is difficult to achieve information sharing between virtual objects in different camps. Therefore, in an embodiment of the present application, for example, for the game scene, it can be limited that there are at least 3 (that is, the first number can be 3) first terminals that can receive the first sound event, and there are at least 3 virtual objects corresponding to the first terminals that belong to the same camp. This determination of whether the conditions for determining the location of the sound source virtual object are more in line with reality, further improving the realism and the user's game immersion.

[0066] In the embodiment of the present application, in response to the number of first terminals receiving the first sound event being greater than or equal to the first number (i.e., determining that there are at least the first number of players corresponding to the virtual objects who can hear the first sound corresponding to the first sound event), that is, determining that the prerequisite for locating the sound source virtual object is met, the first position of the sound source virtual object that triggers the first sound event in the game scene is determined. The first position refers to the position of the sound source virtual object in the game scene at the moment when the sound source virtual object triggers the first sound.

[0067] Next, it is considered to determine whether the position distribution will affect the accuracy of sound source localization based on the position distribution of each first virtual object.

[0068] In a possible implementation, when the position distribution between the first virtual objects is uneven, a first distance from the center of the position distribution between the first virtual objects to the position where the sound source virtual object is located is determined. According to the first correspondence and the first distance, a position offset is determined. The first correspondence is used to indicate position offsets corresponding to different first distances. The first preset correspondence can be shown in Table 1, which is only an example and is not limited in any way in the embodiments of the present application.

[0069] Table 1

[0070]

[0071]

[0072] Considering that in real life, when the position distribution between sound signal receivers is more uniform (i.e., the position distribution center between sound signal receivers is closer to the sound source position), the accuracy of sound source positioning is higher; on the contrary, when the position distribution between sound signal receivers is more dispersed or more concentrated (i.e., the position distribution center between sound signal receivers is farther from the sound source position), the accuracy of sound source positioning is lower. In order to simulate the above phenomenon and reflect it in the first corresponding relationship, the first distance is set to be positively correlated with the position offset. That is, the farther the first distance from the position distribution center between each first virtual object to the position of the sound source virtual object is, the greater the determined position offset is.

[0073] In the embodiment of the present application, after the position offset is determined, a displacement is performed on the first position by the position offset, and a position corresponding to the displaced position is determined as a sound source prompt position corresponding to the sound source virtual object.

[0074] For example, in a three-dimensional game scene, when the position coordinates of the sound source virtual object are (x1, y1, z1) and the position offset is (x', y', z'), the position of the sound source virtual object can be displaced x', y', and z' units along any direction on the x-axis, y-axis, and z-axis, respectively. For example, the sound source virtual object is displaced along the positive semi-axis directions of the x-axis, y-axis, and z-axis, and the resulting sound source prompt position is (x1+x', y1+y', z1+z'). For another example, the sound source virtual object is displaced along the negative semi-axis directions of the x-axis, y-axis, and z-axis, and the resulting sound source prompt position is (x1-x', y1-y', z1-z').

[0075] In a possible implementation, a sound source position identifier corresponding to the sound source virtual object is displayed above the sound source prompt position in the game scene displayed on the game interface of the first terminal.

[0076] Below, we will use a specific example and Figure 3 , the above optional implementation is exemplarily described, Figure 3 This is one of the schematic diagrams of display control in the game provided in the second embodiment of the present application. Figure 3 It is a game screen displayed on the first terminal corresponding to the first virtual object 1.

[0077] like Figure 3 As shown, the game interface includes four virtual objects, namely, the sound source virtual object, the first virtual object 1, the first virtual object 2, and the first virtual object 3. Among them, there is a house between the first virtual object 1 and the sound source virtual object, so in this case, the first virtual object cannot directly see the sound source virtual object. The sound source position mark 301 corresponding to the sound source virtual object is displayed in the game scene. In this way, the player who controls the first virtual object 1 through the first terminal can check the sound source position mark 301 to know the location of the sound source virtual object.

[0078] Optionally, the shape of the sound source position marker can be determined according to the type of sound event. For example, if the first sound event is a sound event of footsteps triggered by the movement of the sound source virtual object, the sound source position marker can be an icon of footsteps. For another example, if the first sound event is a sound event of gunfire emitted by the sound source virtual object shooting a gun, the sound source position marker can be an icon of a bullet. This is just an example, and the present application does not make any limitation to this.

[0079] Optionally, the sound source position marker may be in any shape. The sound source position marker is displayed in the game scene by aligning the center of the sound source position marker with the sound source prompt position.

[0080] Optionally, different colors can be used to identify the sound source position mark to indicate whether the sound source virtual object is a teammate in the same camp as the first virtual object or an enemy virtual object. For example, taking red and green as an example, when the sound source position mark is green or contains green, it indicates that the sound source virtual object is a teammate in the same camp as the first virtual object; when the sound source position mark is red or contains red, it indicates that the sound source virtual object is an enemy virtual object of the first virtual object. In this way, when the player who controls the first virtual object finds that the sound source virtual object is an enemy virtual object, he can pay attention to potential dangers in time, increase vigilance, and prepare for battle. When the player who controls the first virtual object finds that the sound source virtual object is a teammate in the same camp, he can temporarily relax his vigilance and plan to cooperate with the teammate in the same camp, which can greatly improve the game experience of players cooperating with teammates in the same camp.

[0081] In the display control method in the game provided in the embodiment of the present application, in response to the number of first terminals receiving the first sound event being greater than or equal to the first number, the first position of the sound source virtual object that triggers the first sound event in the game scene is determined, and the first virtual objects corresponding to the first terminals belong to the same camp, and the first virtual objects do not include the sound source virtual object. According to the position distribution of the first virtual objects in the game scene, the position offset is determined. With the position offset, a displacement is performed on the first position in the game scene to obtain the sound source prompt position corresponding to the sound source virtual object in the game scene. According to the sound source prompt position, the sound source position identifier corresponding to the sound source virtual object is displayed in the game interface of the first terminal.

[0082] The display control method in the game provided by the embodiment of the present application further determines whether there is a realistic basis for determining the position of the sound source virtual object that triggers the first sound event in the game scene by judging whether there are at least a first number of first terminals that receive the first sound event. Among them, the first virtual objects corresponding to different first terminals belong to teammates in the same camp. When there are at least a first number of first terminals that can receive the first sound event, it is determined that there is a realistic basis for determining the position of the sound source virtual object in the game scene. Otherwise, it is determined that there is no realistic basis for determining the position of the sound source virtual object in the game scene. In the embodiment of the present application, on the premise of determining that there is a realistic basis for determining the position of the sound source virtual object in the game scene, it is considered that the position distribution may affect the accuracy of the position positioning of the sound source virtual object. In the present application, the position offset is calculated according to the position distribution of at least the first number of first virtual objects in the game scene. The position offset is used to displace the first position to obtain the sound source prompt position corresponding to the sound source virtual object, that is, the sound source positioning accuracy of the simulated sound source is affected by the position distribution of the first virtual object to obtain the sound source prompt position corresponding to the sound source virtual object. There is a position deviation between the sound source prompt position and the real position of the sound source virtual object in the game scene. Afterwards, according to the sound source prompt position, the sound source position identifier corresponding to the sound source virtual object is displayed in the game interface of the first terminal. Therefore, in the present application, the position distribution of the first virtual objects corresponding to the multiple first terminals that receive the first sound event in the game scene is restored, which affects the positioning accuracy of the sound source virtual object, increases the realism of the game design, and improves the user's immersive experience.

[0083] Based on the above embodiments, the display control method in the game provided in the embodiments of the present application is further explained.

[0084] Optionally, a scene thumbnail map corresponding to the game scene is displayed on the game interface of the first terminal.

[0085] Optionally, a possible implementation of "displaying a sound source position identifier corresponding to the sound source virtual object in the game interface of the first terminal according to the sound source prompt position" in step 204 may include the following steps S2041-S2042.

[0086] S2041. Determine the scene thumbnail position corresponding to the sound source prompt position in the scene thumbnail map.

[0087] S2042. Display a sound source position identifier corresponding to the sound source virtual object at the scene thumbnail position in the scene thumbnail map corresponding to the first terminal.

[0088] Among them, the scene thumbnail map is a scene map obtained by shrinking the game scene according to a preset ratio.

[0089] In an embodiment of the present application, based on the sound source prompt position corresponding to the sound source virtual object in the game scene, the position corresponding to the sound source prompt position in the scene thumbnail is determined, that is, the scene thumbnail position corresponding to the sound source prompt position. Afterwards, the sound source position identifier corresponding to the sound source virtual object is displayed at the scene thumbnail position in the scene thumbnail map corresponding to the first terminal. In this way, the player can check the sound source position identifier through the scene thumbnail map to know the position of the sound source virtual object in the game scene, that is, the distance from himself, the direction of the sound source virtual object in the first virtual object, and other information. This is only an example, and the embodiment of the present application does not impose any limitation on this.

[0090] Optionally, the sound source position marker is displayed on the scene thumbnail map in a manner of aligning the center of the sound source position marker with a corresponding position of the sound source prompt position in the scene thumbnail map.

[0091] Optionally, in an embodiment of the present application, the position distribution includes whether the first virtual object is in an obstacle area, and / or the position distribution between the first virtual objects. The obstacle area refers to an area in the game scene where the propagation attenuation amplitude of the sound is greater than a preset attenuation threshold. For example, when the first virtual object is in an indoor area, the propagation attenuation amplitude of the first sound from the outdoor area to the indoor area where the first virtual object is located is greater than the preset attenuation amplitude. The position distribution between the first virtual objects is any one of the following: concentrated position distribution, uniform position distribution, and sparse position distribution.

[0092] It should be noted that, considering that in reality, in the process of sound source positioning using the arrival time difference positioning method, the propagation of sound is easily affected by environmental interference, such as reflection, refraction, diffraction and absorption. These factors may cause changes in the propagation time and path of the sound signal, thereby affecting the accuracy of sound source positioning. Therefore, in order to minimize such interference, in real life, the sound signal receiver is usually set at a high place outdoors to improve the accuracy of sound source positioning as much as possible. In an embodiment of the present application, in order to enhance the realism of the game, the virtual object is in an obstacle area as a factor affecting the accuracy of sound source positioning. The game design is introduced, and slightly improved. In the game, it is determined whether each first virtual object is in an obstacle area, and the second number of the first virtual objects in the obstacle area is counted.

[0093] Furthermore, considering that in reality, when using the arrival time difference positioning method to locate the sound source, the position distribution of the sound signal receivers (i.e., whether the position distribution is uniform, concentrated, or sparse) has a great influence on the accuracy of sound source positioning. For example, when the positions of the three sound signal receivers are unevenly distributed (i.e., the position distribution is sparse or concentrated), the sound source positioning error may be large. Therefore, in order to improve the realism of the game, the position distribution between the first virtual objects is considered as an influencing factor for the accuracy of sound source positioning.

[0094] In the embodiment of the present application, the position offset is calculated according to the second number of the first virtual objects in the obstacle area and the position distribution between the first virtual objects, so as to reflect the influence of the influencing factor on the accuracy of sound source positioning through the size of the position offset. That is, the larger the position offset, the lower the accuracy of sound source positioning; on the contrary, the smaller the position offset or 0, the higher the accuracy of sound source positioning.

[0095] Optionally, in consideration of the above factors affecting the accuracy of sound source localization, the implementation of step S202 includes steps S2021-S2023, wherein:

[0096] S2021: Determine the second number of first virtual objects in the obstacle area.

[0097] In a possible implementation, a one-to-one corresponding spatial geometric body is set for each obstacle area of ​​the game scene, and the spatial geometric body has the same size and position as the obstacle area. For each first virtual object, when any first virtual object is within the spatial geometric body, it is determined that the first virtual object is within the obstacle area. The second number of first virtual objects within the obstacle area is counted.

[0098] In the embodiment of the present application, the obstacle area includes but is not limited to: a room, a car, a container, etc., which is only an example and is not limited to any limitation. It should be noted that once a virtual object enters any spatial geometry, it is automatically triggered to determine that the virtual object is in the obstacle area.

[0099] S2022: Determine the position distribution of the first virtual objects.

[0100] In a possible implementation, the second position of each first virtual object is obtained (for example, if the game scene is a two-dimensional scene, the second position is a three-dimensional coordinate; if the game scene is a two-dimensional scene, the second position is a two-dimensional coordinate). Calculate the standard deviation of the position distribution between the first virtual objects. Determine the position distribution between the first virtual objects according to the size of the position distribution standard deviation. Specifically, when the position distribution standard deviation is less than or equal to the first threshold, it is determined that the position distribution between the first virtual objects is concentrated; when the position distribution standard deviation is greater than the first threshold and less than or equal to the second threshold, it is determined that the position distribution between the first virtual objects is uniform; when the position distribution standard deviation is greater than the second threshold, it is determined that the position distribution between the first virtual objects is sparse.

[0101] The following uses two-dimensional coordinates as an example to illustrate the calculation of the standard deviation of the position distribution between the first virtual objects.

[0102] First, assume that there are N first virtual objects in the two-dimensional game scene that can receive the first sound, namely: first virtual object 1, first virtual object 2, ..., and first virtual object N. Secondly, the calculation method for calculating the position distribution standard deviation between the N first virtual objects is as follows: Formula 1:

[0103]

[0104] Among them, x i is the horizontal coordinate of the position information of the i-th first virtual object among the N first virtual objects, y i is the ordinate of the position of the i-th first virtual object among the N first virtual objects, is the average value of the horizontal coordinates of the positions of the N first virtual objects, is the average value of the ordinates of the positions of the N first virtual objects, and pos_sd is the standard deviation of the position distribution between the N first virtual objects.

[0105] S2023: Determine a position offset according to the second number of first virtual objects in the obstacle area and the position distribution of the first virtual objects.

[0106] In a possible implementation, the value of the influencing factor affecting the accuracy of sound source localization is determined according to the second number and position distribution of the first virtual objects in the obstacle area; and the position offset corresponding to the influencing factor value is determined according to the influencing factor value and the second corresponding relationship. The second corresponding relationship is used to refer to the position offsets corresponding to different influencing factor values. An example of the second corresponding relationship can be shown in Table 2.

[0107] Table 2

[0108]

[0109]

[0110] Optionally, according to the second number of first virtual objects in the obstacle area and the position distribution of the first virtual objects, the influencing factor value of the sound source localization accuracy may be calculated as shown in Formula 2:

[0111] IF=N2+dis Formula 2

[0112] Wherein, IF is the influencing factor value affecting the accuracy of sound source localization, N2 is the second number, and dis is the Boolean value corresponding to the position distribution. Wherein, optionally, when the position distribution between the first virtual objects is uniformly distributed, the Boolean value corresponding to the position distribution is 0; when the position distribution between the first virtual objects is concentrated or sparsely distributed, the Boolean value corresponding to the position distribution is 1.

[0113] Furthermore, the display control method in the game provided in the embodiment of the present application also includes the following steps:

[0114] Optionally, according to the second number of first virtual objects in the obstacle area and the position distribution between the first virtual objects, the size of the sound source position identifier is calculated as shown in Formula 3:

[0115] pos_size=α×N1+β×dis Formula 3

[0116] Wherein, pos_size is the size of the sound source position identifier, N1 is the second number, dis is the Boolean value corresponding to the position distribution, α is the weight corresponding to the second number of first virtual objects in the obstacle area, and β is the weight corresponding to the position distribution;

[0117] Optionally, when the position distribution between the first virtual objects is uniform, the Boolean value corresponding to the position distribution is 0; when the position distribution between the first virtual objects is concentrated or sparse, the Boolean value corresponding to the position distribution is 1.

[0118] In an embodiment of the present application, the second number of first virtual objects in the obstacle area is considered as an influencing factor of the accuracy of sound source positioning. Specifically, the more the number of first virtual objects in the obstacle area, the greater the negative impact on the accuracy of the position positioning of the sound source virtual object. The adjustment of the position positioning accuracy of the sound source virtual object is simulated by analogy by adjusting the display size of the sound source position identifier. For example, the smaller the display size of the sound source position identifier, the smaller the marking range, which indicates that the embodiment of the present application is more accurate in positioning the sound source virtual object; similarly, the larger the display size of the sound source position identifier, the larger the marking range, which indicates that the positioning of the sound source virtual object is more vague.

[0119] Optionally, the size of the sound source display size of the sound source position marker is set to be positively correlated with the size of the second number. The second number is used to indicate the number of first virtual objects in the obstacle area. That is to say, the more people of the first virtual objects in the obstacle area, the larger the size of the sound source position marker displayed on the game interface, and the larger the marked position range, which indicates that the positioning of the sound source virtual object in the embodiment of the present application is more vague. Similarly, the fewer the number of first virtual objects in the obstacle area, the smaller the size of the sound source position marker displayed on the game interface, and the smaller the marking range, which indicates that the positioning of the sound source virtual object is more accurate.

[0120] On the basis of the above embodiment, it is further considered that if the number of virtual objects that can receive the first sound is greater, the accuracy of positioning the virtual object of the sound source will be improved. Then this factor is also added to the calculation of determining the size of the sound source position marker. It should be noted that the larger the size of the sound source position marker displayed on the game interface, the more vague the positioning of the virtual object of the sound source. If the number of virtual objects that can receive the first sound is greater, the accuracy of positioning the virtual object of the sound source will be improved. Then, when the total number of virtual objects that can receive the first sound is used as one of the factors to determine the size of the sound source position marker, the size of the sound source position marker is negatively correlated with the total number.

[0121] Optionally, according to the second number of first virtual objects in the obstacle area, the position distribution of the first virtual objects, and the number of first terminals, the size of the sound source position identifier is calculated as shown in Formula 4:

[0122] pos_size=α×N1+β×dis-δ×(N total -N2) Formula 4

[0123] Among them, pos_size is the size of the sound source position marker, N total is the number of terminals of the first terminal receiving the first sound event (that is, it can be understood as the number of first virtual objects), N2 is the first number, N1 is the second number of first virtual objects in the obstacle area, dis is the Boolean value corresponding to the position distribution, α is the weight corresponding to the second number of first virtual objects in the obstacle area, β is the weight corresponding to the position distribution, and δ is the weight corresponding to the number obtained by subtracting the first number from the total number. When the position distribution is uniform, the Boolean value corresponding to the position distribution is 0; when the position distribution is concentrated or sparse, the Boolean value corresponding to the position distribution is 1.

[0124] It should be emphasized that, in the calculation formula of the size of the sound source position marker shown in Formula 4, the number of terminals N of the first terminal is used. total The reason for subtracting the first number N2 is that, in the embodiment of the present application, the first number is used as a prerequisite for determining the position of the sound source virtual object, and the first number of first virtual objects is not considered as a factor affecting the positioning accuracy of the sound source virtual object.

[0125] Below, we will use a specific example and Figure 4 and Figure 5 , the above optional implementation is exemplarily described, Figure 4 This is a second schematic diagram of display control in a game provided in the second embodiment of the present application. Figure 5 The third schematic diagram of the display control in the game provided in the second embodiment of the present application.

[0126] like Figure 4 As shown, it includes interface (a) and interface (b). As shown in interface (a), the first game interface includes four virtual objects, namely a sound source virtual object and three first virtual objects (i.e., first virtual object 1, first virtual object 2, and first virtual object 3). Among them, there is a house between the first virtual object 1 and the sound source virtual object. Therefore, in this case, the first virtual object 1 cannot directly see the sound source virtual object. At the same time, the sound source position mark 401 of the sound source virtual object is displayed in the scene thumbnail map displayed in the upper left corner of interface (a). The player corresponding to the first virtual object 1 can check the sound source position mark 401 displayed in the scene thumbnail map to know the location of the sound source virtual object. As shown in interface (b), the first virtual object 2 has entered the room (i.e., the indoor space), and the accuracy of sound source positioning will decrease. As shown in interface (b), the sound source position identifier of the sound source virtual object displayed in the scene thumbnail map displayed in the upper left corner is changed from sound source position identifier 401 to sound source position identifier 402, which means that the marking range of the position is expanded and the accuracy of identifying the position of the sound source virtual object is reduced.

[0127] like Figure 5As shown, it includes interface (a) and interface (b). As shown in interface (a), the first game interface includes four virtual objects, namely a sound source virtual object and three first virtual objects (i.e., first virtual object 1, first virtual object 2, and first virtual object 3). Among them, there is a house between the first virtual object 1 and the sound source virtual object, so in this case, the first virtual object 1 cannot directly see the sound source virtual object. At the same time, the sound source position identifier 401 of the sound source virtual object is displayed in the scene thumbnail map displayed in the upper left corner of interface (a). The first virtual object 1 can then know the location of the sound source virtual object by checking the sound source position identifier 401 displayed in the scene thumbnail map. As shown in interface (b), the first virtual object 2 runs away, resulting in a more dispersed position distribution between the three first virtual objects, which in turn causes the accuracy of sound source positioning to decrease. As shown in interface (b), the sound source position identifier of the sound source virtual object displayed in the scene thumbnail map displayed in the upper left corner is changed from sound source position identifier 401 to sound source position identifier 403, which means that the marking range of the position is expanded and the accuracy of identifying the position of the sound source virtual object is reduced.

[0128] Further, optionally, in an embodiment of the present application, the game scene is a two-dimensional game scene or a three-dimensional game scene, and the position coordinates of the first position include two-dimensional position coordinates or three-dimensional position coordinates. According to the second number of first virtual objects in the obstacle area and the position distribution between the first virtual objects, a specific implementation method for determining the position offset includes the following steps:

[0129] When the size of the sound source position marker is less than or equal to the marker size threshold, the position offset is determined to be 0; when the size of the sound source position marker is greater than the marker size threshold, the position offset is calculated as shown in Formula 5:

[0130]

[0131] in, is the position coordinate of the first dimension in the position coordinate of the first position, v rand is the degree of position offset, pos_offset is the position offset corresponding to the first dimension in the position coordinates of the first position, and the first dimension is an arbitrary dimension in the position coordinates of the first position.

[0132] When the game scene is a two-dimensional game scene, the position coordinates of the first position are two-dimensional coordinates, and the first dimension is used to indicate the X-axis and Y-axis directions. When the game scene is a three-dimensional game scene, the first position is a two-dimensional coordinate, and the first axis is used to indicate the X-axis, Y-axis, and Z-axis directions.

[0133] In an embodiment of the present application, in order to further simulate the situation where the actual sound source localization error is large, it is considered to offset the position of the sound source position marker to a certain extent, so that the sound source position marker displayed on the game interface has a certain position deviation relative to the real position of the sound source virtual object. Specifically, when the target display size of the sound source position marker is less than or equal to the marker size threshold, it indicates that the error of the sound source localization is small. Therefore, it is considered that the display position of the sound source position marker relative to the real position of the sound source virtual object is not offset and the center position of the sound source position marker is set at the position where the sound source virtual object is located. Similarly, when the target display size of the sound source position marker is greater than the marker size threshold, the position offset is calculated according to Formula 5. Therefore, it is considered to offset the display position of the sound source position marker relative to the real position of the sound source virtual object to simulate the phenomenon of large sound source localization error and low accuracy.

[0134] The above optional implementation method is exemplarily described below with reference to a specific example.

[0135] For example, when the target display size of the sound source position marker is larger than the marker size threshold, the position offset degree v rand When the value range of is determined to be [1%, 5%], a random value is taken from [1%, 5%] to assume the position offset degree v rand The value of is 5%, that is, the position coordinates of the sound source position marker are determined as follows: the first position of the sound source virtual object is displaced by 5% in any direction, that is, it deviates by 5% along the X-axis and the Y-axis. For example, the position coordinates of the first position are (x1, y1, z1), and the displacement along the positive direction of each coordinate axis is 5%, and the offsets on the X-axis, Y-axis, and Z-axis are x1×5%, y1×5%, and z1×5%, respectively. Then, the position coordinates of the sound source position marker after displacement are (x1+x1×5%, y1+y1×5%, z1+z1×5%) after the displacement along the positive direction of each coordinate axis.

[0136] Below, we will use a specific example and Figure 6 and Figure 7 , the above optional implementation is exemplarily described, Figure 6 This is a fourth schematic diagram of display control in a game provided in the second embodiment of the present application. Figure 7 This is a fifth schematic diagram of display control in a game provided in the second embodiment of the present application.

[0137] like Figure 6As shown, it includes interface (a) and interface (b). As shown in interface (a), the first game interface includes four virtual objects, namely a sound source virtual object and three first virtual objects. Among them, there is a house between the first virtual object 1 and the sound source virtual object. Therefore, in this case, the first virtual object 1 cannot directly see the sound source virtual object. At the same time, the sound source position mark 404 of the sound source virtual object is displayed in the scene thumbnail map displayed in the upper left corner of interface (a). The first virtual object 1 can know the location of the sound source virtual object by checking the sound source position mark 404 displayed in the scene thumbnail map. As shown in interface (b), virtual object 2 runs away, resulting in a more dispersed position distribution between the first virtual object 1, the first virtual object 2, and the first virtual object, which in turn causes the accuracy of sound source positioning to decrease. As shown in interface (b), the sound source position identifier of the sound source virtual object displayed in the scene thumbnail map displayed in the upper left corner has shifted, and the sound source position identifier has moved from the position where the sound source position identifier 404 is located to the position where the sound source position identifier 405 is located, thereby reducing the accuracy of identifying the position of the sound source virtual object.

[0138] like Figure 7 As shown, it includes interface (a) and interface (b). As shown in interface (a), the first game interface includes four virtual objects, namely a sound source virtual object and three first virtual objects. Among them, there is a house between the first virtual object 1 and the sound source virtual object, so in this case, the first virtual object 1 cannot directly see the sound source virtual object. At the same time, the sound source position mark 406 of the sound source virtual object is displayed in the scene thumbnail map displayed in the upper left corner of interface (a). The first virtual object 1 can know the location of the sound source virtual object by checking the sound source position mark 406 displayed in the scene thumbnail map. As shown in interface (b), the first virtual object 2 runs into a distant room (i.e., enters an obstacle area), and at the same time makes the position distribution of the first virtual object 1, the first virtual object 2, and the first virtual object 3 more dispersed, which leads to a decrease in the accuracy of sound source positioning. As shown in interface (b), the size of the sound source position marker displayed in the scene thumbnail map displayed in the upper left corner becomes larger and the position is shifted, from sound source position marker 406 to sound source position marker 407, that is, the marking range of the position is expanded to simulate the accuracy of locating the sound source virtual object due to the sparse position distribution between the first virtual objects and the number of first virtual objects entering the obstacle area.

[0139] Optionally, the sound information corresponding to the first sound event includes a first volume of the first sound, the first volume is greater than a second volume, and the second volume is a total volume of sounds of all sound events received by the first terminal except the first sound event.

[0140] In the embodiment of the present application, in order to further determine whether the players corresponding to the terminals that receive the first sound event hear the first sound.

[0141] Optionally, two separate audio output lines (i.e., audio buses) are set for each first virtual object in the game; one audio output line is used to obtain and / or record the volume of the first sound corresponding to the first sound event; and the other audio output line is used to obtain and / or record the total volume of all sounds except the first sound. For each first virtual object, it is determined whether the volume of the first sound output by the two audio output lines corresponding to the first virtual object is greater than the total volume of all sounds except the first sound. If so, it is determined that the player corresponding to the first virtual object can hear the first sound; otherwise, it is determined that the player corresponding to the first virtual object cannot hear the first sound.

[0142] In an embodiment of the present application, after receiving the first sound event, the first terminal plays the first sound at the first volume according to the sound information corresponding to the first sound event, including the first sound and the first volume of the first sound. The player who manipulates the first virtual object can hear the first sound through the first terminal device. It should be noted that in order to improve the realism of the game, the energy loss phenomenon of sound in the propagation process in real life (that is, when the distance of sound propagation increases, the volume of the sound or the intensity of the sound will gradually decrease) is introduced into the game design. It is understandable that in the game, in the process of the first sound being transmitted from the sound source virtual object to the virtual object that can hear the first sound, the volume of the first sound will decrease as the propagation distance increases.

[0143] The display control device in the game provided by the present application is described below. The display control device in the game described below and the display control method in the game described above can be referenced to each other.

[0144] Figure 8 This is a schematic diagram of the structure of the display control device in the game provided in the third embodiment of the present application. Figure 8 As shown, the display control device in the game includes: a first determination module 801 , a second determination module 802 , a processing module 803 , and a display module 804 .

[0145] a first determination module, configured to determine, in response to the number of first terminals receiving a first sound event being greater than or equal to a first number, a first position of a sound source virtual object triggering the first sound event in a game scene, wherein first virtual objects corresponding to the first terminals belong to the same game camp, and the sound source virtual object is not included in the first virtual objects;

[0146] A second determination module, configured to determine a position offset according to a position distribution of the first virtual object in the game scene;

[0147] A processing module, configured to displace the first position in the game scene by the position offset to obtain a sound source prompt position corresponding to the sound source virtual object in the game scene;

[0148] The display module is used to display the sound source position mark corresponding to the sound source virtual object in the game interface of the first terminal according to the sound source prompt position.

[0149] Optionally, the position distribution includes whether the first virtual object is in an obstacle area, and / or the position distribution of the first virtual objects, wherein the obstacle area refers to an area in the game scene where the propagation attenuation amplitude of sound is greater than a preset attenuation threshold, and the position distribution includes any one of the following: concentrated position distribution, uniform position distribution, and sparse position distribution;

[0150] The second determining module is specifically used for:

[0151] determining a second number of the first virtual objects in the obstacle area;

[0152] Determining the position distribution of the first virtual objects;

[0153] A position offset is determined according to the second number and the position distribution.

[0154] Optionally, the processing module is further used for:

[0155] According to the second number and the position distribution, the size of the sound source position marker is calculated as shown in Formula 6:

[0156] pos_size=α×N1+β×dis Formula 6

[0157] Wherein, pos_size is the size of the sound source position identifier, N1 is the second number, dis is the Boolean value corresponding to the position distribution, α is the weight corresponding to the second number, and β is the weight corresponding to the position distribution;

[0158] Among them, when the location distribution is uniform, the Boolean value corresponding to the location distribution is 0; when the location distribution is concentrated or sparse, the Boolean value corresponding to the location distribution is 1.

[0159] Optionally, the processing module is further used for:

[0160] According to the second number, the position distribution, and the number of the first terminals, the size of the sound source position identifier is calculated as shown in Formula 7:

[0161] pos_size=α×N1+β×dis-δ×(N total -N2) Formula 7

[0162] Among them, pos_size is the size of the sound source position marker, N total is the number of the first terminals, N1 is the second number, N2 is the first number, dis is a Boolean value corresponding to the location distribution, α is a weight corresponding to the second number, β is a weight corresponding to the location distribution, and δ is a weight corresponding to the number obtained by subtracting the first number from the total number;

[0163] Among them, when the position distribution is uniform, the Boolean value corresponding to the position distribution is 0; when the position distribution is concentrated or sparse, the Boolean value corresponding to the position distribution is 1.

[0164] Optionally, the game scene is a two-dimensional game scene or a three-dimensional game scene, and the position coordinates of the first position include two-dimensional position coordinates or three-dimensional position coordinates; and the second determination module is specifically used to:

[0165] When the size of the sound source position marker is less than or equal to the preset marker size, the position offset is determined to be 0;

[0166] When the size of the sound source position marker is larger than the preset marker size, the position offset is calculated as shown in Formula 3:

[0167]

[0168] in, is the position coordinate of the first dimension in the position coordinate of the first position, v rand is the degree of position offset, pos_offset is the position offset corresponding to the first dimension in the position coordinates of the first position, and the first dimension is any dimension in the position coordinates of the first position.

[0169] Optionally, the second determining module is specifically configured to:

[0170] Acquire a second position of the first virtual object in the game scene;

[0171] determining a position distribution standard deviation between the first virtual objects according to the second position;

[0172] When the position distribution standard deviation is less than or equal to a first threshold, determining that the position distribution between the first virtual objects is concentrated;

[0173] When the position distribution standard deviation is greater than the first threshold and less than or equal to a second threshold, determining that the positions of the first virtual objects are evenly distributed;

[0174] When the position distribution standard deviation is greater than the second threshold, it is determined that the position distribution between the first virtual objects is sparse.

[0175] Optionally, the second determining module is specifically configured to:

[0176] In the game scene, a one-to-one corresponding spatial geometric body is set for each obstacle area, and the size and position of the spatial geometric body are the same as the corresponding obstacle area;

[0177] For each of the first virtual objects, when it is detected that the first virtual object is located in the spatial geometric body, determining that the first virtual object is located in an obstacle area;

[0178] The second number of the first virtual objects in the obstacle area is counted.

[0179] Optionally, the sound information corresponding to the first sound event includes a first volume of the first sound, the first volume is greater than a second volume, and the second volume is the total volume of sounds of all sound events received by the first terminal except the first sound event.

[0180] Optionally, a scene thumbnail map corresponding to the game scene is displayed on the game interface of the first terminal; and the display module is specifically used for:

[0181] Determine the scene thumbnail position corresponding to the sound source prompt position in the scene thumbnail map;

[0182] The sound source position identifier corresponding to the sound source virtual object is displayed at the scene thumbnail position in the scene thumbnail map corresponding to the first terminal.

[0183] The display control device in the game provided in this embodiment can be used to execute the technical solution of the display control method embodiment in the above game. Its implementation principle and technical effects are similar, and this embodiment will not be repeated here.

[0184] Fig. 9 A schematic diagram of the hardware structure of an electronic device provided in the fourth embodiment of the present application is shown in FIG. Fig. 9 As shown, the electronic device 900 of this embodiment includes: a processor 901 and a memory 902;

[0185] Memory 902, used to store computer-executable instructions;

[0186] The processor 901 is used to execute the computer-executable instructions stored in the memory to implement the various steps executed by the display control method in the game in the above embodiment. For details, please refer to the relevant description in the above method embodiment.

[0187] Optionally, the memory 902 may be independent or integrated with the processor 901 .

[0188] When the memory 902 is independently provided, the electronic device further includes a bus 903 for connecting the memory 902 and the processor 901 .

[0189] The fifth embodiment of the present application also provides a computer-readable storage medium, in which computer execution instructions are stored. When the processor executes the computer execution instructions, the technical solution corresponding to the display control method in the game in any of the above embodiments executed by the above electronic device is implemented.

[0190] The sixth embodiment of the present application also provides a computer program product, which includes: a computer program, which is stored in a readable storage medium. At least one processor of an electronic device can read the computer program from the readable storage medium, and at least one processor executes the computer program so that the electronic device executes the technical solution corresponding to the display control method in the game in any of the above embodiments.

[0191] It should be noted that the detailed description of the devices, electronic devices, computer-readable storage media, and computer program products provided in the third, fourth, fifth, and sixth embodiments of the present application can be the same as the relevant description of the second embodiment of the present application, and will not be repeated here.

[0192] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.

[0193] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the modules is only a logical function division. There may be other division methods in actual implementation, such as multiple modules can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interfaces, devices or modules, which can be electrical, mechanical or other forms.

[0194] The above-mentioned integrated module implemented in the form of a software function module can be stored in a computer-readable storage medium. The above-mentioned software function module is stored in a storage medium, including a number of instructions for enabling an electronic device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application.

[0195] It should be understood that the processor may be a central processing unit (CPU), or other general-purpose processors, digital signal processors (DSP), application-specific integrated circuits (ASIC), etc. A general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in the invention may be directly implemented as being executed by a hardware processor, or may be implemented by a combination of hardware and software modules in the processor.

[0196] The memory may include a high-speed RAM memory, and may also include a non-volatile storage NVM, such as at least one disk memory, and may also be a USB flash drive, a mobile hard disk, a read-only memory, a magnetic disk or an optical disk, etc.

[0197] The bus may be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, or an Extended Industry Standard Architecture (EISA) bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, the bus in the drawings of the present application is not limited to only one bus or one type of bus.

[0198] The above storage medium can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic disk or optical disk. The storage medium can be any available medium that can be accessed by a general or special purpose computer.

[0199] Those skilled in the art can understand that all or part of the steps of implementing the above-mentioned method embodiments can be completed by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When the program is executed, the steps of the above-mentioned method embodiments are executed; and the aforementioned storage medium includes: ROM, RAM, disk or optical disk and other media that can store program codes.

[0200] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit it. Although the present application has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or replace some or all of the technical features therein with equivalents. However, these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present application.

Claims

1. A display control method in a game, characterized in that: The method comprises: In response to the number of first terminals receiving the first sound event being greater than or equal to a first number, determining a first position of a sound source virtual object triggering the first sound event in a game scene, first virtual objects corresponding to the first terminals belonging to the same camp, and the sound source virtual object not being included in the first virtual objects; Determining a position offset according to the position distribution of the first virtual object in the game scene; Displacing the first position in the game scene by the position offset to obtain a sound source prompt position corresponding to the sound source virtual object in the game scene; According to the sound source prompt position, a sound source position identifier corresponding to the sound source virtual object is displayed in the game interface of the first terminal.

2. The method according to claim 1, characterized in that The position distribution includes whether the first virtual object is in an obstacle area, and / or the position distribution between the first virtual objects, wherein the obstacle area refers to an area in the game scene where the propagation attenuation amplitude of sound is greater than a preset attenuation threshold, and the position distribution includes any one of the following: concentrated position distribution, uniform position distribution, and sparse position distribution; The determining the position offset according to the position distribution of the first virtual object in the game scene includes: determining a second number of the first virtual objects in the obstacle area; Determining the position distribution of the first virtual objects; A position offset is determined according to the second number and the position distribution.

3. The method according to claim 2, characterized in that The method further comprises: According to the second number and the position distribution, the size of the sound source position marker is calculated as shown in Formula 1: pos_size=α×N1+β×dis Formula 1 Wherein, pos_size is the size of the sound source position identifier, N1 is the second number, dis is the Boolean value corresponding to the position distribution, α is the weight corresponding to the second number, and β is the weight corresponding to the position distribution; Among them, when the location distribution is uniform, the Boolean value corresponding to the location distribution is 0; when the location distribution is concentrated or sparse, the Boolean value corresponding to the location distribution is 1.

4. The method according to claim 2, characterized in that: The method further comprises: According to the second number, the position distribution, and the number of the first terminals, the size of the sound source position identifier is calculated as shown in Formula 2: pos_size=α×N1+β×dis-δ×(N total -N2) Formula 2 Among them, pos_size is the size of the sound source position marker, N total is the number of the first terminals, N1 is the second number, N2 is the first number, dis is a Boolean value corresponding to the location distribution, α is a weight corresponding to the second number, β is a weight corresponding to the location distribution, and δ is a weight corresponding to the number obtained by subtracting the first number from the total number; Among them, when the position distribution is uniform, the Boolean value corresponding to the position distribution is 0; when the position distribution is concentrated or sparse, the Boolean value corresponding to the position distribution is 1.

5. The method according to claim 3 or 4, characterized in that: The game scene is a two-dimensional game scene or a three-dimensional game scene, and the position coordinates of the first position include two-dimensional position coordinates or three-dimensional position coordinates; and determining the position offset according to the second quantity and the position distribution includes: When the size of the sound source position marker is less than or equal to the preset marker size, the position offset is determined to be 0; When the size of the sound source position marker is larger than the preset marker size, the position offset is calculated as shown in Formula 3: in, is the position coordinate of the first dimension in the position coordinate of the first position, v rand is the degree of position offset, pos_offset is the position offset corresponding to the first dimension in the position coordinates of the first position, and the first dimension is any dimension in the position coordinates of the first position.

6. The method according to claim 2, characterized in that The determining the position distribution of the first virtual objects includes: Acquire a second position of the first virtual object in the game scene; determining a position distribution standard deviation between the first virtual objects according to the second position; When the position distribution standard deviation is less than or equal to a first threshold, determining that the position distribution between the first virtual objects is concentrated; When the position distribution standard deviation is greater than the first threshold and less than or equal to a second threshold, determining that the positions of the first virtual objects are evenly distributed; When the position distribution standard deviation is greater than the second threshold, it is determined that the position distribution between the first virtual objects is sparse.

7. The method according to claim 2, characterized in that: The determining a second number of the first virtual objects in the obstacle area includes: In the game scene, a one-to-one corresponding spatial geometric body is set for each obstacle area, and the size and position of the spatial geometric body are the same as the corresponding obstacle area; For each of the first virtual objects, when it is detected that the first virtual object is located in the spatial geometric body, determining that the first virtual object is located in an obstacle area; The second number of the first virtual objects in the obstacle area is counted.

8. The method according to claim 1, characterized in that The sound information corresponding to the first sound event includes a first volume of the first sound, the first volume is greater than a second volume, and the second volume is the total volume of sounds of all sound events received by the first terminal except the first sound event.

9. The method according to claim 1, characterized in that: A scene thumbnail map corresponding to the game scene is displayed on the game interface of the first terminal; The step of displaying a sound source position identifier corresponding to the sound source virtual object in a game interface of the first terminal according to the sound source prompt position includes: Determine the scene thumbnail position corresponding to the sound source prompt position in the scene thumbnail map; The sound source position identifier corresponding to the sound source virtual object is displayed at the scene thumbnail position in the scene thumbnail map corresponding to the first terminal.

10. A display control device in a game, characterized in that: The device comprises: a first determination module, configured to determine, in response to the number of first terminals receiving a first sound event being greater than or equal to a first number, a first position of a sound source virtual object triggering the first sound event in a game scene, wherein first virtual objects corresponding to the first terminals belong to the same game camp, and the sound source virtual object is not included in the first virtual objects; A second determination module, configured to determine a position offset according to a position distribution of the first virtual object in the game scene; A processing module, configured to displace the first position in the game scene by the position offset to obtain a sound source prompt position corresponding to the sound source virtual object in the game scene; The display module is used to display the sound source position mark corresponding to the sound source virtual object in the game interface of the first terminal according to the sound source prompt position.

11. An electronic device, characterized in that: The electronic device comprises: Processor; and The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the display control method in the game as described in any one of claims 1 to 9 is executed.

12. A computer-readable storage medium, characterized in that: A data processing program is stored, and the program is run by a processor to execute the display control method in the game as described in any one of claims 1-9.