An ambient sound playback control method and apparatus, an electronic device, and a storage medium

By configuring instance objects and audio event files for the virtual space, and based on the location of the controlled virtual objects, the problem that existing ambient sound design schemes cannot effectively control ambient sound in small spaces is solved, enabling flexible control of ambient sound and improving sound effects and user experience.

CN119733238BActive Publication Date: 2026-02-10NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411805252.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-12-09
Publication Date
2026-02-10
Estimated Expiration
2044-12-09

AI Technical Summary

Technical Problem

Existing ambient sound design solutions cannot effectively control ambient sound in small spaces, resulting in poor sound effects and affecting the player's immersion.

Method used

By configuring instance objects and corresponding audio event files for the virtual space, different ambient sounds can be played according to the position of the controlled virtual object, thus achieving flexible control of ambient sounds.

Benefits of technology

It improves the flexibility and effectiveness of ambient sound playback, enhancing the user experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses an ambient sound playing control method and device, electronic equipment and a storage medium. In response to a controlled virtual object being outside a first scene area associated with a virtual space, ambient sound is played based on a target audio event file. The first scene area includes a first instance object configured for the virtual space, and the first instance object is used to detect whether the controlled virtual object is in the first scene area. In response to the controlled virtual object being in the first scene area, ambient sound playing based on the target audio event file is stopped, and ambient sound is played according to a first audio event file configured by the first instance object. The ambient sound in the first audio event file and the target audio event file is different. In this way, by configuring an instance object and an audio event file of the instance object for the virtual space, different ambient sounds can be played according to the position of the controlled virtual object, thereby improving the flexibility of ambient sound playing control and improving the effect of ambient sound presentation.
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Description

Technical Field

[0001] This application relates to the field of game technology, specifically to an ambient sound playback control method, device, electronic device, and storage medium. Background Technology

[0002] As game development becomes increasingly complex, ambient sound design is becoming more and more important in enhancing player immersion. With the increasing complexity and diversity of game scenes, the demands for effective ambient sound are also constantly rising.

[0003] However, in the design of sound effects for handling ambient sounds in small spaces within a scene, the existing solution is to stop playing ambient sounds in small spaces by not loading them, but this results in poor presentation of ambient sounds. Summary of the Invention

[0004] This application provides an ambient sound playback control method, apparatus, electronic device, and storage medium. By configuring instance objects and corresponding audio event files for virtual spaces, different ambient sounds can be played according to the audio event files corresponding to different locations of the controlled virtual objects, thereby improving the flexibility of ambient sound playback control, enhancing the effect of ambient sound presentation, and improving the user experience.

[0005] In a first aspect, embodiments of this application provide an ambient sound playback control method, the method comprising:

[0006] In response to the controlled virtual object being outside the first scene area associated with the virtual space, ambient sound is played based on the target audio event file, wherein the first scene area includes a first instance object configured for the virtual space, and the first instance object is used to detect whether the controlled virtual object is in the first scene area;

[0007] In response to the controlled virtual object being in the first scene area, stop playing ambient sound based on the target audio event file, and play ambient sound according to the first audio event file configured for the first instance object;

[0008] The ambient sounds in the first audio event file are different from those in the target audio event file.

[0009] Furthermore, the virtual space also includes an associated second scene region, the second scene region including a second instance object configured for the virtual space, the second instance object being used to detect whether the controlled virtual object is outside the first scene region, the first scene region and the second scene region being in different locations; the method further includes:

[0010] In response to the controlled virtual object moving from the first scene area to the second scene area, the ambient sound playback based on the first audio event file is stopped, and the ambient sound is played according to the second audio event file configured for the second instance object;

[0011] The ambient sounds in the first audio event file are different from those in the second audio event file.

[0012] Furthermore, the first scene area is one of the virtual space interior area and the virtual space exterior area, and the second scene area is the other of the virtual space interior area and the virtual space exterior area relative to the first scene area.

[0013] Furthermore, if the second scene area is the area outside the virtual space, the number of the second instance objects is at least one, and the volume of the ambient sound in the first audio event file is less than the volume of the ambient sound in the second audio event file.

[0014] Further, if the second scene area is an area outside the virtual space, the step of playing ambient sound based on the target audio event file in response to the controlled virtual object being outside the first scene area associated with the virtual space includes:

[0015] In response to the controlled virtual object being located in a third scene area outside the second scene area associated with the virtual space, ambient sound is played based on the target audio event file;

[0016] In response to the controlled virtual object moving from the third scene area to the second scene area, the ambient sound continues to be played based on the target audio event file;

[0017] The target audio event file has the same audio parameters as the ambient sound indicated by the second audio event file.

[0018] Furthermore, before playing ambient sound based on the target audio event file in response to the controlled virtual object being outside the first scene area associated with the virtual space, the method further includes:

[0019] The game engine loads audio files from a virtual scene, as well as instance objects configured for the virtual space, wherein the audio files include multiple audio event files;

[0020] The corresponding audio event file is read from the audio file using the audio event file information configured in the instance object.

[0021] Furthermore, before reading the corresponding audio event file from the audio file using the audio event file information configured in the instance object, the method further includes:

[0022] Configure the instance object with the scene area where the instance object needs to take effect in the virtual scene;

[0023] Configure audio properties for the instance object, and configure the audio event file information of the instance object in the audio properties.

[0024] Secondly, embodiments of this application provide an ambient sound playback control device, comprising:

[0025] The first playback module is used to play ambient sound based on a target audio event file in response to the controlled virtual object being outside the first scene area associated with the virtual space. The first scene area includes a first instance object configured for the virtual space, and the first instance object is used to detect whether the controlled virtual object is in the first scene area.

[0026] The second playback module is used to respond to the controlled virtual object being in the first scene area by stopping the playback of ambient sound based on the target audio event file and playing ambient sound according to the first audio event file configured for the first instance object;

[0027] The ambient sounds in the first audio event file are different from those in the target audio event file.

[0028] Thirdly, embodiments of this application also provide an electronic device, which includes a processor and a memory, wherein the memory stores a computer program that, when executed by the processor, causes the processor to perform the steps of any ambient sound playback control method.

[0029] Fourthly, embodiments of this application also provide a computer-readable storage medium including a processor and a memory, wherein the memory stores a computer program that, when executed by the processor, causes the processor to perform the steps of any ambient sound playback control method.

[0030] Fifthly, embodiments of this application also provide a computer program product, including a computer program stored in a computer-readable storage medium; when a processor of an electronic device reads the computer program from the computer-readable storage medium, the processor executes the computer program, causing the electronic device to perform the steps of any of the ambient sound playback control methods provided in embodiments of this application.

[0031] The solution adopted in this application embodiment can play ambient sounds based on a target audio event file in response to the controlled virtual object being located outside the first scene area associated with the virtual space. The first scene area includes a first instance object configured for the virtual space, which is used to detect whether the controlled virtual object is within the first scene area. In response to the controlled virtual object being within the first scene area, the playback of ambient sounds based on the target audio event file is stopped, and ambient sounds are played according to the first audio event file configured for the first instance object. The ambient sounds in the first audio event file are different from those in the target audio event file. Thus, by configuring instance objects and corresponding audio event files for the virtual space, different ambient sounds can be played according to the audio event files corresponding to different locations of the controlled virtual object, thereby improving the flexibility of ambient sound playback control, enhancing the effect of ambient sound presentation, and improving the user experience. Attached Figure Description

[0032] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0033] Figure 1 This is a schematic diagram of an implementation environment scenario for the ambient sound playback control method provided in this application embodiment;

[0034] Figure 2 This is a schematic flowchart of an embodiment of the ambient sound playback control method provided in this application.

[0035] Figure 3a This is a schematic diagram of the instance object constructed for the virtual space in the ambient sound playback control method provided in the embodiments of this application;

[0036] Figure 3b This is a schematic diagram of an audio attribute configuration for an instance object constructed for a virtual space in the ambient sound playback control method provided in this application embodiment;

[0037] Figure 3c This is a schematic diagram illustrating the configuration of audio event files in the ambient sound playback control method provided in this application embodiment;

[0038] Figure 3d This is another configuration diagram of the audio event file in the ambient sound playback control method provided in the embodiments of this application;

[0039] Figure 4 This is a schematic diagram of the environmental sound playback control device provided in the embodiments of this application;

[0040] Figure 5 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation

[0041] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application. At the same time, in the description of the embodiments of this application, the terms "first," "second," etc., are only used to distinguish descriptions and should not be construed as indicating or implying relative importance. Thus, features defined with "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of this application, "multiple" means two or more, unless otherwise explicitly specified.

[0042] This application provides an ambient sound playback control method, apparatus, electronic device, and computer-readable storage medium. The ambient sound playback control apparatus can be integrated into an electronic device, which may be a server or a terminal, etc.

[0043] The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery network (CDN) acceleration services, and big data and artificial intelligence platforms. The terminal can include, but is not limited to, mobile phones, computers, smart voice interaction devices, smart home appliances, vehicle terminals, and aircraft. The terminal and server can be directly or indirectly connected via wired or wireless communication, which is not limited herein.

[0044] Please see Figure 1 Taking the integration of ambient sound playback control devices into electronic devices as an example, Figure 1This is a schematic diagram of an implementation scenario for the ambient sound playback control method provided in this application. The electronic device can be a terminal device. In response to the controlled virtual object being outside the first scene area associated with the virtual space, ambient sound is played based on a target audio event file. The first scene area includes a first instance object configured for the virtual space. The first instance object is used to detect whether the controlled virtual object is in the first scene area. In response to the controlled virtual object being in the first scene area, the playback of ambient sound based on the target audio event file is stopped, and ambient sound is played according to the first audio event file configured by the first instance object. The ambient sound in the first audio event file is different from the ambient sound in the target audio event file.

[0045] It should be noted that, Figure 1 The schematic diagram illustrating the implementation environment of the ambient sound playback control method is merely an example. The implementation environment of the ambient sound playback control method described in this application is intended to more clearly illustrate the technical solutions of this application and does not constitute a limitation on the technical solutions provided in this application. Those skilled in the art will recognize that, with the evolution of data processing and the emergence of new business scenarios, the technical solutions provided in this application are equally applicable to similar technical problems.

[0046] The solutions provided in this application are specifically illustrated through the following embodiments. It should be noted that the order of description of the following embodiments is not intended to limit the preferred order of the embodiments.

[0047] This embodiment will be described from the perspective of an ambient sound playback control device, which can be integrated into an electronic device, which can be a terminal and / or a server, and this application does not impose any limitations on it.

[0048] Please see Figure 2 , Figure 2 This application provides an embodiment of an ambient sound playback control method. The specific flow of this ambient sound playback control method can be summarized in the following steps 101 to 102, wherein:

[0049] Step 101: In response to the controlled virtual object being outside the first scene area associated with the virtual space, play ambient sound based on the target audio event file, wherein the first scene area includes a first instance object configured for the virtual space, and the first instance object is used to detect whether the controlled virtual object is in the first scene area.

[0050] Among them, a controlled virtual object refers to a dynamic object that can be controlled in a virtual scene.

[0051] Optionally, the dynamic object can be a virtual character, virtual animal, anime character, etc. The controlled virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene. Optionally, the controlled virtual object is a virtual character competing in a virtual scene. Optionally, the number of controlled virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle; this application embodiment does not limit this. In one possible implementation, the user can control the controlled virtual object to move within the virtual scene, for example, controlling the controlled virtual object to run, jump, crawl, etc.

[0052] Virtual scenes refer to the virtual scenes displayed (or provided) when an application runs on a terminal or server.

[0053] Optionally, the virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be either a two-dimensional or three-dimensional virtual scene, and can include elements such as sky, land, or ocean. The land element includes environmental elements such as deserts and cities. The virtual scene is the environment in which the user controls virtual objects to complete game logic. For example, in a sandbox-style 3D shooting game, the virtual scene is a 3D game world where players control virtual objects to engage in combat. Instance-specific virtual scenes can include at least one element from the following: mountains, plains, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles.

[0054] Virtual space refers to a specific spatial range within a virtual scene, which a controlled virtual character can enter or leave. This spatial range can be two-dimensional or three-dimensional. For example, the virtual space can be the space associated with buildings, vehicles, or mountains with caves within a virtual scene.

[0055] Ambient sound refers to sounds that exist in a specific environment or scene. It is usually not emitted by a specific sound source or object, but rather reflects the overall characteristics of the environment. Ambient sound can include natural environmental sounds (wind, rain, thunder, lightning, etc.), urban environmental sounds (traffic noise, etc.), indoor environmental sounds (air conditioner hum, etc.), etc. The main purpose of adding ambient sound is to enhance the overall atmosphere and increase realism.

[0056] The first scene area refers to the area in the virtual space associated with the first instance object.

[0057] Optionally, the first scene area can be either an internal virtual space area or an external virtual space area. The internal virtual space area indicates the region within the virtual scene where the virtual space is associated with an internal spatial range. The external virtual space area indicates the region within the virtual scene where the virtual space is associated with an external spatial range. For example, when the virtual space is a space associated with a building, the internal virtual space area is the region encompassed by the building's internal space, and the external virtual space area can be the region encompassed by the building's external space. The external virtual space area can also be multiple areas encompassed within a certain range from the building's external space.

[0058] Here, the first instance object refers to the instantiated object configured in the first scene area of ​​the virtual scene. The first instance object is instantiated and added to the virtual scene during game runtime.

[0059] The first instance object can obtain the current position of the controlled virtual object. Combining the current position of the controlled virtual object with the position information of the first scene area, it determines whether the controlled virtual object is within the first scene area. Obtaining the current position of the controlled virtual object can be done via the game engine in real-time or periodically, and then the game engine can send the current position of the controlled virtual object to the first instance object for notification.

[0060] It should be noted that there is a correspondence between the first instance object and the first scene region. For example, when the first scene region is an area inside the virtual space, the first instance object is an instantiated object of the area inside the virtual space. When the first scene region is an area outside the virtual space, the first instance object is an instantiated object of the area outside the virtual space.

[0061] The target audio event file refers to the configuration file corresponding to audio events associated with areas outside the first scene area associated with the virtual space. For example, if the audio event associated with an area outside the first scene area associated with the virtual space is "Reset Ambient Sound," then the target audio event file is the configuration file corresponding to "Reset Ambient Sound." As another example, if the audio event associated with an area outside the first scene area associated with the virtual space is "Reduce Ambient Sound," then the target audio event file is the configuration file corresponding to "Reduce Ambient Sound."

[0062] Optionally, the target audio event file may correspond to an audio event file in a region outside the first scene region associated with the virtual space. For example, when the first scene region is an internal region of the virtual space, the target audio event file may be a shared audio event file set for the virtual scene in all external regions of the virtual space. The target audio event file may also be a second audio event file configured for the virtual scene in an external region of the virtual space, i.e., a second scene region.

[0063] Step 102: In response to the controlled virtual object being in the first scene area, stop playing ambient sounds based on the target audio event file, and play ambient sounds according to the first audio event file configured by the first instance object; wherein, the ambient sounds in the first audio event file are different from the ambient sounds in the target audio event file.

[0064] The first audio event file is used to indicate the audio event file configured for the first instance object that corresponds to the first scene area associated with the virtual space.

[0065] The difference between the ambient sounds in the first audio event file and the target audio event file can refer to different types of ambient sounds, different volumes of the same ambient sounds in the two audio event files, or different types of ambient sounds in the two audio event files with different volumes of the same ambient sounds. The specific interpretation can be adjusted according to the actual situation, and this application embodiment does not impose any limitations. For example, the first audio event file includes ambient sounds such as wind and rain, with the wind and rain sounds at 40 dB and 50 dB respectively, while the target audio event file includes ambient sounds such as wind, rain, and thunder, with the wind, rain, and thunder sounds at 60 dB, 60 dB, and 100 dB respectively. For example, when both audio event files include ambient sounds such as wind, rain, and thunder, the decibel levels of wind, rain, and thunder in the first audio event file are 40 dB, 50 dB, and 100 dB, respectively, while the decibel levels of wind, rain, and thunder in the target audio event file are 60 dB, 60 dB, and 120 dB, respectively.

[0066] In some embodiments, the virtual space further includes an associated second scene region, which includes a second instance object configured for the virtual space. The second instance object is used to detect whether the controlled virtual object is outside the first scene region, and the first scene region and the second scene region are located in different positions.

[0067] The second instance object is used to indicate the instantiated object configured for the second scene area of ​​the virtual space within the virtual scene. The second instance object is instantiated and added to the virtual scene during game runtime.

[0068] The second instance object can obtain the current position of the controlled virtual object, and combine the current position of the controlled virtual object with the position information of the second scene area to determine whether the controlled virtual object is in the second scene area.

[0069] The second scene area refers to the area associated with the virtual space that is not part of the first scene area.

[0070] Based on this, the above-mentioned ambient sound playback control method further includes: in response to the controlled virtual object moving from the first scene area to the second scene area, stopping the ambient sound playback based on the first audio event file, and playing the ambient sound according to the second audio event file configured by the second instance object; wherein the ambient sound in the first audio event file is different from the ambient sound in the second audio event file.

[0071] The second audio event file is used to indicate the audio event file configured for the second instance object that corresponds to the second scene area associated with the virtual space.

[0072] The difference between the ambient sounds in the first audio event file and the second audio event file can refer to different types of ambient sounds, different volumes of the same ambient sounds in the two audio event files, or different types of ambient sounds in the two audio event files with different volumes of the same ambient sounds. The specific difference can be adjusted according to the actual situation, and this application embodiment does not impose any restrictions. For example, the first audio event file includes ambient sounds such as wind and rain, with the wind and rain sounds at 40 dB and 50 dB respectively. The second audio event file includes ambient sounds such as wind, rain, and thunder, with the wind, rain, and thunder sounds at 60 dB, 60 dB, and 100 dB respectively. For example, when both audio event files include ambient sounds such as wind, rain, and thunder, the decibel levels of wind, rain, and thunder in the first audio event file are 40 dB, 50 dB, and 100 dB, respectively, while the decibel levels of wind, rain, and thunder in the second audio event file are 60 dB, 60 dB, and 120 dB, respectively.

[0073] In some embodiments, the first scene region is one of an inner region of virtual space and an outer region of virtual space, and the second scene region is the other of an inner region of virtual space and an outer region of virtual space relative to the first scene region. For example, when the first scene region is an inner region of virtual space, the second scene region is an outer region of virtual space. As another example, when the first scene region is an outer region of virtual space, the second scene region is an inner region of virtual space.

[0074] In some embodiments, if the second scene area is an area outside the virtual space, the number of second instance objects is at least one.

[0075] The number of second instance objects is related to the number of external regions of the virtual space. For example, when the number of external regions of the virtual space is 1, the number of second instance objects is 1. Or, for example, when the number of external regions of the virtual space is 5, the number of second instance objects is 5.

[0076] Specifically, please refer to Figure 3a , Figure 3a This is a schematic diagram of the instance objects constructed in the virtual space provided in the embodiments of this application. The area within the red box represents the outer region of the virtual space. That is, the outer region of the virtual space includes the area above the building, the area in front of the building, the area behind the building, the area to the left of the building, and the area to the right of the building. Based on the aforementioned outer region of the virtual space, five second instance objects AE are constructed. For example, second instance object A is constructed for the area above the building, second instance object B is constructed for the area in front of the building, second instance object C is constructed for the area behind the building, second instance object D is constructed for the area to the left of the building, and second instance object E is constructed for the area to the right of the building.

[0077] In this embodiment, the volume of the ambient sound in the first audio event file is lower than the volume of the ambient sound in the second audio event file.

[0078] It is easy to understand that the volume of the ambient sound in the first audio event file is less than the volume of the ambient sound in the second audio event file. In essence, this means that the volume of the ambient sound that the controlled object can perceive when it is located inside the virtual space is less than the volume of the ambient sound that the controlled object can perceive when it is located outside the virtual space.

[0079] If the first scene area is the area outside the virtual space, then it can be modified so that the number of first instance objects is at least one, and the volume of the ambient sound in the second audio event file is less than the volume of the ambient sound in the first audio event file.

[0080] In some embodiments, if the second scene area is an area outside the virtual space, the process of playing ambient sound based on the target audio event file in response to the controlled virtual object being in an area outside the first scene area associated with the virtual space includes: playing ambient sound based on the target audio event file in response to the controlled virtual object being in a third scene area outside the second scene area associated with the virtual space; and continuing to play ambient sound based on the target audio event file in response to the controlled virtual object moving from the third scene area to the second scene area; wherein the audio parameters of the ambient sound indicated by the target audio event file and the second audio event file are the same.

[0081] The third scene area can refer to the second scene area associated with the virtual space, as well as areas outside the first scene area. For example, please refer to [link to relevant documentation]. Figure 3aThe first scene area is the interior of the building; the second scene area includes the area above, in front of, behind, to the left of, and to the right of the building; and the third scene area is all other areas in the virtual scene besides the second and first scene areas. In response to a controlled virtual object being in the third scene area, ambient sound is played based on a target audio event file. In this case, the target audio event file can be a shared audio event file set for the virtual scene in all external areas of the virtual space.

[0082] The same audio parameters for the ambient sounds indicated by the target audio event file and the second audio event file mean that the ambient sound types indicated by the target audio event file and the second audio event file are the same, and the volume of the ambient sounds of the same type is the same.

[0083] In some embodiments, before playing ambient sound based on a target audio event file in response to the controlled virtual object being located outside a first scene area associated with the virtual space, the above-described ambient sound playback control method further includes: loading an audio file in the virtual scene and an instance object configured for the virtual space via a game engine, wherein the audio file includes multiple audio event files; and reading the corresponding audio event file from the audio file using the audio event file information configured in the instance object.

[0084] A game engine refers to the core components of a pre-written, editable computer game system or an interactive real-time graphics application. These systems provide game designers with a variety of tools needed to write games, aiming to allow them to easily and quickly create game programs without starting from scratch. Modern game engines typically include rendering, physics, lighting, collision, animation, sound, and AI components. A game engine can be understood as a software framework used for developing and creating games. Game engines provide various editor tools and functions, including scene editors and character editors, helping developers build games efficiently. Optionally, game engines may include Unreal Engine, Messiah, etc.

[0085] Optionally, audio files from the virtual scene can be loaded via an audio engine that interfaces with the game engine.

[0086] An audio engine, also known as a sound engine or sound effects engine, is used to interface with game engines, helping game sound designers and programmers implement rich interactive audio solutions for games. Audio engines can include engines like Wwise.

[0087] Specifically, in response to starting the game, the game engine obtains the audio file from the virtual scene output by the connected audio engine and loads the audio file into the game engine.

[0088] Audio files refer to files output by the audio engine that can be recognized by the game engine. Audio files include multiple audio event files, the specifics of which can be adjusted according to the actual situation.

[0089] For example, in an audio engine, one can refer to Figure 3c Configure the audio event file for setting specific volume, and refer to... Figure 3d The audio event file for restoring volume. For example... Figure 3c As shown, the Set Voice Volume function can be used to set the volume of specific ambient sounds such as wind, rain, and thunder to reduce the overall ambient sound effect, and the Play function can be used to play the ambient sounds of the scene area corresponding to the audio event file. Figure 3d As shown, the ResetVoice Volume function can be used to restore the ambient sound volume to the level shared by the virtual scene in all external areas of the virtual space.

[0090] Preferably, the audio engine used in this embodiment is the Wwise audio engine, and the game engine is the Messiah game engine. The Wwise audio engine outputs Bnk files (i.e., audio files) for the game engine to load, enabling sound effect control in the virtual scene. The Bnk file contains multiple Event files (i.e., audio event files). The Messiah game engine needs to load this Bnk file before it can read and play the contained Event files. An Event is an object in Wwise used to receive calls from the game engine. Sound designers set which audio-related actions to execute in the Event file; for example, the most common actions include playing a specific audio file, stopping a specific audio file, and resetting certain parameters.

[0091] It's worth noting that the Messiah game engine has shortcomings in implementing small-scale environmental sound transitions. For example, in a game scene where the overall theme is heavy rain, the ambient sounds of wind, rain, and thunder should decrease when the player enters a room. However, currently only the rain effect can be stopped by not loading it; other ambient sounds lack effective control, which is detrimental to creating an immersive game sound environment.

[0092] While existing instances in the Messiah game engine can determine whether a player has entered a designated area, they lack the ability to trigger ambient sounds within that area, thus preventing the playback of such sounds. Furthermore, entities cannot automatically unload audio .bnk files based on player position; they can only unload specific audio files through a specially written program, making audio triggering and unloading inefficient.

[0093] To address the aforementioned issues, before reading the corresponding audio event file from the audio file using the audio event file information configured in the instance object, the ambient sound playback control method further includes: configuring the scene area where the instance object needs to be active in the virtual scene; configuring audio attributes for the instance object; and configuring the instance object's audio event file information within the audio attributes. This ensures that during gameplay, the corresponding audio event file is read from the audio file using the audio event file information configured in the instance object.

[0094] Among them, audio properties refer to the properties that an instance object has that can configure audio event file information.

[0095] For example, please see Figure 3b , Figure 3b This is a schematic diagram illustrating the audio attribute configuration of an instance object provided in an embodiment of this application. The instance object is configured with an Audio attribute, i.e., an audio property. The audio property field is filled with audio event file information (such as the specific audio file location and the name of the specific audio event file).

[0096] For example, the audio event file information of an instance object can be configured using the following code snippet:

[0097] <Entity type="IEntity"> <name> fb_RefugeeIsland_Room< / name> ;

[0098] / / Load the Entity, that is, the instance object, named fb_RefugeeIsland_Room.

[0099] <audio> <root> <Entity

[0100] type="AudioComponent"> <name / > <LocalBound

[0101] rawdata="AACAvwAAgL8AAIC / AACAPwAAgD8AAIA / ">(-1,-1,-1,1,1,1) <version> 1< / version> ;

[0102] / / Set the type of the instance object to Audio property. The instance object can attach audio event files. The rest of the code is automatically generated.

[0103] <eventparam> Sounds / windows_bnk / ;Object_Purify_Mainquest_Item.bnk;Play_Object_Purify_MainQuest_RoomTone< / eventparam> <ExtraEventParams count="0"ordered="true" / > ;

[0104] / / Enter the name of the audio file, such as Object_Purify_Mainquest_Item.bnk, and select the audio event file, such as Play_Object_Purify_MainQuest_RoomTone.

[0105] Specifically, audio event files from the Wwise audio engine are attached to instances of the Messiah game engine, allowing these instances to read the corresponding audio event files within their scope. Furthermore, since instances cannot control the start and end of audio, they can only ensure that Wwise Events are active within that scope. Therefore, it is necessary to implement code that when a controlled virtual object is within the scene area where an instance is active, its corresponding audio event file is triggered, so that the audio engine plays ambient sounds based on the content of the triggered audio event file.

[0106] It should be noted that the instance objects in the existing Messiah game engine do not have the function of playing audio. However, the embodiments of this application configure audio attributes for the instance objects and configure the audio event file information of the instance objects in the audio attributes, so that the instance objects can read the corresponding audio event files from the audio files based on the audio event file information configured in their audio attributes.

[0107] Assume the first scene area corresponding to the first instance object is the area inside the virtual space, the second scene area corresponding to the second instance object is the area outside the virtual space, and the third scene area is the external area of ​​the virtual scene excluding the area outside the virtual space. The following explanation uses a building as an example.

[0108] For a given building, the game engine generates six instance objects (AFs). These instance objects are then configured to operate within the desired scene areas in the virtual environment. See the documentation for details. Figure 3a The second instance object A, as shown, requires the scene area above the building to be effective; the second instance object B, requires the scene area in front of the building to be effective; the second instance object C, requires the scene area behind the building to be effective; the second instance object D, requires the scene area to be effective on the left side of the building to be effective; the second instance object E, requires the scene area to be effective on the right side of the building to be effective; and the first instance object F, requires the scene area to be effective on the interior of the building to be effective.

[0109] Simultaneously, configure audio properties for the aforementioned instance object AF, and within these audio properties, configure the audio event file information for the instance object. For example, in the audio properties of the first instance object F, configure as follows: Figure 3c The example shown is an audio event file used to reduce ambient noise. For instance, in the audio properties of the second instance object AE, the following configuration is shown... Figure 3d The audio event file shown is used to restore the original ambient sound.

[0110] When the controlled virtual object moves from the second scene area to the first scene area, that is, when the controlled virtual object is located inside the building, the audio event file corresponding to the first instance object F is triggered. The audio engine reduces the volume of the ambient sound based on the specific content of the audio event file corresponding to the triggered first instance object F.

[0111] When the controlled virtual object moves from the first scene area to the second scene area, that is, when the controlled virtual object is located in any external area of ​​the building (top, front, back, left, or right), the corresponding audio event file of the second instance object is triggered. The audio engine then restores the ambient sound volume to the original ambient sound volume based on the audio event file of the triggered second instance object.

[0112] When the controlled virtual object moves from the third scene area to the second scene area, that is, when the controlled virtual object is located in any external area of ​​the building (top, front, back, left, right), the ambient sound continues to play based on the target audio event file because the volume of the ambient sound in the target audio event file is the same as the volume of the ambient sound in the audio event file corresponding to the second instance object.

[0113] The solution adopted in this application embodiment can play ambient sounds based on a target audio event file in response to the controlled virtual object being located outside the first scene area associated with the virtual space. The first scene area includes a first instance object configured for the virtual space, which is used to detect whether the controlled virtual object is within the first scene area. In response to the controlled virtual object being within the first scene area, the playback of ambient sounds based on the target audio event file is stopped, and ambient sounds are played according to the first audio event file configured for the first instance object. The ambient sounds in the first audio event file are different from those in the target audio event file. Thus, by configuring instance objects and corresponding audio event files for the virtual space, different ambient sounds can be played according to the audio event files corresponding to different locations of the controlled virtual object, thereby improving the flexibility of ambient sound playback control, enhancing the effect of ambient sound presentation, and improving the user experience.

[0114] This embodiment also provides an ambient sound playback control device, which can be integrated into a terminal device. For example, such as... Figure 4 As shown, the ambient sound playback control device may include:

[0115] The first playback module 201 is used to play ambient sound based on a target audio event file in response to the controlled virtual object being outside the first scene area associated with the virtual space. The first scene area includes a first instance object configured for the virtual space. The first instance object is used to detect whether the controlled virtual object is in the first scene area.

[0116] The second playback module 202 is used to respond to the controlled virtual object being in the first scene area by stopping the playback of ambient sound based on the target audio event file and playing ambient sound according to the first audio event file configured by the first instance object;

[0117] The ambient sounds in the first audio event file are different from those in the target audio event file.

[0118] Optionally, in the apparatus of this application embodiment, the virtual space further includes an associated second scene region. The second scene region includes a second instance object configured for the virtual space. The second instance object is used to detect whether the controlled virtual object is outside the first scene region. The first scene region and the second scene region are located in different positions.

[0119] Based on this, the aforementioned ambient sound playback control device also includes:

[0120] The third playback module is used to respond to the controlled virtual object moving from the first scene area to the second scene area, stop the ambient sound playback based on the first audio event file, and play the ambient sound according to the second audio event file configured by the second instance object;

[0121] The ambient sounds in the first audio event file are different from those in the second audio event file.

[0122] Optionally, in the apparatus of this application embodiment, the first scene area is one of the virtual space interior area and the virtual space exterior area, and the second scene area is another of the virtual space interior area and the virtual space exterior area relative to the first scene area.

[0123] Optionally, in the apparatus of this application embodiment, if the second scene area is an area outside the virtual space, the number of the second instance objects is at least one, and the volume of the ambient sound in the first audio event file is less than the volume of the ambient sound in the second audio event file.

[0124] Optionally, in the apparatus of this application embodiment, if the second scene area is an area outside the virtual space.

[0125] Based on this, the aforementioned first playback module 201 includes:

[0126] The first playback unit is used to play ambient sounds based on the target audio event file in response to the controlled virtual object being located in a third scene area outside the second scene area associated with the virtual space.

[0127] The second playback unit is used to respond to the controlled virtual object moving from the third scene area to the second scene area and continue to play ambient sounds based on the target audio event file.

[0128] The target audio event file and the second audio event file have the same audio parameters for the ambient sound.

[0129] Optionally, in the apparatus of this application embodiment, before the first playback module 201, the ambient sound playback control device further includes:

[0130] The loading module is used to load audio files from the virtual scene through the game engine, as well as instance objects configured for the virtual space. The audio files include multiple audio event files.

[0131] The read module is used to read the corresponding audio event file from the audio file based on the audio event file information configured in the instance object.

[0132] Optionally, in the apparatus of this application embodiment, before the aforementioned reading module, the aforementioned ambient sound playback control device further includes:

[0133] The first configuration module is used to configure the scene area where the instance object needs to take effect in the virtual scene;

[0134] The second configuration module is used to configure audio properties for instance objects, and within the audio properties, to configure the audio event file information of the instance objects.

[0135] The solution adopted in this application embodiment allows the first playback module 201 to play ambient sounds based on a target audio event file in response to the controlled virtual object being located outside the first scene area associated with the virtual space. The first scene area includes a first instance object configured for the virtual space, which is used to detect whether the controlled virtual object is within the first scene area. The second playback module 202, in response to the controlled virtual object being within the first scene area, stops playing ambient sounds based on the target audio event file and plays ambient sounds according to the first audio event file configured for the first instance object. The ambient sounds in the first audio event file are different from those in the target audio event file. Thus, by configuring instance objects and corresponding audio event files for the virtual space, different ambient sounds can be played based on the audio event files corresponding to the different locations of the controlled virtual object, thereby improving the flexibility of ambient sound playback control, enhancing the effect of ambient sound presentation, and improving the user experience.

[0136] Accordingly, this application also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Alternatively, the electronic device can be a server.

[0137] like Figure 5 As shown, Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 300 includes a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 and the memory 302 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0138] The processor 301 is the control center of the electronic device 300. It connects various parts of the electronic device 300 via various interfaces and lines. By running or loading software programs and / or units stored in the memory 302, and by calling data stored in the memory 302, it executes various functions and processes data of the electronic device 300, thereby providing overall monitoring of the electronic device 300. The processor 301 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application.

[0139] In this embodiment, the processor 301 in the electronic device 300 loads the instructions corresponding to the processes of one or more applications into the memory 302 according to the following steps, and the processor 301 runs the applications stored in the memory 302 to realize various functions, such as:

[0140] In response to the controlled virtual object being outside the first scene area associated with the virtual space, ambient sound is played based on the target audio event file, wherein the first scene area includes a first instance object configured for the virtual space, and the first instance object is used to detect whether the controlled virtual object is in the first scene area;

[0141] In response to the controlled virtual object being in the first scene area, stop playing ambient sound based on the target audio event file, and play ambient sound according to the first audio event file configured for the first instance object;

[0142] The ambient sounds in the first audio event file are different from those in the target audio event file.

[0143] The electronic device provided in this application embodiment can play ambient sounds based on a target audio event file in response to a controlled virtual object being located outside a first scene area associated with the virtual space. The first scene area includes a first instance object configured for the virtual space, which is used to detect whether the controlled virtual object is within the first scene area. In response to the controlled virtual object being within the first scene area, the playback of ambient sounds based on the target audio event file is stopped, and ambient sounds are played according to the first audio event file configured for the first instance object. The ambient sounds in the first audio event file are different from those in the target audio event file. Thus, by configuring instance objects and corresponding audio event files for the virtual space, different ambient sounds can be played according to the audio event files corresponding to different locations of the controlled virtual object, thereby improving the flexibility of ambient sound playback control, enhancing the effect of ambient sound presentation, and improving the user experience.

[0144] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0145] Optional, such as Figure 5 As shown, the electronic device 300 also includes: a touch display screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the touch display screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307. Those skilled in the art will understand that... Figure 5 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0146] The touch display screen 303 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 303 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 301. It can also receive and execute commands from the processor 301. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 301 to determine the type of touch event. Subsequently, the processor 301 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 303 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 303 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 303 can also be used as part of the input unit 306 to achieve input functions.

[0147] The radio frequency circuit 304 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.

[0148] Audio circuitry 305 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuitry 305 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 305, converted back into audio data, and then processed by processor 301 before being transmitted via radio frequency circuitry 304 to, for example, another electronic device, or output to memory 302 for further processing. Audio circuitry 305 may also include an earphone jack to facilitate communication between peripheral headphones and electronic devices.

[0149] The input unit 306 can be used to receive the name of the input audio file, the name of the audio event file, or other relevant information.

[0150] Power supply 307 is used to supply power to various components of electronic device 300. Optionally, power supply 307 can be logically connected to processor 301 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 307 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0151] although Figure 5 As not shown in the diagram, the electronic device 300 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0152] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0153] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0154] Therefore, embodiments of this application provide a computer-readable storage medium storing multiple computer programs that can be loaded by a processor to execute any of the ambient sound playback control methods provided in this application. The computer program can execute the steps of the following ambient sound playback control method:

[0155] In response to the controlled virtual object being outside the first scene area associated with the virtual space, ambient sound is played based on the target audio event file, wherein the first scene area includes a first instance object configured for the virtual space, and the first instance object is used to detect whether the controlled virtual object is in the first scene area;

[0156] In response to the controlled virtual object being in the first scene area, stop playing ambient sound based on the target audio event file, and play ambient sound according to the first audio event file configured for the first instance object;

[0157] The ambient sounds in the first audio event file are different from those in the target audio event file.

[0158] Using the computer-readable storage medium provided in the embodiments of this application, ambient sound can be played based on a target audio event file in response to a controlled virtual object being located outside a first scene area associated with the virtual space. The first scene area includes a first instance object configured for the virtual space, which is used to detect whether the controlled virtual object is within the first scene area. In response to the controlled virtual object being within the first scene area, the playback of ambient sound based on the target audio event file is stopped, and ambient sound is played according to the first audio event file configured for the first instance object. The ambient sound in the first audio event file is different from the ambient sound in the target audio event file. Thus, by configuring instance objects and corresponding audio event files for the virtual space, different ambient sounds can be played according to the audio event files corresponding to different locations of the controlled virtual object, thereby improving the flexibility of ambient sound playback control, enhancing the effect of ambient sound presentation, and improving the user experience.

[0159] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0160] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0161] Since the computer program stored in the computer-readable storage medium can execute any of the ambient sound playback control methods provided in the embodiments of this application, the beneficial effects that any of the ambient sound playback control methods provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.

[0162] According to one aspect of this application, a computer program product or computer program is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.

[0163] In the above embodiments of the ambient sound playback control device, computer-readable storage medium, electronic device, and computer program product, the descriptions of each embodiment have different focuses. Parts not described in detail in a particular embodiment can be referred to in the relevant descriptions of other embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes and beneficial effects of the above-described ambient sound playback control device, computer-readable storage medium, computer program product, electronic device, and their corresponding units can be referred to the description of the ambient sound playback control method in the above embodiments, and will not be repeated here.

[0164] The above provides a detailed description of an ambient sound playback control method, apparatus, electronic device, computer-readable storage medium, and computer program product provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.< / root> < / audio>

Claims

1. A method for controlling ambient sound playback, characterized in that, The method includes: In response to the controlled virtual object being located outside the first scene area associated with the virtual space, ambient sound is played based on a target audio event file. The virtual space is configured with instance objects, each instance object being configured with a scene area that needs to be active within the virtual scene, and audio attributes. These audio attributes are used to configure the audio event file information of the instance objects. An audio file containing multiple audio event files is loaded from the virtual scene via a game engine, along with the instance objects configured for the virtual space. This allows the instance objects to read the corresponding audio event files from the audio files using the audio event file information in the audio attributes. The first scene area includes a first instance object among the instance objects configured for the virtual space. The first instance object is used to detect whether the controlled virtual object is located within the first scene area. The target audio event file is used to indicate an audio event file that corresponds to a region outside the first scene area associated with the virtual space. In response to the controlled virtual object being in the first scene area, the playback of ambient sound based on the target audio event file is stopped, and ambient sound is played according to the first audio event file configured by the first instance object. The first audio event file is used to indicate the audio event file configured for the first instance object that corresponds to the first scene area. The ambient sounds in the first audio event file are different from those in the target audio event file.

2. The ambient sound playback control method according to claim 1, characterized in that, The virtual space also includes an associated second scene region, which includes a second instance object among the instance objects configured for the virtual space. The second instance object is used to detect whether the controlled virtual object is outside the first scene region, and the first scene region and the second scene region are located in different positions. The method further includes: In response to the controlled virtual object moving from the first scene area to the second scene area, the ambient sound playback based on the first audio event file is stopped, and the ambient sound is played according to the second audio event file configured for the second instance object; The ambient sounds in the first audio event file are different from those in the second audio event file.

3. The ambient sound playback control method according to claim 2, characterized in that, The first scene area is one of the virtual space interior area and the virtual space exterior area, and the second scene area is the other of the virtual space interior area and the virtual space exterior area relative to the first scene area.

4. The ambient sound playback control method according to claim 3, characterized in that, If the second scene area is the area outside the virtual space, the number of the second instance objects is at least one, and the volume of the ambient sound in the first audio event file is less than the volume of the ambient sound in the second audio event file.

5. The ambient sound playback control method according to claim 3, characterized in that, If the second scene area is an area outside the virtual space, the step of responding to the controlled virtual object being outside the first scene area associated with the virtual space and playing ambient sound based on the target audio event file includes: In response to the controlled virtual object being located in a third scene area outside the second scene area associated with the virtual space, ambient sound is played based on the target audio event file; In response to the controlled virtual object moving from the third scene area to the second scene area, the ambient sound continues to be played based on the target audio event file; The target audio event file has the same audio parameters as the ambient sound indicated by the second audio event file.

6. An ambient sound playback control device, characterized in that, The device includes: The first playback module is used to play ambient sound based on a target audio event file in response to the controlled virtual object being located outside the first scene area associated with the virtual space. The virtual space is configured with instance objects, each instance object being configured with a scene area that needs to be active in the virtual scene, and audio attributes. The audio attributes are used to configure the audio event file information of the instance objects. An audio file containing multiple audio event files is loaded from the virtual scene by the game engine, along with the instance objects configured for the virtual space. This allows the instance objects to read the corresponding audio event files from the audio files using the audio event file information in the audio attributes. The first scene area includes a first instance object among the instance objects configured for the virtual space. The first instance object is used to detect whether the controlled virtual object is located in the first scene area. The target audio event file is used to indicate an audio event file that corresponds to the area outside the first scene area associated with the virtual space. The second playback module is used to respond to the controlled virtual object being in the first scene area by stopping the playback of ambient sound based on the target audio event file and playing ambient sound according to the first audio event file configured by the first instance object. The first audio event file is used to indicate the audio event file configured for the first instance object that corresponds to the first scene area. The ambient sounds in the first audio event file are different from those in the target audio event file.

7. An electronic device, characterized in that, It includes a processor and a memory, wherein the memory stores a computer program that, when executed by the processor, causes the processor to perform the steps of the ambient sound playback control method according to any one of claims 1 to 5.

8. A computer-readable storage medium, characterized in that, It includes a computer program that, when run on an electronic device, causes the electronic device to perform the steps of the ambient sound playback control method according to any one of claims 1 to 5.

Citation Information

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