Animation sound effect generation method and device, storage medium and electronic equipment

By marking objects in animation production and automatically generating sound effects using their position and distance information, the problem of inefficient animation sound effects generation in the prior art is solved, and more realistic sound effects restoration and user experience improvement are achieved.

CN119516047APending Publication Date: 2025-02-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411577687.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-06
Publication Date
2025-02-25

AI Technical Summary

Technical Problem

When adding sound effects to animations in animation production, the prior art requires a lot of manpower, which is inefficient and cannot accurately restore the sound corresponding to object motion information.

Method used

By marking objects in the to-process animation, the sound source position and sound intensity are automatically determined based on the position of the marked object in the three-dimensional animation scene and the distance from the rendering camera, thereby generating animated sound effects.

Benefits of technology

It improves the efficiency of animation sound effects generation, can restore the sound intensity more realistically, and improve the user experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to the technical field of animation production, and provides an animation sound effect generation method and device, a computer readable storage medium and electronic equipment. The method comprises the following steps: determining a sound source position in an animation frame of a to-be-processed animation according to the position of a marked object in the to-be-processed animation in a three-dimensional animation scene; obtaining a first distance between the marked object and a rendering camera of the animation frame, and determining the sound intensity of the marked object in the animation frame according to the first distance; and generating the sound effect of the to-be-processed animation according to the sound source position and the sound intensity. According to the scheme, the generation efficiency of the animation sound effect can be improved.
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Description

Technical Field

[0001] The present disclosure relates to the technical field of animation production, and in particular to an animation sound effect generation method, an animation sound effect generation device, a computer-readable storage medium, and an electronic device. Background Art

[0002] In the animation production process, sound and pictures are usually required to cooperate to bring a better audio-visual experience to the audience. By adding sound effects to the animation, the movement information of the object can be accurately simulated and the real sound can be restored.

[0003] In the related art, after the picture is produced, the video file is handed over to the audio producer, who restores the sound of the object in the picture based on his understanding of the picture and the director's intention. For example, after analyzing the picture content, the audio producer uses the resources in the material library or records the sound matching the picture in the recording studio, and then manually simulates it in the software to set the sound effect. However, this method is labor-intensive and inefficient.

[0004] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention

[0005] The purpose of the present disclosure is to provide a method and device for generating animation sound effects, a computer-readable storage medium and an electronic device, thereby improving the generation efficiency of animation sound effects at least to a certain extent.

[0006] Other features and advantages of the present disclosure will become apparent from the following detailed description, or may be learned in part by the practice of the present disclosure.

[0007] According to a first aspect of the present disclosure, a method for generating animation sound effects is provided, comprising: determining a sound source position in an animation frame of the animation to be processed based on a position of a marked object in the animation to be processed in a three-dimensional animation scene; obtaining a first distance between the marked object and a rendering camera of the animation frame, and determining a sound intensity of the marked object in the animation frame based on the first distance; and generating a sound effect for the animation to be processed based on the sound source position and the sound intensity.

[0008] Optionally, determining the position of the sound source in the animation frame of the animation to be processed based on the position of the marked object in the animation to be processed in the three-dimensional animation scene includes: photographing the three-dimensional animation scene corresponding to the animation to be processed by a preset virtual camera, and determining the pixel position of the marked object in the animation frame according to the photographing result; determining the position of the sound source in the animation frame of the animation to be processed according to the pixel position of the marked object in the animation frame; wherein the preset virtual camera photographs the three-dimensional animation scene from a bird's-eye view, and the posture of the preset virtual camera is determined according to the rendering camera and the marked object.

[0009] Optionally, the preset virtual camera is located directly above the rendering camera, and the height of the preset virtual camera is determined according to the height of the preset virtual camera when it takes a bird's-eye view of all marked objects at the same time. The plane movement information of the preset virtual camera in the three-dimensional animation scene is consistent with the plane movement information of the rendering camera in the three-dimensional animation scene.

[0010] Optionally, determining the sound intensity of the marked object in the animation frame according to the first distance includes: obtaining the maximum preset sound intensity and the minimum preset sound intensity of the three-dimensional animation scene, as well as the second distance corresponding to the maximum preset sound intensity and the third distance corresponding to the minimum preset sound intensity; when the first distance corresponding to the marked object is greater than or equal to the third distance, determining the sound intensity of the marked object in the animation frame according to the minimum preset sound intensity; when the first distance corresponding to the marked object is less than or equal to the second distance, determining the sound intensity of the marked object in the animation frame according to the maximum preset sound intensity; when the first distance corresponding to the marked object is greater than the second distance and less than the third distance, determining the sound intensity gain corresponding to the first distance according to the degree of difference between the first distance and the third distance, and determining the sound intensity of the marked object in the animation frame based on the minimum preset sound intensity and the sound intensity gain.

[0011] Optionally, determining the sound intensity gain corresponding to the first distance based on the degree of difference between the first distance and the third distance, and determining the sound intensity of the marked object in the animation frame based on the minimum preset sound intensity and the sound intensity gain include: determining the ratio between the third distance and the first distance, and determining the sound intensity gain corresponding to the first distance based on the logarithm of the ratio; and determining the sound intensity of the marked object in the animation frame based on the sum of the sound intensity gain and the minimum preset sound intensity.

[0012] Optionally, generating the sound effect of the animation to be processed according to the sound source position and the sound intensity includes: determining the sound effect of the marked object in the animation frame according to the sound source position and the sound intensity; generating the sound effect of the animation to be processed according to the sound effect of the marked object in each animation frame of the animation frame sequence corresponding to the animation to be processed.

[0013] Optionally, the marked object is determined in advance in the following manner: in response to a trigger operation on an object in the three-dimensional animation scene, the geometric center of the object is determined, a first color value of the geometric center of the object is obtained, and the marked object is determined based on the first color value; or in response to a trigger operation on an object in the three-dimensional animation scene, a second color value of the coordinate position targeted by the trigger operation is obtained, and the marked object is determined based on the second color value.

[0014] According to a second aspect of the present disclosure, there is provided an animation sound effect generating device, comprising: a sound source position determining module, configured to determine the sound source position in an animation frame of the animation to be processed according to the position of a marked object in the animation to be processed in a three-dimensional animation scene; a sound intensity determining module, configured to obtain a first distance between the marked object and a rendering camera of the animation frame, and determine the sound intensity of the marked object in the animation frame according to the first distance; and a sound effect generating module, configured to generate the sound effect of the animation to be processed according to the sound source position and the sound intensity.

[0015] According to a third aspect of the present disclosure, a computer program product comprising instructions is provided, which, when executed on a computer, enables the computer to execute the steps of the animation sound effect generation method as described in the first aspect.

[0016] According to a fourth aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the program is executed by a processor, the method for generating animation sound effects as described in the first aspect of the above embodiment is implemented.

[0017] According to the fifth aspect of the embodiments of the present disclosure, there is provided an electronic device, comprising: a processor; and a storage device for storing one or more programs, which, when executed by the one or more processors, enables the one or more processors to implement the animation sound effect generation method as described in the first aspect of the above embodiments.

[0018] It can be seen from the above technical solutions that the animation sound effect generation method, animation sound effect generation device, and computer-readable storage medium and electronic device implementing the animation sound effect generation method in the exemplary embodiments of the present disclosure have at least the following advantages and positive effects:

[0019] In the technical solutions provided in some embodiments of the present disclosure, the sound source position in the animation frame of the animation to be processed can be determined according to the position of the marked object in the three-dimensional animation scene, and then the first distance between the marked object and the rendering camera of the animation frame is obtained, and the sound intensity of the marked object in the animation frame is determined according to the first distance, thereby generating the sound effect of the animation to be processed according to the sound source position and the sound intensity. Compared with the related art, on the one hand, the present disclosure can automatically generate the sound effects in the animation frame through the position of the marked object and the distance information between the marked object and the rendering camera, without the need to manually simulate the sound effects, thereby improving the efficiency of sound effect generation; on the other hand, the present disclosure can more realistically restore the sound intensity through the distance information between the marked object and the animation frame, thereby improving the authenticity of the sound effect and thus improving the user experience.

[0020] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] The accompanying drawings herein are incorporated into the specification and constitute a part of the specification, illustrate embodiments consistent with the present disclosure, and together with the specification are used to explain the principles of the present disclosure. Obviously, the accompanying drawings described below are only some embodiments of the present disclosure, and for ordinary technicians in this field, other accompanying drawings can be obtained based on these accompanying drawings without creative work.

[0022] Figure 1 A schematic diagram showing an exemplary system architecture to which embodiments of the present disclosure may be applied;

[0023] Figure 2 A schematic diagram showing a flow chart of a sound effect generation method in an exemplary embodiment of the present disclosure;

[0024] Figure 3 A schematic flow chart showing a method for determining a sound source position in an exemplary embodiment of the present disclosure;

[0025] Figure 4 A schematic diagram showing a state of a marked object under a preset virtual camera viewing angle in an exemplary embodiment of the present disclosure;

[0026] Figure 5 A schematic diagram showing a display effect of a sound source position in an exemplary embodiment of the present disclosure;

[0027] Figure 6 A schematic diagram showing a first distance in an exemplary embodiment of the present disclosure;

[0028] Figure 7A schematic flow chart showing a method for determining sound intensity according to a first distance in an exemplary embodiment of the present disclosure;

[0029] Figure 8 A schematic flow chart showing a method for determining sound intensity according to a sound intensity gain in an exemplary embodiment of the present disclosure;

[0030] Fig. 9 A schematic diagram showing the composition of an animation sound effect generating device in an exemplary embodiment of the present disclosure;

[0031] Fig.10 A schematic structural diagram of an electronic device in an exemplary embodiment of the present disclosure is shown. DETAILED DESCRIPTION

[0032] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in a variety of forms and should not be construed as being limited to the examples set forth herein; on the contrary, these embodiments are provided so that the present disclosure will be more comprehensive and complete, and the concepts of the example embodiments are fully conveyed to those skilled in the art. The described features, structures, or characteristics may be combined in one or more embodiments in any suitable manner. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present disclosure. However, those skilled in the art will appreciate that the technical solutions of the present disclosure may be practiced while omitting one or more of the specific details, or other methods, components, devices, steps, etc. may be adopted. In other cases, known technical solutions are not shown or described in detail to avoid obscuring various aspects of the present disclosure.

[0033] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express an open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.

[0034] In addition, the accompanying drawings are only schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the figures represent the same or similar parts, and their repeated description will be omitted. Some of the block diagrams shown in the accompanying drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or implemented in one or more hardware modules or integrated circuits, or implemented in different networks and / or processor devices and / or microcontroller devices.

[0035] In one related technology, when adding sound effects to animation pictures, audio producers analyze the picture content and use the resources of the material library to produce or simulate sounds that match the pictures by recording in a recording studio, and manually add the simulated sounds to the software to add sound effects. This method is time-consuming and the simulated sound effects have high uncertainty. In another related technology, audio producers manually draw audio positions in audio production software. This method is inefficient and cannot accurately restore the sounds corresponding to the object's motion information.

[0036] In order to solve the above problems, the present invention provides a method and device for generating animation sound effects, which can be applied to Figure 1 In the system architecture of the exemplary application environment shown.

[0037] like Figure 1 As shown, the system architecture 100 may include a terminal device 110 and a server 120. The terminal device 110 may be a terminal device such as a smart phone, a tablet computer, a desktop computer, a laptop computer, a smart wearable device, etc. The server 120 generally refers to a background system that provides services related to the animation sound effect generation method in this exemplary embodiment, and may be a server or a cluster formed by multiple servers. The terminal device 110 and the server 120 may be connected via a wired or wireless communication link to perform data exchange.

[0038] In an exemplary embodiment, the above-mentioned animation sound effect generation method can be executed by the terminal device 110. Accordingly, the animation sound effect generation device can be set in the terminal device 110 to realize the corresponding module functions. For example, the user marks the object to be added with sound effects in the animation to be processed of the terminal device 110 to obtain the marked object. The terminal device 110 can determine the sound source position in the animation frame of the animation to be processed according to the position of the marked object in the three-dimensional animation scene, and then determine the sound intensity of the marked object in the animation frame according to the first distance between the marked object and the rendering camera of the animation frame, and then generate the sound effect of the animation to be processed according to the sound source position and the sound intensity.

[0039] In an exemplary embodiment, the above-mentioned animation sound effect generation method can be executed by the server 120. Accordingly, the animation sound effect generation device can be set in the server 120 to realize the corresponding module functions. For example, after the user uses the terminal device 110 to mark the object to be added with sound effects in the animation to be processed, the color value of the geometric center of the marked object can be sent to the server 120. The server 120 can determine the marked object according to the color value, and then determine the sound source position in the animation frame of the animation to be processed according to the position of the marked object in the three-dimensional animation scene in the animation to be processed, and then determine the sound intensity of the marked object in the animation frame according to the first distance between the marked object and the rendering camera of the animation frame, and then generate the sound effect of the animation to be processed according to the sound source position and the sound intensity.

[0040] It should be understood that Figure 1 The number of terminal devices and servers in the example is only illustrative. Any number of terminal devices and servers may be provided as required. For example, the server 120 may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.

[0041] Figure 2 A method for generating an animation sound effect in an exemplary embodiment of the present disclosure is shown. Figure 2 , the method comprising:

[0042] Step S210, determining the sound source position in the animation frame of the animation to be processed according to the position of the marked object in the animation to be processed in the three-dimensional animation scene;

[0043] Step S220, obtaining a first distance between the marked object and a rendering camera of the animation frame, and determining the sound intensity of the marked object in the animation frame according to the first distance;

[0044] Step S230: generating a sound effect of the animation to be processed according to the sound source position and the sound intensity.

[0045] exist Figure 2In the technical solution provided by the illustrated embodiment, the sound source position in the animation frame of the animation to be processed can be determined according to the position of the marked object in the animation to be processed in the three-dimensional animation scene, and then the first distance between the marked object and the rendering camera of the animation frame is obtained, and the sound intensity of the marked object in the animation frame is determined according to the first distance, thereby generating the sound effect of the animation to be processed according to the sound source position and the sound intensity. Compared with the related art, on the one hand, the present disclosure can automatically generate the sound effects in the animation frame by using the position of the marked object and the distance information between the marked object and the rendering camera, without the need to manually simulate the sound effects, thereby improving the efficiency of sound effect generation; on the other hand, the present disclosure can more realistically restore the sound intensity by using the distance information between the marked object and the animation frame, thereby improving the authenticity of the sound effect and thus improving the user experience.

[0046] Next, the specific implementation method of step S210 of determining the sound source position in the animation frame of the animation to be processed according to the position of the marked object in the animation to be processed in the three-dimensional animation scene will be described in detail.

[0047] Exemplarily, the marked object can be determined according to the user's selection. The number of marked objects can be one or more. For example, the audio production staff can mark the objects to be added with sound effects in the animation to be processed according to the needs, thereby obtaining the marked objects.

[0048] In an exemplary embodiment, a method for determining a marked object may include: responding to a trigger operation on an object in the three-dimensional animation scene, determining the geometric center of the object, obtaining a first color value of the geometric center of the object, and determining the marked object based on the first color value.

[0049] For example, a user can click on an object to which a sound effect needs to be added in a three-dimensional animation scene of an animation to be processed. In response to the user's click operation on the object, the geometric center of the object, such as the center of gravity, can be determined, and the first color value of the geometric center of the object can be used as the mark color value, so that the mark color value can be used to represent the marked object. In other words, in this way, no matter where the user clicks on the object, the color value of the geometric center of the object will be used to represent the marked object.

[0050] In another exemplary embodiment, a method for determining a marked object may include: in response to a trigger operation on an object in the three-dimensional animation scene, obtaining a second color value of a coordinate position targeted by the trigger operation, and determining the marked object according to the second color value.

[0051] For example, a user can click on an object to which a sound effect needs to be added in a three-dimensional animation scene of the animation to be processed, and in response to the user's click operation on the object, a second color value of the position clicked by the user is determined, so that the second color value is used to represent the marked object. In other words, in this way, the color value of the position where the user clicks on the object represents the marked object.

[0052] In an exemplary embodiment, taking the use of the color value of the geometric center of an object to represent a marked object as an example, when a user marks an object to which sound effects need to be added in a three-dimensional animation scene of an animation to be processed, if an object is selected, the object can be converted from a first display state to a second display state to remind the user which object is currently selected, such as displaying the object clicked by the user as a white highlighted state. After selection, a locator (a locator in three-dimensional software) can be created at the geometric center of the object as an object mark to indicate that the object is a marked object and that the marked object is an object represented by the color value at the position marked by the locator.

[0053] In the present disclosure, the marked object can be simplified to a pixel size, such as the geometric center mentioned above. By simplifying the volume data of the object, it can be converted into an abstract sound source, thereby greatly reducing the volume of data recording and processing speed while ensuring the sound effect, and improving the efficiency of sound effect generation. At the same time, in the present disclosure, color values ​​can be used to represent different marked objects, such as using RGB (RGB is the intensity value of the three color channels of red (Red), green (Green), and blue (Blue), used to represent color) values ​​to represent different marked objects. In this way, the consistency of sound source marking in different scenes and lens files can be ensured. For example, if object A is marked with color value 1 in lens 1, then in lens 2, if color value 1 is also marked, it can be recognized that the two are the same sound effect.

[0054] The objects to be added with sound effects in the animation to be processed are marked in advance. After the marked objects are obtained, the sound source position in the animation frame of the animation to be processed can be determined according to the position of the marked objects in the three-dimensional animation scene. Figure 3 A flow chart showing a method for determining a sound source position in an exemplary embodiment of the present disclosure. Figure 3 , the method may include steps S310 to S320.

[0055] In step S310, the three-dimensional animation scene corresponding to the animation to be processed is photographed by a preset virtual camera, and the pixel position of the marked object in the animation frame is determined according to the photographing result.

[0056] For example, a preset virtual camera can be set in a three-dimensional animation scene. The preset virtual camera can be used to determine the pixel position of the marked object in each animation frame of the animation to be processed, thereby converting the position information of the marked object in the three-dimensional animation scene into image pixel coordinate information. In this way, the position of the sound source in the animation frame can be determined, thereby obtaining the sound direction.

[0057] In an exemplary embodiment, a preset virtual camera shoots the three-dimensional animation scene from a bird's-eye view, and the position of the preset virtual camera is determined according to the rendering camera and the marker object.

[0058] Among them, the position and posture of the preset virtual camera is determined according to the rendering camera and the marked objects, including: the preset virtual camera is located directly above the rendering camera, the height of the preset virtual camera is determined according to the height when the preset virtual camera simultaneously takes a bird's-eye view of all the marked objects, and the plane movement information of the preset virtual camera in the three-dimensional animation scene is consistent with the plane movement information of the rendering camera in the three-dimensional animation scene.

[0059] In an exemplary implementation, the preset virtual camera may be a fisheye lens camera.

[0060] For example, a preset virtual camera can be set directly above the rendering camera in a three-dimensional animation scene. The preset virtual camera always faces the ground of the scene vertically to take a bird's-eye view of the entire scene. The movement and rendering of the preset virtual camera in the plane direction are controlled by the rendering camera, that is, the movement of the preset virtual camera in the plane direction follows the rendering camera. For example, if the rendering camera moves forward 10 meters, the preset virtual camera also moves forward 10 meters with the rendering camera.

[0061] The height position of the preset virtual camera is determined according to the marked objects. All marked objects need to appear within the field of view of the preset virtual camera in the first frame of the animation to be processed. For example, when the preset virtual camera is 20 meters above the rendering camera, all marked objects can be seen within the field of view of the preset virtual camera. All marked objects can also be seen at a height greater than 20 meters. Therefore, any height greater than or equal to 20 meters can be the height of the preset virtual camera. After the height of the preset virtual camera is determined, the height of the preset virtual camera can remain unchanged throughout the animation process.

[0062] For example, Figure 4 A schematic diagram showing a state of a marked object under a preset virtual camera perspective in an exemplary embodiment of the present disclosure. Figure 4 , under the preset virtual camera perspective, the marked object 41 can be seen, and the rendering camera 42 can also be seen. Figure 4Each point in represents a marked object, and all the marked objects form the shape of a rocket.

[0063] In the present disclosure, a preset virtual camera is set up to collect the real-time pixel position of the marked object in the three-dimensional scene mapped to the animation frame's real-time position from the top of the three-dimensional animation scene with a global perspective. That is, the three-dimensional animation scene is photographed by the preset virtual camera to obtain a two-dimensional image screen, and then the marked object is found in the two-dimensional graphic screen according to the locator and color value of the marked object, so that the pixel position of the marked object in the animation frame can be obtained without other complex conversion processes, thereby obtaining the real-time position of the marked object in the three-dimensional animation scene mapped to the pixel position in the animation frame, thereby improving the efficiency of determining the sound source position, and then helping to improve the efficiency of sound effect generation.

[0064] Next, in step S320, the sound source position in the animation frame of the animation to be processed is determined according to the pixel position of the marked object in the animation frame.

[0065] For example, as mentioned above, after shooting a three-dimensional animation scene with a preset virtual camera, the pixel position of the marked object in the animation frame can be obtained according to the position of the marked object in the two-dimensional picture formed by the shooting. After obtaining the pixel position, the pixel position can be determined as the sound source position in the animation frame of the animation to be processed. The number of sound source positions is determined according to the number of marked objects. There are as many sound source positions as there are marked objects, that is, each marked object corresponds to a sound source position.

[0066] In the present disclosure, through the above-mentioned steps S310 to S320, the real-time position of the marked object in the three-dimensional scene can be collected from the top of the three-dimensional animation scene with a global perspective according to the preset virtual camera, and mapped to the real-time pixel position of the animation frame, thereby converting the real-time position of the object in the three-dimensional scene into the real-time pixel position in the animation frame sequence, and then the sound source position can be accurately and quickly determined in the animation frame picture of the animation to be processed, so as to quickly obtain accurate sound source orientation information.

[0067] For example, Figure 5 A schematic diagram showing a display effect of a sound source position in an exemplary embodiment of the present disclosure. Figure 5 Each black dot in the figure represents a sound source location, and all the sound source locations form the shape of a rocket.

[0068] In an exemplary implementation, the sound source position in each animation frame in the animation frame sequence of the animation to be processed can be obtained in advance in the three-dimensional software according to the above steps S310 to S320, and the sound source position in each animation frame can be recorded in each animation frame. For example, the sound source position can be written into the corresponding animation frame.

[0069] For example, a mark can be directly added at the sound source position of the animation frame to write the sound source position into the corresponding animation frame. For example, in animation frame 1, pixel position 1, pixel position 2, and pixel position 3 are all sound source positions. A sound source position 1 mark can be added to pixel position 1, a sound source position 2 mark can be added to pixel position 2, and a sound source position 3 mark can be added to pixel position 3, so as to record the sound source position into the corresponding animation frame. Later, in the audio production software, the sound source position marked in the corresponding animation frame can be directly obtained to obtain the sound source position in the animation frame.

[0070] Next, a specific implementation of step S220 of acquiring a first distance between the marked object and a rendering camera of the animation frame and determining the sound intensity of the marked object in the animation frame according to the first distance will be described in detail.

[0071] In an exemplary embodiment, for each animation frame in the animation frame sequence of the animation to be processed, the marked object in the animation frame can be determined according to the above-mentioned locator and color value, and then for each marked object, the first distance between the actual position of the marked object in the three-dimensional animation scene and the rendering camera that renders the animation frame in the three-dimensional animation scene can be determined. For example, the length of the straight line segment between the position of the geometric center of the marked object in the three-dimensional scene and the position of the lens center of the rendering camera can be determined as the first distance.

[0072] For example, for each animation frame in the animation frame sequence of the animation to be processed, the first distance between the marked object in the animation frame and the rendering camera can also be determined in advance in the three-dimensional software, and then the first distance can be recorded in the animation frame. For example, second marking information is added for each sound source position, and the second marking information is used to indicate the first distance between the marked object at the sound source position and the rendering camera. In this way, when adding sound effects in the audio software, the second marking information of each sound source position can be directly obtained, and the first distance of the marked object at each sound source position can be determined based on the second marking information.

[0073] For example, Figure 6 A schematic diagram showing a first distance in an exemplary embodiment of the present disclosure. Figure 6 , line segment 61 is the distance between the marked object and the rendering camera under the preset virtual camera perspective, but this distance is not the actual distance between the marked object and the rendering camera. The actual distance between the marked object and the rendering camera is as follows Figure 6 In the present disclosure, the first distance is the distance indicated by the line segment 62. That is, although a preset virtual camera is set in the present disclosure, the distance between the marked object and the rendering camera under the preset virtual camera perspective can be quickly obtained by using the preset virtual camera. Figure 6 However, the line segment 61 in the figure is not the actual distance between the marked object and the rendering camera. In order to more accurately restore the relationship between the marked object and the rendering camera, in the process of recording the first distance, the actual distance between the marked object and the rendering camera shown by the line segment 62 can be recorded as the depth value of the image, thereby pre-recording the first distance of the marked object.

[0074] By recording the actual distance of the object from the rendering camera and writing this information into the image as depth information, this information can be used as a weight value for sound gain to accurately control the attenuation of the sound source.

[0075] For example, Figure 6 A flow chart of a method for determining sound intensity according to a first distance in an exemplary embodiment of the present disclosure is shown. Figure 7 The method may include steps S710 to S760. Wherein:

[0076] In step S710, a maximum preset sound intensity and a minimum preset sound intensity of the three-dimensional animation scene, as well as a second distance corresponding to the maximum preset sound intensity and a third distance corresponding to the minimum preset sound intensity are obtained.

[0077] For example, when adding sound effects, the audio producer can set the maximum preset sound intensity and its corresponding second distance and the minimum preset sound intensity and its corresponding third distance in the audio production software. For example, in response to a configuration operation in the audio production software, the maximum sound intensity set in the configuration operation is determined as the maximum preset sound intensity, and the minimum sound intensity set in the configuration operation is determined as the minimum preset sound intensity. The distance configured for the maximum sound intensity in the configuration operation is determined as the second distance, and the distance configured for the minimum sound intensity in the configuration operation is determined as the third distance. The third distance is greater than the second distance.

[0078] The sound intensity can be reflected by the sound decibel. For example, in the sound effect configuration, the maximum decibel and the minimum decibel as well as the distance corresponding to the maximum decibel and the distance corresponding to the minimum decibel are defined.

[0079] In an exemplary embodiment, the maximum value of the first distance of the marked object can be determined as the third distance, and the minimum value of the first distance of the marked object can be determined as the second distance. Of course, the second distance and the third distance can also be configured according to actual needs, and this exemplary embodiment does not make any special restrictions on this.

[0080] In an exemplary embodiment, when configuring the sound effect, the user may also only configure the maximum sound intensity and the minimum sound intensity, and then by default determine the maximum value in the first distance as the third distance corresponding to the minimum sound intensity, and determine the minimum value in the first distance as the second distance corresponding to the maximum sound intensity.

[0081] In step S720, for each marked object in each animation frame, it is determined whether the first distance corresponding to the marked object is greater than or equal to the third distance. If yes, go to step S730; if not, go to step S740.

[0082] In step S730, the sound intensity of the marked object in the animation frame is determined according to the minimum preset sound intensity.

[0083] For example, for a sound source position whose first distance is greater than or equal to the third distance, its sound intensity is the minimum preset sound intensity. In other words, the sound intensity of the sound source position farthest from the rendering camera or beyond the rendering camera is the minimum preset sound intensity.

[0084] In step S740, it is determined whether the first distance is less than or equal to the second distance. If so, the process proceeds to step S750; otherwise, the process proceeds to step S760.

[0085] In step S750, the sound intensity of the marked object in the animation frame is determined according to the maximum preset sound intensity.

[0086] For example, for a sound source position whose first distance is less than or equal to the second distance, its sound intensity is the maximum preset sound intensity. That is, the sound intensity of the sound source position within the first distance range of the range of the distance rendering camera is the maximum preset sound intensity.

[0087] In step S760, a sound intensity gain corresponding to the first distance is determined according to the difference between the first distance and the third distance, and the sound intensity of the marked object in the animation frame is determined based on the minimum preset sound intensity and the sound intensity gain.

[0088] For example, when the first distance corresponding to the marked object is greater than the second distance and less than the third distance, the sound intensity gain corresponding to the first distance can be calculated, and the sound intensity of the marked object in the animation frame can be determined based on the minimum preset sound intensity and the sound intensity gain.

[0089] Next, combine Figure 8 The specific implementation of the above step S760 is described. For example, Figure 8 A flow chart showing a method for determining sound intensity according to a sound intensity gain in an exemplary embodiment of the present disclosure is shown. Figure 8 , the method may include steps S810 to S820, wherein:

[0090] In step S810, a ratio between the third distance and the first distance is determined, and a sound intensity gain corresponding to the first distance is determined according to a logarithmic value of the ratio.

[0091] For example, the ratio between the third distance and the first distance may be calculated, and then the logarithm of the ratio with a base of 10 may be taken to obtain the candidate sound intensity gain. The product between the candidate sound intensity gain and the preset environment coefficient is calculated, and the sound intensity gain corresponding to the first distance is obtained according to the product. The preset environment coefficient may be determined according to actual conditions or experience, such as 20.

[0092] In step S820, the sound intensity of the marked object in the animation frame is determined based on the sum of the sound intensity gain and the minimum preset sound intensity.

[0093] After obtaining the sound intensity gain, the sound intensity corresponding to the first distance of the marked object can be determined according to the sum of the minimum preset sound intensity and the sound intensity gain, thereby obtaining the sound intensity of the marked object at each sound source position in the animation frame.

[0094] For example, in the present disclosure, after obtaining the first distance of each marked object, the first distance can be determined as the first distance of the sound source position indicated by the marked object, so that according to a preset sound intensity range or a default value, the first distance can be mapped to the sound intensity in the expected sound intensity variation range of the sound effect, thereby determining the sound intensity of each sound source position.

[0095] For example, all depth values ​​indicated by the first distance can be normalized and mapped to values ​​in the range of 0 to 1. For example, taking the standard decibel range of 20-65 decibels in the game as an example, the position closest to the rendering camera in the rendered first distance is 65 decibels, and the position farthest from the rendering camera or beyond the rendering camera is 20 decibels. The real diameter of the entire scene can be set freely. For example, if the diameter of a scene is 20 meters, the decibels at positions within one meter of the camera can be the maximum value of 65 decibels, and the decibels at positions 20 meters or more from the rendering camera are 20 decibels. For a sound source position with a normalized depth value of 0.5, which is a sound source 10 meters away from the rendering camera, the sound intensity at the sound source position can be calculated according to the following formula (1):

[0096]

[0097] In formula (1), d2 is the first distance, d1 is the third distance, and 20 is the preset environmental coefficient. P(d2) represents the sound decibel corresponding to the first distance, L P (d1) represents the minimum preset sound decibel.

[0098] Next, a specific implementation method of step S230, generating the sound effect of the animation to be processed according to the sound source position and the sound intensity, is described in detail.

[0099] Exemplarily, a specific implementation of step S230 may include: determining the sound effect of the marked object in the animation frame based on the sound source position and the sound intensity; generating the sound effect of the animation to be processed based on the sound effect of the marked object in each animation frame sequence corresponding to the animation to be processed.

[0100] For example, the sound effect of the animation to be processed can be generated based on the sound source position sequence and sound intensity sequence in each animation frame of the animation frame sequence of the animation to be processed. The sound source position sequence can represent the position information of the sound source in the animation to be processed, and the sound intensity sequence can represent the strength information of the sound source in the animation to be processed, so that the sound effect of the marked object can be quickly generated in the audio production software, and the position and strength of the sound can be accurately restored.

[0101] In an exemplary embodiment, the animation to be processed in the present disclosure may include game animation, or may include animation film and television works, such as animation in an animated film, and this exemplary embodiment does not specifically limit this.

[0102] Through the sound effect production method disclosed in the present invention, audio producers only need to mark the objects that need to generate sound effects and configure the maximum sound intensity and the minimum sound intensity, and they can quickly and accurately generate animation sound effects according to the method disclosed in the present invention, thereby improving the efficiency of sound effect generation.

[0103] At the same time, in the present disclosure, different marked objects can be recorded with RGB value information to obtain sound source information. By setting a preset virtual camera, the preset virtual camera is used as a visual camera for the entire scene, so that the position information of the marked object in the three-dimensional animation scene is quickly and accurately converted into the pixel position in the animation frame image based on the preset virtual camera with the rendering camera as the center, and the sound source position in the animation frame image is obtained. At the same time, the distance information of the marked object from the rendering camera is recorded as the depth information of the image, and then in the audio production software or engine, the pixel position image sequence of the sound source is read, the azimuth information of the sound is set according to the pixel position, and the decibel value of the sound is restored according to the depth value of the pixel, thereby improving the accuracy and authenticity of the generated sound effect.

[0104] In other words, in the present disclosure, the accurate position information of the object is recorded in each frame, which can accurately restore the orientation information of the sound effect relative to the lens. The recorded depth (distance value) can accurately restore the attenuation of the sound, thereby improving the accuracy of the generated sound effect.

[0105] The method disclosed in the present invention can quickly complete the matching process of the picture and the sound, especially in the case of high-speed motion and fast object switching, and can more accurately simulate the sense of direction and the attenuation change of the sound with sound. Furthermore, in the game engine, the method disclosed in the present invention can also be used to generate the sound effects in the game in real time, and the method disclosed in the present invention has strong versatility.

[0106] In addition, it should be noted that the above-mentioned figures are only schematic illustrations of the processes included in the method according to an exemplary embodiment of the present invention, and are not intended to be limiting. It is easy to understand that the processes shown in the above-mentioned figures do not indicate or limit the time sequence of these processes. In addition, it is also easy to understand that these processes can be performed synchronously or asynchronously, for example, in multiple modules.

[0107] Furthermore, an exemplary embodiment of the present disclosure also provides an animation sound effect generating device. Fig. 9 As shown, the animation sound effect generating device includes the following program modules: a sound source position determining module 910, configured to determine the sound source position in the animation frame of the animation to be processed according to the position of the marked object in the animation to be processed in the three-dimensional animation scene; a sound intensity determining module 920, configured to obtain a first distance between the marked object and a rendering camera of the animation frame, and determine the sound intensity of the marked object in the animation frame according to the first distance; a sound effect generating module 930, configured to generate the sound effect of the animation to be processed according to the sound source position and the sound intensity.

[0108] In an exemplary embodiment, based on the aforementioned embodiment, the sound source position determination module 910 can be configured as follows: photographing the three-dimensional animation scene corresponding to the animation to be processed by a preset virtual camera, and determining the pixel position of the marked object in the animation frame according to the photographing result; determining the sound source position in the animation frame of the animation to be processed according to the pixel position of the marked object in the animation frame; wherein the preset virtual camera photographs the three-dimensional animation scene from a bird's-eye view, and the posture of the preset virtual camera is determined according to the rendering camera and the marked object.

[0109] In an exemplary embodiment, based on the aforementioned embodiment, the preset virtual camera is located directly above the rendering camera, and the height of the preset virtual camera is determined according to the height of the preset virtual camera when it simultaneously takes a bird's-eye view of all marked objects, and the plane movement information of the preset virtual camera in the three-dimensional animation scene is consistent with the plane movement information of the rendering camera in the three-dimensional animation scene.

[0110] In an exemplary embodiment, based on the aforementioned embodiment, determining the sound intensity of the marked object in the animation frame according to the first distance includes: obtaining the maximum preset sound intensity and the minimum preset sound intensity of the three-dimensional animation scene, as well as the second distance corresponding to the maximum preset sound intensity and the third distance corresponding to the minimum preset sound intensity; when the first distance corresponding to the marked object is greater than or equal to the third distance, determining the sound intensity of the marked object in the animation frame according to the minimum preset sound intensity; when the first distance corresponding to the marked object is less than or equal to the second distance, determining the sound intensity of the marked object in the animation frame according to the maximum preset sound intensity; when the first distance corresponding to the marked object is greater than the second distance and less than the third distance, determining the sound intensity gain corresponding to the first distance according to the degree of difference between the first distance and the third distance, and determining the sound intensity of the marked object in the animation frame based on the minimum preset sound intensity and the sound intensity gain.

[0111] In an exemplary embodiment, based on the aforementioned embodiment, determining the sound intensity gain corresponding to the first distance according to the degree of difference between the first distance and the third distance, and determining the sound intensity of the marked object in the animation frame based on the minimum preset sound intensity and the sound intensity gain includes: determining the ratio between the third distance and the first distance, and determining the sound intensity gain corresponding to the first distance according to the logarithm of the ratio; and determining the sound intensity of the marked object in the animation frame based on the sum of the sound intensity gain and the minimum preset sound intensity.

[0112] In an exemplary embodiment, based on the aforementioned embodiments, the sound effect generation module 930 may be specifically configured as follows: determining the sound effect of the marked object in the animation frame according to the sound source position and the sound intensity; and generating the sound effect of the animation to be processed according to the sound effect of the marked object in each animation frame of the animation frame sequence corresponding to the animation to be processed.

[0113] In an exemplary embodiment, based on the aforementioned embodiments, the marked object is determined in advance in the following manner: in response to a trigger operation on an object in the three-dimensional animation scene, the geometric center of the object is determined, a first color value of the geometric center of the object is obtained, and the marked object is determined based on the first color value; or in response to a trigger operation on an object in the three-dimensional animation scene, a second color value of the coordinate position targeted by the trigger operation is obtained, and the marked object is determined based on the second color value.

[0114] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.

[0115] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.

[0116] In addition, although the steps of the method in the present disclosure are described in a specific order in the drawings, this does not require or imply that the steps must be performed in this specific order, or that all the steps shown must be performed to achieve the desired results. Additionally or alternatively, some steps may be omitted, multiple steps may be combined into one step, and / or one step may be decomposed into multiple steps, etc.

[0117] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and when the computer program is executed by a processor, the above-mentioned animation sound effect generation method is implemented.

[0118] In one embodiment, the computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing a computer program. The readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory, and the like.

[0119] In one embodiment, the computer program product may be an intangible product including a computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as a digital file storing an executable file, an installation package, etc. of the computer program.

[0120] The code of the computer program can be written in one or more programming languages. Programming languages ​​such as C language, Java, C++, Python, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).

[0121] Computer programs can be carried or transmitted through electrical, magnetic, optical, electromagnetic, infrared and other signals. Electronic devices can convert signals carrying computer programs into digital signals to run computer programs. When a computer program runs on an electronic device, its code is used to enable the electronic device to execute (more specifically, it can enable the processor of the electronic device to execute) the method steps of various exemplary embodiments of the present disclosure, such as the above-mentioned animation sound effect generation method, which includes the following steps: according to the position of the marked object in the animation to be processed in the three-dimensional animation scene, determine the sound source position in the animation frame of the animation to be processed; obtain the first distance between the marked object and the rendering camera of the animation frame, and determine the sound intensity of the marked object in the animation frame according to the first distance; generate the sound effect of the animation to be processed according to the sound source position and the sound intensity.

[0122] By executing the above method steps through a computer program, on the one hand, by marking the position of the object and the distance information between the marked object and the rendering camera, the sound effects in the animation frame can be automatically generated without manually simulating the sound effects, thereby improving the efficiency of sound effect generation; on the other hand, by marking the distance information between the object and the animation frame, the sound intensity can be restored more realistically, the authenticity of the sound effect can be improved, and the user experience can be enhanced.

[0123] The exemplary embodiments of the present disclosure also provide an electronic device, such as the terminal device 110 or the server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as a computer program. The processor executes the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.

[0124] Reference below Fig.10 , the electronic device is exemplified in the form of a general-purpose computing device. It should be understood that Fig.10 The electronic device 1000 shown is only an example and should not limit the functions and scope of use of the embodiments of the present disclosure.

[0125] like Fig.10 As shown, the electronic device 1000 may include: a processor 1010 , a memory 1020 , a bus 1030 , an I / O (input / output) interface 1040 , a network adapter 1050 , and a display 1060 .

[0126] The memory 1020 may include a volatile memory, such as a RAM 1021, a cache unit 1022, and may also include a non-volatile memory, such as a ROM 1023. The memory 1020 may also include one or more program modules 1024, such program modules 1024 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 1024 may include each module in the above-mentioned device.

[0127] The processor 1010 may include one or more processing units. For example, the processor 1010 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.

[0128] Processor 1010 can be used to execute executable instructions stored in memory 1020, such as the above-mentioned animation sound effect generation method, which includes the following steps: determining the sound source position in the animation frame of the animation to be processed according to the position of the marked object in the three-dimensional animation scene; obtaining a first distance between the marked object and the rendering camera of the animation frame, and determining the sound intensity of the marked object in the animation frame according to the first distance; generating the sound effect of the animation to be processed according to the sound source position and the sound intensity.

[0129] The above method is implemented through a computer program. On the one hand, by marking the position of the object and the distance information between the marked object and the rendering camera, the sound effects in the animation frame can be automatically generated without manually simulating the sound effects, thereby improving the efficiency of sound effect generation; on the other hand, by marking the distance information between the object and the animation frame, the sound intensity can be restored more realistically, the authenticity of the sound effect can be improved, and the user experience can be enhanced.

[0130] The bus 1030 is used to realize the connection between different components of the electronic device 1000, and may include a data bus, an address bus, and a control bus.

[0131] The electronic device 1000 can communicate with one or more external devices 1100 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 1040 .

[0132] The electronic device 1000 can communicate with one or more networks through the network adapter 1050. For example, the network adapter 1050 can provide mobile communication solutions such as 3G / 4G / 5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 1050 can communicate with other modules of the electronic device 1000 through the bus 1030.

[0133] The electronic device 1000 may display a graphical user interface through the display 1060 , such as an animation interface with sound effects added.

[0134] although Fig.10 Not shown, other hardware and / or software modules may also be provided in the electronic device 1000, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0135] In addition, the above-mentioned figures are only schematic illustrations of the processes included in the method according to the exemplary embodiments of the present disclosure, and are not intended to be limiting. It is easy to understand that the processes shown in the above-mentioned figures do not indicate or limit the time sequence of these processes. In addition, it is also easy to understand that these processes can be performed synchronously or asynchronously, for example, in multiple modules.

[0136] As can be seen from the above, the technical solution of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software, such as being respectively referred to as a "circuit", "module" or "system".

[0137] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and any variations, uses or adaptive changes of the present disclosure should be covered, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the technical field that are not disclosed in the present disclosure.

Claims

1. A method for generating animation sound effects, characterized in that: include: Determining the sound source position in the animation frame of the animation to be processed according to the position of the marked object in the three-dimensional animation scene; Acquire a first distance between the marked object and a rendering camera of the animation frame, and determine a sound intensity of the marked object in the animation frame according to the first distance; The sound effect of the animation to be processed is generated according to the sound source position and the sound intensity.

2. The method according to claim 1, characterized in that Determining the sound source position in the animation frame of the animation to be processed according to the position of the marked object in the animation to be processed in the three-dimensional animation scene includes: Shooting the three-dimensional animation scene corresponding to the animation to be processed by a preset virtual camera, and determining the pixel position of the marked object in the animation frame according to the shooting result; Determining the sound source position in the animation frame of the animation to be processed according to the pixel position of the marked object in the animation frame; The preset virtual camera shoots the three-dimensional animation scene from a bird's-eye view, and the position of the preset virtual camera is determined according to the rendering camera and the marking object.

3. The method according to claim 2, characterized in that The preset virtual camera is located directly above the rendering camera. The height of the preset virtual camera is determined according to the height of the preset virtual camera when it takes a bird's-eye view of all marked objects at the same time. The plane movement information of the preset virtual camera in the three-dimensional animation scene is consistent with the plane movement information of the rendering camera in the three-dimensional animation scene.

4. The method according to claim 1, characterized in that: Determining the sound intensity of the marked object in the animation frame according to the first distance includes: Acquire a maximum preset sound intensity and a minimum preset sound intensity of the three-dimensional animation scene, as well as a second distance corresponding to the maximum preset sound intensity and a third distance corresponding to the minimum preset sound intensity; When the first distance corresponding to the marked object is greater than or equal to the third distance, determining the sound intensity of the marked object in the animation frame according to the minimum preset sound intensity; When the first distance corresponding to the marked object is less than or equal to the second distance, determining the sound intensity of the marked object in the animation frame according to the maximum preset sound intensity; When the first distance corresponding to the marked object is greater than the second distance and less than the third distance, the sound intensity gain corresponding to the first distance is determined according to the degree of difference between the first distance and the third distance, and the sound intensity of the marked object in the animation frame is determined based on the minimum preset sound intensity and the sound intensity gain.

5. The method according to claim 4, characterized in that Determining the sound intensity gain corresponding to the first distance according to the difference between the first distance and the third distance, and determining the sound intensity of the marked object in the animation frame based on the minimum preset sound intensity and the sound intensity gain includes: Determine a ratio between the third distance and the first distance, and determine a sound intensity gain corresponding to the first distance according to a logarithmic value of the ratio; The sound intensity of the marked object in the animation frame is determined based on the sum of the sound intensity gain and the minimum preset sound intensity.

6. The method according to claim 1, characterized in that The step of generating the sound effect of the animation to be processed according to the sound source position and the sound intensity comprises: Determine the sound effect of the marked object in the animation frame according to the sound source position and the sound intensity; The sound effect of the animation to be processed is generated according to the sound effect of the marked object in each animation frame of the animation frame sequence corresponding to the animation to be processed.

7. The method according to claim 1, characterized in that The marking object is determined in advance by: In response to a triggering operation on an object in the three-dimensional animation scene, determining a geometric center of the object, acquiring a first color value of the geometric center of the object, and determining the marked object according to the first color value; or In response to a trigger operation on an object in the three-dimensional animation scene, a second color value of the coordinate position targeted by the trigger operation is acquired, and the marked object is determined according to the second color value.

8. An animation sound effect generating device, characterized in that: include: A sound source position determination module is configured to determine the sound source position in the animation frame of the animation to be processed according to the position of the marked object in the animation to be processed in the three-dimensional animation scene; a sound intensity determination module, configured to obtain a first distance between the marked object and a rendering camera of the animation frame, and determine the sound intensity of the marked object in the animation frame according to the first distance; The sound effect generation module is configured to generate the sound effect of the animation to be processed according to the sound source position and the sound intensity.

9. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the program is executed by a processor, the method according to any one of claims 1 to 7 is implemented.

10. An electronic device, characterized in that: include: one or more processors; A storage device for storing one or more programs, which, when executed by the one or more processors, enables the one or more processors to implement the method according to any one of claims 1 to 7.