Game vibration generation method and device, electronic equipment, storage medium, product
By receiving and processing game interface information, generating and issuing vibration effect instructions that meet the scene, the problem of limited vibration effects in existing electronic games is solved, improving user experience and reducing update costs.
Patent Information
- Application Number
- CN202411842131.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-12
- Publication Date
- 2025-04-08
AI Technical Summary
In existing electronic games, the vibration effect is limited, the user experience is poor, and the built-in vibration effect of the game is fixed and monotonous, making it difficult to increase diversity through updates.
By receiving the basic game information displayed on the game interface obtained by the operating system, loading the preset model, generating vibration effect instructions that meet the current scene based on the preset model and event fusion information, and issuing them to the operating system to trigger vibration.
It realizes the real-time generation and issuance of vibration effects that are most in line with the current scene during the game program operation, which improves the user experience, reduces the cost of game updates, and gets rid of the limitations of built-in vibration effects of the game.
Smart Images

Figure CN119770953A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of game vibration generation, and in particular to a game vibration generation method and device, electronic equipment, storage medium, and product. Background Art
[0002] At present, the somatosensory vibration effects of electronic games are usually packaged inside the game program. During the running of the game program, the game's own logic controls the selection of vibration effects and sends them to the vibration device. However, this method has the following defects: First, a large number of electronic games that have been developed and put into operation do not have enough built-in vibration effects in advance, and the user experience is poor. If you want to add other vibration effects besides the built-in vibration effects of these electronic games, you can only update the electronic games, but the cost of game updates is usually high; second, the built-in vibration effects of electronic games are usually only related to the events of the game itself, and are fixed and monotonous. Summary of the invention
[0003] The present invention aims to solve at least one of the problems existing in the prior art and provides a game vibration generation method and device, electronic equipment, storage medium, and product.
[0004] One aspect of the present invention provides a method for generating game vibrations, the method comprising:
[0005] Receive basic game information of the current game displayed on the game interface obtained by the operating system;
[0006] According to the basic information of the game, a corresponding preset model is loaded; wherein the preset model includes game resources, interaction modes and preset vibration effects corresponding to the current game;
[0007] Acquire event fusion information during the game process from the operating system;
[0008] Based on the preset model and the event fusion information, generating a vibration effect instruction that meets the current scene;
[0009] The vibration effect instruction is sent to the operating system to trigger corresponding vibration.
[0010] Optionally, the acquiring of event fusion information during the game process from the operating system includes: acquiring, from the operating system, game events that occur when a user operates a virtual character on the game interface;
[0011] The generating of the vibration effect instruction that meets the current scene based on the preset model and the event fusion information includes: generating the vibration effect instruction based on the preset model and the game event.
[0012] Optionally, the generating the vibration effect instruction based on the preset model and the game event includes:
[0013] Based on the game resources and the interaction mode, determining a first game resource and a first interaction mode corresponding to the game event;
[0014] Selecting a first vibration effect corresponding to the first game resource and the first interaction mode from the preset vibration effects;
[0015] The vibration effect instruction corresponding to the first vibration effect is generated.
[0016] Optionally, the acquiring of event fusion information during the game from the operating system includes: acquiring from the operating system game events and system information occurring when a user operates a virtual character in the game interface; the system information includes time information, geographic location information, and sensor information of the operating system in the current scene;
[0017] The generating of the vibration effect instruction that meets the current scene based on the preset model and the event fusion information includes: generating the vibration effect instruction based on the preset model, the game event and the system information.
[0018] Optionally, the generating the vibration effect instruction based on the preset model, the game event and the system information includes:
[0019] Based on the game resources and the interaction mode, determining a second game resource and a second interaction mode corresponding to the game event;
[0020] Based on the second game resource, the second interaction mode and the system information, selecting a corresponding second vibration effect from the preset vibration effects;
[0021] The vibration effect instruction corresponding to the second vibration effect is generated.
[0022] Optionally, the generating the vibration effect instruction based on the preset model, the game event and the system information includes:
[0023] Based on the game resources and the interaction mode, determining a third game resource and a third interaction mode corresponding to the game event;
[0024] Based on the third game resource and the third interaction mode, selecting a corresponding third vibration effect from the preset vibration effects;
[0025] In combination with the system information, the vibration effect instruction corresponding to the third vibration effect is generated.
[0026] Another aspect of the present invention provides a game vibration generating device, the game vibration generating device comprising:
[0027] A receiving module, used to receive basic game information of the current game displayed on the game interface acquired by the operating system;
[0028] A loading module, used to load a corresponding preset model according to the basic information of the game; wherein the preset model includes game resources, interaction modes and preset vibration effects corresponding to the current game;
[0029] An acquisition module, used for acquiring event fusion information during the game process from the operating system;
[0030] A generating module, used for generating a vibration effect instruction that meets the current scene based on the preset model and the event fusion information;
[0031] The sending module is used to send the vibration effect instruction to the operating system to trigger the corresponding vibration.
[0032] Another aspect of the present invention provides an electronic device, comprising:
[0033] at least one processor; and,
[0034] a memory communicatively connected to at least one processor; wherein,
[0035] The memory stores instructions that can be executed by at least one processor, and the instructions are executed by the at least one processor so that the at least one processor can execute the game vibration generation method described above.
[0036] Another aspect of the present invention provides a computer-readable storage medium storing a computer program, which implements the game vibration generation method described above when executed by a processor.
[0037] Another aspect of the present invention provides a computer program product, including a computer program, which implements the game vibration generation method described above when executed by a processor.
[0038] Compared with the prior art, the present invention receives basic game information of the current game displayed on the game interface obtained by the operating system, loads the corresponding preset model according to the basic game information, generates a vibration effect instruction that meets the current scene based on the preset model and event fusion information in the game process obtained from the operating system, and sends the vibration effect instruction to the operating system to trigger the corresponding vibration. The operating system can be used to collect information in the background during the running of the game program, and the collected information can be used to generate and send the vibration effect that best meets the current scene in real time. While realizing the real-time addition of vibration effects to the game, it gets rid of the limitations of the built-in vibration effects of the game, improves the user experience, and reduces the game update cost generated for improving the game vibration effect. BRIEF DESCRIPTION OF THE DRAWINGS
[0039] One or more embodiments are exemplarily described by pictures in the corresponding drawings, and these exemplifications do not constitute limitations on the embodiments. Elements with the same reference numerals in the drawings represent similar elements, and unless otherwise stated, the figures in the drawings do not constitute proportional limitations.
[0040] Figure 1 A schematic diagram of a game vibration generation method provided by the prior art;
[0041] Figure 2 A schematic diagram of a method for generating game vibration provided by one embodiment of the present invention;
[0042] Figure 3 A flowchart of a method for generating game vibrations provided in another embodiment of the present invention;
[0043] Figure 4 A logic diagram for realizing a method for generating game vibration provided by another embodiment of the present invention;
[0044] Figure 5 A schematic structural diagram of a game vibration generating device provided by another embodiment of the present invention;
[0045] Figure 6 A schematic structural diagram of an electronic device provided in another embodiment of the present invention. DETAILED DESCRIPTION
[0046] In order to make the purpose, technical scheme and advantages of the embodiments of the present invention clearer, the embodiments of the present invention will be described in detail below in conjunction with the accompanying drawings. However, it will be appreciated by those skilled in the art that in the embodiments of the present invention, many technical details are proposed in order to enable the reader to better understand the present invention. However, even without these technical details and various changes and modifications based on the following embodiments, the technical scheme claimed in the present invention can be implemented. The division of the following embodiments is for the convenience of description and should not constitute any limitation on the specific implementation of the present invention. The various embodiments can be combined and referenced with each other without contradiction.
[0047] like Figure 1 As shown, in the prior art, the vibration effects of electronic games are completely built into the game program. When the game program is running in the game console, the game program completes the selection of the vibration effect through its own logic control, and sends the selected vibration effect to the operating system, which triggers the vibrator to achieve the corresponding vibration effect. However, the number of vibration effects built into the electronic games that have been developed and put into operation is usually small, which makes the user experience poor. On this basis, if you want to improve the user experience and add vibration effects to these electronic games, you can only build more vibration effects into the game program by updating the game program, but the game update cost of this method is usually very high, which is not cost-effective for the developers and operators of electronic games. In addition, the vibration effects built into the game program are usually only related to the events of the game itself, and the types are fixed and monotonous.
[0048] To this end, the present invention provides a game vibration generation method, such as Figure 2 As shown, a vibration effect assistant program independent of the game program and the operating system is applied to the game console. The game vibration generation method enables the vibration effect assistant program to collect information with the support of the operating system, and complete the vibration effect generation based on the collected information, and send the generated vibration effect to the operating system, which triggers the vibrator to achieve the corresponding vibration effect, thereby improving the user experience and reducing the cost of game updates. The collected information can be relevant information of the game program, or system information, sensor information, etc. associated with the operating system. The host manufacturer can use the game vibration generation method provided by the present invention to add vibration effects to third-party games integrated on the host,
[0049] The game vibration generation method provided by the present invention can utilize the parallel computing capability of the device running the game program, complete information collection in the background during the running of the game program, and use the collected information to generate and send the vibration effect that best suits the current scene in real time, thereby getting rid of the limitations of the built-in vibration effect of the game, improving the user experience, and can be applied to host manufacturers to add vibration effects to third-party games integrated on the host. Figure 3 , the game vibration generation method provided by the present invention is described in detail.
[0050] like Figure 3 As shown, a game vibration generation method provided by one embodiment of the present invention includes steps S310 to S350.
[0051] Step S310, receiving basic game information of the current game displayed on the game interface obtained by the operating system.
[0052] Specifically, the basic game information may include but is not limited to the game name, game version, game type, etc. During the running of the game program, when the user enters the game interface, the operating system can obtain the basic game information of the current game displayed on the game interface in real time, and notify the vibration effect assistant program so that the vibration effect assistant program receives the basic game information.
[0053] Step S320: Load the corresponding preset model according to the basic game information, wherein the preset model includes game resources, interaction modes and preset vibration effects corresponding to the current game.
[0054] Specifically, the game resources, interaction modes, and preset vibration effects in the preset model may be for the current game itself, or for the game type corresponding to the current game. Among them, game resources may include but are not limited to the game button layout, virtual character image features, etc. The interaction mode refers to the way the user interacts with the game, which may include but is not limited to the virtual character operation mode, game environment interaction mode, voice and gesture recognition mode, dialogue and plot interaction mode, etc. The preset vibration effects may include but are not limited to typical vibration effects for various typical game scenes, such as the corresponding vibration effects when different game scenes involve different game resources or interaction modes.
[0055] It should be noted that in order to add personalized vibration effects to more types of games, those skilled in the art can set different preset models for different types of games. For example, when the game types include combat, environmental interaction, vehicle driving, plot, achievement and reward, those skilled in the art can set preset models for combat, environmental interaction, vehicle driving, plot, achievement and reward games respectively.
[0056] Step S330, obtaining event fusion information during the game process from the operating system.
[0057] Specifically, during the game process, the operating system will collect information in real time. The collected information may be the game screen, sound input and output, user operations, various events triggered by user operations such as input events, interaction events, game environment change events, etc., or system information associated with the operating system, sensor information, etc. Therefore, step S330 may obtain any one or more of the above information from the operating system as event fusion information.
[0058] Step S340: Generate a vibration effect instruction that meets the current scene based on the preset model and event fusion information.
[0059] Specifically, step S340 may first determine the specific game resources or interaction modes related to the event fusion information in the preset model, and then use the preset vibration effect corresponding to the specific game resource or interaction mode as the vibration effect that conforms to the current scene, and generate a vibration effect instruction corresponding to the vibration effect. For example, the vibration effect instruction may include information such as vibration time, vibration duration, vibration intensity, and vibration position.
[0060] Step S350: Send the vibration effect instruction to the operating system to trigger the corresponding vibration.
[0061] Specifically, after the vibration effect instruction is generated, step S350 sends the vibration effect instruction to the operating system, so that the operating system executes the vibration effect instruction, thereby triggering the corresponding vibrator to generate vibration and realizing the vibration effect indicated by the vibration effect instruction.
[0062] Compared with the prior art, the game vibration generation method provided by the embodiment of the present invention receives basic game information of the current game displayed on the game interface obtained by the operating system, loads the corresponding preset model according to the basic game information, generates a vibration effect instruction that meets the current scene based on the preset model and event fusion information in the game process obtained from the operating system, and sends the vibration effect instruction to the operating system to trigger the corresponding vibration. During the running of the game program, the operating system can be used to collect information in the background, and the collected information can be used to generate and send the vibration effect that best meets the current scene in real time. While realizing the real-time addition of vibration effects to the game, it gets rid of the limitations of the built-in vibration effects of the game, improves the user experience, and reduces the game update cost generated for improving the game vibration effect.
[0063] Exemplarily, the event fusion information obtained from the operating system during the game in step S330 may include game events. Game events here refer to events related to the current game triggered by user operations, such as changes in game screens, changes in game sound effects, and input events such as touch screen input and key input. At this time, step S330 includes: obtaining game events that occur when a user operates a virtual character in a game interface from the operating system. Step S340 includes: generating vibration effect instructions based on a preset model and game events.
[0064] By generating vibration effect instructions based on preset models and game events, the vibration effect corresponding to the vibration effect instruction can be made more in line with the current game scene, further improving the user experience.
[0065] Among them, based on the preset model and the game event, a vibration effect instruction is generated, including: based on the game resources and the interaction mode, determining the first game resource and the first interaction mode corresponding to the game event; selecting the first vibration effect corresponding to the first game resource and the first interaction mode from the preset vibration effects; and generating a vibration effect instruction corresponding to the first vibration effect.
[0066] For example, assuming that the game resources in the preset model include virtual characters and virtual vehicles, the interaction mode includes controlling the virtual characters or virtual vehicles to move forward, and the corresponding preset vibration effect includes continuous slight vibration for 3 seconds, if the game event collected from the operating system is that the virtual vehicle in the game screen has moved in the forward direction, then the first game resource corresponding to the game event is the virtual vehicle, the first interaction mode corresponding to the game event is the virtual vehicle moving forward, and the first vibration effect is continuous slight vibration for 3 seconds, which is the vibration effect that conforms to the current scene. Step S340 can generate a vibration effect instruction corresponding to the first vibration effect, and then send the vibration effect instruction to the operating system through step S350 to trigger the corresponding vibration to achieve the first vibration effect.
[0067] By determining the first game resource and the first interaction mode corresponding to the game event, and generating a corresponding vibration effect instruction according to the first vibration effect corresponding to the first game resource and the first interaction mode, the actual vibration effect generated by executing the vibration effect instruction can be more closely associated with the user operation, further enhancing the user's sense of participation.
[0068] Exemplarily, the event fusion information obtained from the operating system during the game in step S330 may include not only game events but also system information. The system information includes time information, geographic location information, and sensor information of the operating system in the current scene. At this time, step S330 includes: obtaining game events and system information that occur when the user operates the virtual character in the game interface from the operating system. Step S340 includes: generating vibration effect instructions based on the preset model, game events, and system information.
[0069] By generating vibration effect instructions based on preset models, game events and system information, the final vibration effect is not only related to game events, but also closely integrated with system information, further enriching the vibration effects in the game and improving the user experience.
[0070] Exemplarily, generating vibration effect instructions based on preset models, game events and system information may include: determining a second game resource and a second interaction mode corresponding to the game event based on game resources and interaction modes; selecting a corresponding second vibration effect from preset vibration effects based on the second game resources, the second interaction mode and system information; and generating a vibration effect instruction corresponding to the second vibration effect.
[0071] Specifically, different system information may correspond to different preset vibration effects. For example, in order to reflect the differences between different regions, different regions may correspond to different preset vibration effects. Assuming that the second game resource is a virtual character, and the second interaction mode is the virtual task character moving forward, in this case, the second vibration effect corresponding to region A is a continuous slight vibration for 3 seconds, and the second vibration effect corresponding to region B is a continuous strong vibration for 3 seconds. Then, when the geographical location information included in the system information obtained from the operating system is region B, the second vibration effect of continuous strong vibration for 3 seconds is selected, and a vibration effect instruction for the second vibration effect is generated, so that the operating system can achieve a vibration effect of continuous strong vibration for 3 seconds after executing the vibration effect instruction.
[0072] This embodiment can further enrich the vibration effects in the game and enhance the user experience by selecting the corresponding second vibration effect based on the second game resource, the second interaction mode and the system information, and generating a vibration effect instruction corresponding to the second vibration effect.
[0073] Exemplarily, generating vibration effect instructions based on preset models, game events and system information may also include: determining a third game resource and a third interaction mode corresponding to the game event based on game resources and interaction modes; selecting a corresponding third vibration effect from preset vibration effects based on the third game resources and the third interaction mode; and generating a vibration effect instruction corresponding to the third vibration effect in combination with the system information.
[0074] Specifically, in addition to the third vibration effect, the vibration effect instruction may also incorporate system information. For example, assuming that the third vibration effect is to vibrate slightly for 5 seconds at the top of the hour, when the time information included in the system information obtained from the operating system is 8:15, the generated vibration effect instruction may include information that the vibration effect is to vibrate slightly for 5 seconds at 9 o'clock, so that the operating system triggers the corresponding vibrator at 9 o'clock to achieve the vibration effect of vibrating slightly for 5 seconds at the top of the hour.
[0075] This implementation can further enrich the vibration effects in the game and enhance the user experience by selecting a corresponding third vibration effect based on the third game resource and the third interaction mode, and generating a vibration effect instruction corresponding to the third vibration effect in combination with system information.
[0076] It should be noted that the terms "first, second, and third" in the above embodiments of the present invention are only used to distinguish objects of the same type and do not represent specific restrictions on the objects. For example, the first game resource, the second game resource, and the third game resource may be the same or different from each other. Similarly, the first interaction mode, the second interaction mode, and the third interaction mode may be the same or different from each other.
[0077] In order to enable those skilled in the art to better understand the above implementation, a specific example is used as an example for description below.
[0078] like Figure 4 As shown, a game vibration generation method is applied to a vibration effect assistant program and is implemented by the following steps:
[0079] 1. The user enters the game program interface.
[0080] 2. The game program uses the operating system to perform related initialization work, such as initializing the game window, initializing audio and video devices, initializing input and output devices, initializing network connections, etc., to start the game.
[0081] 3. The operating system notifies the vibration effect assistant program of the basic game information (including but not limited to the game name, game version, game type, etc.) involved in the game program.
[0082] 4. The vibration effect assistant program receives the basic game information sent by the operating system, and loads a preset model corresponding to the game name, game version or game type corresponding to the basic game information. The preset model may include but is not limited to the game's button layout, virtual character image features, virtual character operation mode, typical vibration effects, etc.
[0083] 5. The user operates the virtual character in the game interface displayed by the game program.
[0084] 6. Game events triggered by user operations in the game program (such as input events such as touch screen and buttons, screen image changes, game sound effect changes, etc.) are collected by the operating system.
[0085] 7. The vibration effect assistant program collects game events from the operating system, and can also apply for system information (such as time, geographic location, etc.) and sensor information (such as microphone input, etc.) from the operating system.
[0086] 8. The vibration effect assistant program generates vibration effect instructions that match the current scene based on the loaded preset model and the game events, system information, and sensor information collected from the operating system.
[0087] 9. The vibration effect instruction generated by the vibration effect assistant program is sent to the operating system to trigger the corresponding vibration.
[0088] Another embodiment of the present invention relates to a game vibration generating device, such as Figure 5 As shown, it includes a receiving module 510, a loading module 520, an acquisition module 530, a generation module 540, and a sending module 550.
[0089] The receiving module 510 is used to receive basic game information of the current game displayed on the game interface obtained by the operating system.
[0090] The loading module 520 is used to load the corresponding preset model according to the basic game information, wherein the preset model includes the game resources, interaction mode and preset vibration effect corresponding to the current game.
[0091] The acquisition module 530 is used to acquire event fusion information during the game process from the operating system.
[0092] The generation module 540 is used to generate a vibration effect instruction that meets the current scene based on the preset model and event fusion information.
[0093] The sending module 550 is used to send the vibration effect instruction to the operating system to trigger the corresponding vibration.
[0094] The specific implementation method of the game vibration generating device provided in the embodiment of the present invention can refer to the game vibration generating method provided in the embodiment of the present invention, which will not be repeated here.
[0095] Compared with the prior art, the game vibration generating device provided by the embodiment of the present invention receives basic game information of the current game displayed on the game interface obtained by the operating system, loads the corresponding preset model according to the basic game information, generates a vibration effect instruction that conforms to the current scene based on the preset model and the event fusion information in the game process obtained from the operating system, and sends the vibration effect instruction to the operating system to trigger the corresponding vibration. During the running of the game program, the operating system can be used to collect information in the background, and the collected information can be used to generate and send the vibration effect that best conforms to the current scene in real time. While realizing the real-time addition of vibration effects to the game, it gets rid of the limitations of the built-in vibration effects of the game, improves the user experience, and reduces the game update cost generated to improve the game vibration effect.
[0096] Another embodiment of the present invention relates to an electronic device, such as Figure 6 As shown, including:
[0097] at least one processor 601; and,
[0098] A memory 602 is communicatively connected to at least one processor 601; wherein,
[0099] The memory 602 stores instructions that can be executed by at least one processor 601 . The instructions are executed by at least one processor 601 so that the at least one processor 601 can execute the game vibration generation method described in the above embodiment.
[0100] Among them, the memory and the processor are connected in a bus manner, and the bus may include any number of interconnected buses and bridges, and the bus connects various circuits of one or more processors and memories together. The bus can also connect various other circuits such as peripherals, voltage regulators, and power management circuits, which are well known in the art and are therefore not further described herein. The bus interface provides an interface between the bus and the transceiver. The transceiver can be one element or multiple elements, such as multiple receivers and transmitters, providing a unit for communicating with various other devices on a transmission medium. The data processed by the processor is transmitted on a wireless medium via an antenna, and further, the antenna also receives data and transmits the data to the processor.
[0101] The processor is responsible for managing the bus and general processing, and can also provide various functions, including timing, peripheral interfaces, voltage regulation, power management, and other control functions. Memory can be used to store data used by the processor when performing operations.
[0102] Another embodiment of the present invention relates to a computer-readable storage medium storing a computer program, which implements the game vibration generation method described in the above embodiment when executed by a processor.
[0103] That is, those skilled in the art can understand that all or part of the steps in the method described in the above embodiments can be completed by instructing the relevant hardware through a program, and the program is stored in a storage medium, including several instructions for a device (which can be a single-chip microcomputer, chip, etc.) or a processor to perform all or part of the steps in the method described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk, etc., various media that can store program codes.
[0104] Another embodiment of the present invention relates to a computer program product, including a computer program, which implements the game vibration generation method described in the above embodiment when the computer program is executed by a processor.
[0105] Those skilled in the art will appreciate that the above-mentioned embodiments are specific embodiments for implementing the present invention, and in actual applications, various changes may be made thereto in form and detail without departing from the spirit and scope of the present invention.
Claims
1. A method for generating game vibration, characterized in that: The game vibration generation method comprises: Receive basic game information of the current game displayed on the game interface obtained by the operating system; According to the basic information of the game, a corresponding preset model is loaded; wherein the preset model includes game resources, interaction modes and preset vibration effects corresponding to the current game; Acquire event fusion information during the game process from the operating system; Based on the preset model and the event fusion information, generating a vibration effect instruction that meets the current scene; The vibration effect instruction is sent to the operating system to trigger corresponding vibration.
2. The game vibration generation method according to claim 1, characterized in that: The acquiring of the event fusion information during the game from the operating system includes: acquiring from the operating system a game event that occurs when a user operates a virtual character on the game interface; The generating of the vibration effect instruction that meets the current scene based on the preset model and the event fusion information includes: generating the vibration effect instruction based on the preset model and the game event.
3. The game vibration generation method according to claim 2, characterized in that: The generating the vibration effect instruction based on the preset model and the game event includes: Based on the game resources and the interaction mode, determining a first game resource and a first interaction mode corresponding to the game event; Selecting a first vibration effect corresponding to the first game resource and the first interaction mode from the preset vibration effects; The vibration effect instruction corresponding to the first vibration effect is generated.
4. The game vibration generation method according to claim 1, characterized in that: The acquiring of the event fusion information during the game from the operating system includes: acquiring from the operating system game events and system information that occur when a user operates a virtual character in the game interface; the system information includes time information, geographic location information, and sensor information of the operating system in the current scene; The generating of the vibration effect instruction that meets the current scene based on the preset model and the event fusion information includes: generating the vibration effect instruction based on the preset model, the game event and the system information.
5. The game vibration generation method according to claim 4, characterized in that: The generating the vibration effect instruction based on the preset model, the game event and the system information includes: Based on the game resources and the interaction mode, determining a second game resource and a second interaction mode corresponding to the game event; Based on the second game resource, the second interaction mode and the system information, selecting a corresponding second vibration effect from the preset vibration effects; The vibration effect instruction corresponding to the second vibration effect is generated.
6. The game vibration generation method according to claim 4, characterized in that: The generating the vibration effect instruction based on the preset model, the game event and the system information includes: Based on the game resources and the interaction mode, determining a third game resource and a third interaction mode corresponding to the game event; Based on the third game resource and the third interaction mode, selecting a corresponding third vibration effect from the preset vibration effects; In combination with the system information, the vibration effect instruction corresponding to the third vibration effect is generated.
7. A game vibration generating device, characterized in that: The game vibration generating device comprises: A receiving module, used to receive basic game information of the current game displayed on the game interface obtained by the operating system; A loading module, used to load a corresponding preset model according to the basic information of the game; wherein the preset model includes game resources, interaction modes and preset vibration effects corresponding to the current game; An acquisition module, used for acquiring event fusion information during the game process from the operating system; A generating module, used for generating a vibration effect instruction that meets the current scene based on the preset model and the event fusion information; The sending module is used to send the vibration effect instruction to the operating system to trigger the corresponding vibration.
8. An electronic device, characterized in that: include: at least one processor; as well as, a memory communicatively connected to the at least one processor; wherein, The memory stores instructions executable by the at least one processor, and the instructions are executed by the at least one processor so that the at least one processor can perform the game vibration generation method according to any one of claims 1 to 6.
9. A computer-readable storage medium storing a computer program, characterized in that: When the computer program is executed by a processor, the game vibration generating method according to any one of claims 1 to 6 is implemented.
10. A computer program product, comprising a computer program, characterized in that When the computer program is executed by a processor, the game vibration generating method according to any one of claims 1 to 6 is implemented.