Sound processing method and device, computing equipment, storage medium and program product
By obtaining target scene information and generating sound field and reverb volume, the scene sound reverb design problem that is artificially dependent in the prior art is solved, and automated design and efficient sound effect generation are realized.
Patent Information
- Application Number
- CN202510117365.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-24
- Publication Date
- 2025-05-13
AI Technical Summary
In the prior art, the reverb design of scene sound effects mainly relies on manual labor, which leads to time-consuming and labor-intensive and insufficient consistency, limiting the rapid development of large-scale scenarios.
By obtaining the scene information of the target scene, the reverb volume of the corresponding sound field and sound field of the target scene are generated, and the scene is automatically adapted to the scene for reverb design.
It realizes automated reverb design, reduces manual configuration time, improves the efficiency of sound effect generation, and supports rapid development of large-scale scenarios.
Smart Images

Figure CN119993181A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a sound processing method. The present application also relates to a sound processing device, a computing device, a computer-readable storage medium, and a computer program product. Background Art
[0002] Reverberation refers to the phenomenon that sound waves gradually attenuate and disappear after multiple reflections from surfaces such as walls, ceilings, and floors in a closed or semi-enclosed space. Reverberation is an inevitable part of sound propagation in a natural environment. It has an important impact on the auditory experience and can add a sense of space and depth to the sound, but if it is not controlled, it may also cause the sound to be unclear.
[0003] In modern sound effects development, environmental sound effects are an important component of enhancing immersion. However, the current reverberation design of scene sound effects mainly relies on manual work, and the reverberation design of the scene requires designers to manually configure the reverberation parameters. This method is not only time-consuming and labor-intensive, but also prone to lack of consistency in sound effect design due to human factors, which limits the rapid development of large-scale scenes. Therefore, there is an urgent need for a technical solution that can automatically adapt to the current scene for reverberation design. Summary of the invention
[0004] In view of this, the embodiment of the present application provides a sound processing method to solve the technical defects existing in the prior art. The embodiment of the present application also provides a sound processing device, a computing device, a computer-readable storage medium, and a computer program product.
[0005] According to a first aspect of an embodiment of the present application, there is provided a sound processing method, comprising: Obtaining a target scene and scene information of the target scene; According to the scene information of the target scene, a sound effect domain and a reverberation volume of the sound effect domain corresponding to the target scene are generated.
[0006] According to a second aspect of an embodiment of the present application, there is provided a sound processing device, including: An acquisition module is configured to acquire a target scene and scene information of the target scene; The generation module is configured to generate a sound effect domain and a reverberation volume of the sound effect domain corresponding to the target scene according to scene information of the target scene.
[0007] According to a third aspect of an embodiment of the present application, there is provided a computing device, including: a memory and a processor; The memory is used to store computer programs / instructions, and the processor is used to execute the computer programs / instructions. When the computer programs / instructions are executed by the processor, a sound processing method is implemented.
[0008] According to a fourth aspect of an embodiment of the present application, a computer-readable storage medium is provided, which stores a computer program / instruction, and the computer program / instruction implements a sound processing method when executed by a processor.
[0009] According to a fifth aspect of an embodiment of the present application, a computer program product is provided, comprising a computer program / instructions, which implement a sound processing method when executed by a processor.
[0010] The sound processing method provided in the present application clarifies the scene used to generate the sound effect domain by acquiring the target scene and the target scene information, and directly generates the sound effect domain and the reverberation volume of the sound effect domain corresponding to the target scene according to the scene information of the target scene. The sound effect domain covers the parameters required for sound effect processing of the target scene. When reverberation is performed, the sound in the target scene can be reverberated according to the sound effect domain and the reverberation volume of the sound effect domain, thereby avoiding the time consumption and efficiency problems caused by manually configuring the reverberation parameters when reverberating the sound. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] Figure 1 is a flow chart of a sound processing method provided by an embodiment of the present application; Figure 2 is a processing flow chart of a sound processing method applied to a game scenario provided by an embodiment of the present application; Figure 3 This is a flowchart of sound optimization provided by this application; Figure 4 It is a flow chart of generating a sound effect domain provided by the present application; Figure 5 This is a flow chart of a real-time generation of dynamic reverberation effect provided by the present application; Figure 6 This is a flow chart of optimizing sound signals using sound effect domain provided by the present application; Figure 7 is a flow chart of a preset reverberation template library provided by this application; Figure 8 is a structural schematic diagram of a sound processing device provided by an embodiment of the present application; Fig. 9 It is a structural block diagram of a computing device provided in one embodiment of the present application. DETAILED DESCRIPTION
[0012] Many specific details are described in the following description to facilitate a full understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present application, so the present application is not limited by the specific implementation disclosed below.
[0013] The terms used in one or more embodiments of the present application are only for the purpose of describing specific embodiments, and are not intended to limit one or more embodiments of the present application. The singular forms of "a", "said" and "the" used in one or more embodiments of the present application and the appended claims are also intended to include plural forms, unless the context clearly indicates other meanings. It should also be understood that the term "and / or" used in one or more embodiments of the present application refers to and includes any or all possible combinations of one or more associated listed items.
[0014] It should be understood that, although the terms first, second, etc. may be used to describe various information in one or more embodiments of the present application, such information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of one or more embodiments of the present application, the first may also be referred to as the second, and similarly, the second may also be referred to as the first.
[0015] First, the terms involved in one or more embodiments of the present invention are explained.
[0016] Reverberation: It is the sum of a series of reflection phenomena that occur when sound propagates in a closed or semi-closed space and encounters obstacles such as walls, ceilings, and the ground. When a sound source emits a sound, the sound that first reaches the listener's ear is called direct sound; afterwards, the sound that is reflected multiple times by different surfaces will gradually reach the listener's ear. These delayed sounds are called reverberation. Processing reverberation is an important part of audio engineering. Whether it is recording, live sound reinforcement, or music production, appropriate reverberation processing can significantly improve the quality and sense of space of the sound.
[0017] Convolution reverb: Convolution reverb is a physically based audio processing technique used to simulate the reflection and reverberation effects of sound in a real environment. It generates realistic spatial acoustic effects by convolving the sound signal with a pre-recorded "Impulse Response" (IR).
[0018] Filtering: Filtering is the process of changing the sonic characteristics of a reverb by adjusting the reflected sound within different frequency ranges. In simple terms, filtering is the process of controlling how different frequencies are enhanced or reduced by the reverb effector.
[0019] Filter parameters: Filter parameters are parameters used to adjust the frequency response of the filter signal in the filtering process. By setting the filter parameters reasonably, the filter can effectively shape the timbre of the sound, improve clarity, and enhance the sense of space.
[0020] In modern game development, environmental sound effects are a key component to enhance immersion and player experience. Realistic sound effects can enhance players' perception of the virtual world and make them more immersive. Whether it is footsteps, wind, water, background music, or interactive sound effects, these sound elements together form a complete audio ecosystem to help players better understand and feel the game world. However, it is not easy to achieve high-quality environmental sound effects. As game scenes become more and more complex, especially with the rise of open world games and multiplayer online games, developers are facing unprecedented challenges. How to maintain the consistency and authenticity of sound effects in large-scale, dynamically changing environments has become a core issue in game sound design.
[0021] In order to solve the above problems, the present application provides a sound processing method. The present application also relates to a sound processing device, a computing device, a computer-readable storage medium, and a computer program product, which are described in detail one by one in the following embodiments.
[0022] Figure 1 A flow chart of a sound processing method provided according to an embodiment of the present application is shown, which specifically includes the following steps: S102: Acquire a target scene and scene information of the target scene.
[0023] The target scene is a specific scene or area in space. The scene includes terrain, buildings, scene coverage and other contents. The space can be a virtual space or a real physical space, which is not limited here. In the field of sound processing, the original sound signal emitted by the sound source may propagate in the scene in a variety of ways, such as direct, reflected, scattered, and diffracted. The actual sound obtained may be a superposition signal of the original sound signal and the sound signals formed by various situations. At this time, the sound signal needs to be reverberated. In sound processing, reverberation processing refers to the process of generating a sound signal with a sense of space and environment by simulating the propagation of sound in the scene.
[0024] In the field of sound processing, reverberation is the processing of sound signals according to a reverberation algorithm or mode that simulates the propagation of sound signals in space, so that the obtained sound signal is superimposed on the processed sound signal and the sound signal is formed after the processed sound signal propagates in space through at least one of reflection, absorption, refraction, etc. Therefore, before generating the sound effect domain and the reverberation volume of the sound effect domain, it is first necessary to obtain the target scene and the scene information of the target scene. Based on the scene information of the target scene, various parameters of the sound propagating in the target scene can be determined, so that the sound effect domain and the reverberation volume of the sound effect domain corresponding to the scene can be generated.
[0025] S104: Generate a sound effect domain corresponding to the target scene and a reverberation volume of the sound effect domain according to the scene information of the target scene.
[0026] The sound effect domain is an area used to simulate the reverberation characteristics of sound signals in space. The sound effect domain includes the sound propagation parameters and scene space properties in the area. Since the sound effect domain is determined based on the reverberation characteristics of the space, there may be multiple factors that affect the reverberation effect of the sound signal in a scene. It is necessary to determine a comprehensive and accurate sound effect domain for simulating the reverberation characteristics of the sound signal in the scene based on various factors of the scene.
[0027] Therefore, in an optional implementation, the scene information of the target scene includes scene configuration, scene material information and scene space attributes. According to the scene information of the target scene, generating a sound effect domain and a reverberation volume of the sound effect domain corresponding to the target scene includes the following steps: Determine the volume of the sound effect domain corresponding to the target scene according to the scene configuration, and determine the sound propagation parameters of the sound effect domain according to the scene material information; Generate a sound effect domain according to the sound effect domain volume and sound propagation parameters; Determine the reverberation volume of the sound domain based on the scene space properties.
[0028] Specifically, for the target scene, the system can automatically perform scene configuration analysis, scene material analysis, and scene space attribute analysis to obtain the scene configuration, scene material information, and scene space attributes of the target scene. The sound effect domain volume of the sound effect domain can be determined based on the scene configuration of the target scene, the sound propagation parameters of the sound effect domain can be determined based on the scene material information, and the reverberation volume of the sound effect domain can be determined based on the scene space attributes. After determining the sound effect domain and the sound effect domain reverberation volume of the target scene, it is necessary to reverberate the sound signal in the scene. You only need to determine the corresponding reverberation parameters based on the sound effect domain and the sound effect domain reverberation volume. There is no need to manually configure the reverberation parameters, which shortens the configuration time and improves the efficiency of sound effect generation.
[0029] The scene configuration includes information such as the size, boundary, shape structure, etc. of the target scene. The sound effect domain volume refers to the scene configuration information of the scene within the sound effect domain and spatial information such as the space in which the sound signal can be propagated. The scene configuration information of the scene within the sound effect domain includes size, boundary, shape structure, etc. Therefore, the sound effect domain volume of the sound effect domain corresponding to the target scene can be determined according to the scene configuration.
[0030] Scene material information refers to the information about the material of the objects covering the target scene, including type, coverage area, coverage method, etc. Different material types have different effects on sound propagation, so the sound propagation parameters of the sound effect domain can be determined based on the scene material information. Taking wood, stone, and metal as examples, since different materials have different sound propagation effects on sound reflection, absorption, etc., different sound propagation parameters need to be set according to different material information. For example, for stone areas, sound propagation parameters with high reflection intensity and normal frequency are set; for metal areas, sound propagation parameters with extremely high reflection intensity and prominent high frequency are set; for areas covered with wood or vegetation, sound propagation parameters with low reflection intensity and less high frequency and prominent medium and low frequency are set.
[0031] Optionally, a sound effect domain corresponding to the scene is generated based on the sound effect domain volume and scene material information. For example, in an urban scene, based on the size of the city and the space in which sound can be propagated in the city, an area covering the space in which sound can be propagated in the scene can be generated, which is the sound effect domain of the city. Based on the material type of objects in the sound effect domain and the influence of the objects on sound propagation, a sound effect domain describing the reflective characteristics of sound propagation can be generated. The generated sound effect domain can accurately match the space and material of the scene.
[0032] The sound effect domain generated according to the sound effect domain volume and the sound propagation parameters of the sound effect domain can only show the reverberation effect produced by the interaction of the sound signal with the scene surface in the sound signal propagation space of the target scene. The definition of the influence of the target scene space on the sound signal is not accurate enough. Therefore, it is also necessary to determine the reverberation volume of the sound effect domain according to the scene space properties.
[0033] The scene spatial attributes refer to the spatial attribute information of the scene, including the closure of the target scene, the density of objects, the distance of the spatial surface, etc. The scene spatial attributes determine the information of at least one echo signal generated when the sound signal collides with the surface of the target scene and other structures of the target scene, including the number of echo signals, the intensity of the echo signal, the duration of the echo signal, the echo frequency distribution and other information. Therefore, the reverberation volume of the sound effect domain can be determined based on the scene spatial attributes.
[0034] In an optional implementation, the reverberation volume includes at least one reverberation parameter of echo intensity, echo time, and high-frequency distribution. Determining the reverberation volume of the sound effect domain according to the scene space attribute includes the following steps: If the scene space attribute is a closed space, the reverberation parameter that determines the reverberation volume is the first reverberation parameter; If the scene space attribute is an open space, the reverberation parameter of the reverberation volume is determined to be a second reverberation parameter, wherein the first reverberation parameter is higher than the second reverberation parameter.
[0035] The echo intensity is the intensity of the echo signal, the echo time is the delay time of the echo signal, and the high-frequency distribution is the frequency distribution of the echo signal in the high-frequency area.
[0036] The first reverberation parameter is a reverberation parameter when the scene space attribute is a closed space, and includes at least one of echo signal strength, echo signal delay time, and echo signal high frequency distribution.
[0037] The second reverberation parameter is a reverberation parameter when the scene space attribute is an open space, and includes at least one of echo signal strength, echo signal delay time, and echo signal high frequency distribution.
[0038] The openness of the scene space determines the strength and number of echo signals generated by sound reflection. For example, the wider the area, the farther the surface that can reflect sound is, and the fewer the number of surfaces, so the reflected echo signal strength is lower, the fewer the number of echo signals is, and the shorter the delay time of the echo signal is. In addition, due to the loss of high-frequency signals in space, the echo signal has less high-frequency distribution after propagating in the open space, and tends to be more soft sound with rich mid- and low-frequency. The narrower the area, the closer the surface that can reflect sound is, and the more the number of surfaces is, so the reflected echo signal strength is higher, the more the number of echo signals is, and the shorter the delay time of the echo signal is. Since the echo signal returns quickly, the high-frequency signal loss is less, and the high-frequency signal is almost consistent with the original sound signal.
[0039] The sound effect domain is generated according to the above method. The generated sound effect domain describes the reverberation characteristics of the sound signal in the scene. The system only needs to determine the sound effect domain information of the current scene when it needs to determine the reverberation parameters. The reverberation parameters corresponding to the current scene can be determined based on the sound effect domain information. There is no need to determine the material information and scene type of the scene in real time. The processing time is shorter and real-time adjustment of the sound signal can be achieved. Taking the player crossing the scene as an example, the system only needs to perform subsequent convolution processing based on the sound effect domain of the scene after crossing when the player crosses the scene, so as to achieve dynamic adaptation of the scene and real-time adjustment of the sound signal.
[0040] In the above method, determining the reverberation parameters according to the sound effect domain can be real-time, that is, when the target object moves, the real-time scene of the target object is determined according to the real-time position information of the target object, and the corresponding real-time sound effect domain is matched according to the real-time scene.
[0041] The above method generates a sound effect domain of the target scene based on the scene information. Therefore, when it is necessary to reverberate a sound signal in a scene with a determined sound effect domain, reverberation parameters matching the scene can be determined based on the determined sound effect domain, and reverberation processing can be performed on the sound signal based on the reverberation parameters.
[0042] Therefore, in an optional implementation, after generating the sound effect domain and the reverberation volume of the sound effect domain corresponding to the target scene according to the scene information of the target scene, the following steps are also included: Acquire an initial sound signal in a current scene, a sound effect domain corresponding to the current scene, and a reverberation volume of the sound effect domain; Determining reverberation parameters matching the current scene according to the sound effect domain and the reverberation volume of the sound effect domain; Based on the reverberation parameter, the initial sound signal is subjected to reverberation processing to obtain a target sound signal.
[0043] The current scene refers to at least one of the target scenes for which the sound effect domain and the reverberation volume of the sound effect domain have been established.
[0044] The initial sound signal is the sound signal that needs to be reverberated in the current scene. The reverberation parameters determine how the input sound signal is processed during reverberation, and are used to set various values or settings of the convolution reverberation filter. Therefore, before performing convolution reverberation on the sound signal, the reverberation parameters need to be determined. After the reverberation parameters are determined, the initial sound signal can be reverberated according to the reverberation parameters to obtain the target sound signal.
[0045] In a specific application, there may be not only scenes and sound signals, but also objects that receive the reverberated sound signals. It is necessary to determine the current scene and the sound signal that has not been convolved in combination with the state of the object. Therefore, in an optional implementation, the method includes the following steps: Obtain the corresponding sound effect domain and reverberation volume of the sound effect domain of the current scene, as well as the initial sound signal in the current scene, including: Get the current position information of the target object and the target sound source; Determine the current scene where the target object is located according to the current position information of the target object and the target sound source; An initial sound signal is collected from the current scene, and a sound effect domain and a reverberation volume of the sound effect domain corresponding to the pre-configured current scene are obtained.
[0046] The target object refers to the object that receives or simulates receiving sound during the sound processing process, which can be a player, user, microphone, virtual microphone sound field probe or other object that can receive sound.
[0047] The target sound source refers to the object that makes sound or simulates sound in the scene.
[0048] Specifically, the current position information of the target object is the current position of the target object, which can be determined based on coordinates or map point information or other position determination methods. The current position information of the target sound source is the current position information of the target sound source, which can also be determined based on coordinates or map point information or other position determination methods. After determining the current position information of the target sound source, the sound signal emitted by the target sound source and received by the target object can be determined based on the current position information of the target object and the target sound source.
[0049] Specifically, after determining the current position information of the target object and the current position information of the target sound source, based on the current position information of the target sound source, combined with the range within which the sound emitted by the target sound source can be propagated and the current position information of the target object, it is determined whether the target object can receive the sound signal emitted by the target sound source. When the target object can receive the sound signal emitted by the target sound source, the sound signal of the target sound source is collected. In the present application, the acquisition of the current position information of the target object and the target sound source can be real-time, that is, the system can detect and determine the position information of the target object and the current position information of the target sound source in real time.
[0050] According to the above method, the sound signal emitted by the target sound source and received by the target object can be effectively determined based on the current position information of the target object and the target sound source, thereby determining the initial sound signal for reverberation processing.
[0051] After the current position information of the target object and the target sound source is acquired, the current scene where the target object is located can be determined according to the current position information.
[0052] A scene is a fixed space in a game, virtual space, or real physical space, composed of an environment, buildings, machinery, props, etc. Examples include mountains, caves, jungles, cities, etc., but are not limited here.
[0053] According to the current location information, the current scene where the target object is located can also be determined based on coordinates or map point information or other location determination methods. According to the current location information of the target object, combined with the coordinates of the scene and the scene range, it is possible to determine which scene the target object is currently in, and perform the next step of processing based on the scene. For example, the current location information of the target object, that is, the coordinates of the target object, is (12,13), the center coordinates of scene A are (11,13), the x-axis and y-axis radii are both 3, the center coordinates of scene B are (2,5), and the x-axis and y-axis radii are both 2, then the coordinates of the target object are within the range of scene A, and the current scene of the target object is scene A.
[0054] After determining the current scene, the initial sound signal for reverberation can be obtained based on the current scene, and the sound effect domain and the reverberation volume of the sound effect domain pre-configured for the current scene can be obtained. The reverberation processing of the target sound signal can be achieved according to the sound effect domain and the reverberation volume of the sound effect domain.
[0055] Among them, a large scene may contain multiple small sub-scenes. During the processing, when the player enters a sub-scene and then loads the sound effect domain, the processing time will be prolonged. Therefore, the sound effect domain can be set for the sub-scene, and the sound effect domains of multiple sub-scenes can be set in a large scene. During the loading process, multiple sub-scenes in the large scene are pre-loaded. When the player moves in the scene, the system can switch the corresponding sound effect domain according to the sub-scene where the player is located for analysis and matching filter parameters. In this way, by pre-loading multiple sub-scene sound effect domains, the processing time is reduced and real-time adjustment of the target sound is achieved.
[0056] In the above method, the initial sound signal is processed based on the reverberation parameters, and it is also necessary to further determine a matching convolution reverberation filter based on the filter parameters in the reverberation parameters, and perform convolution reverberation on the sound signal according to the convolution reverberation filter to generate a target sound signal after convolution reverberation.
[0057] Therefore, in an optional implementation, the reverberation parameters include filter parameters, and determining the reverberation parameters matching the current scene according to the sound effect domain and the reverberation volume of the sound effect domain includes the following steps: Determining filter parameters according to sound propagation parameters in the sound effect domain and scene space properties in a reverberation volume of the sound effect domain; The step of performing reverberation processing on the initial sound signal based on the reverberation parameter to obtain a target sound signal comprises the following steps: The convolution reverberation filter corresponding to the filter parameter is called, and the initial sound signal is subjected to convolution reverberation processing according to the reverberation filter to obtain a target sound signal.
[0058] Convolution reverberation is an audio processing technology based on convolution calculation, which is used to simulate the reflection and reverberation effect of sound in a real environment. Through convolution reverberation, a sound signal that is close to the real scene sound after reverberation can be generated. Convolution reverberation technology generates realistic spatial acoustic effects by convolving the sound signal with a convolution reverberation filter with predetermined reverberation parameters.
[0059] Correspondingly, reverberation processing is to perform convolution reverberation processing on the sound signal according to the convolution reverberation filter configured with filtering parameters, that is, to perform mathematical convolution operation on the convolution reverberation filter and the target sound signal to generate the convolved sound signal.
[0060] Since the sound effect domain and the reverberation volume of the sound effect domain have been determined according to the scene configuration, scene material information and scene space properties of the target scene during the sound effect domain generation process, there is no need to analyze the scene information when determining the filter parameters. The filter parameters can be determined based on the sound propagation parameters in the sound effect domain and the scene space properties in the reverberation volume of the sound effect domain.
[0061] The filter parameters include reverberation time, early reflection, reverberation tail, diffusion, high-frequency roll-off, frequency modulation and other parameters. Reverberation time is the total time required for sound to be realized in space. The longer the reverberation time, the wider the sound effect, and the shorter the reverberation time, the more compact the sound effect. Early reflection refers to the sound reflected from the scene for the first few times after the sound is emitted. By adjusting the size of early reflection, different spatial shapes and sizes can be simulated. The reverberation tail refers to the part of the sound that is about to decay after multiple reflections in the space. By adjusting the reverberation tail, the overall density and depth of the reverberation can be controlled. Diffusion refers to the change in the propagation direction of the sound signal when the sound is reflected in the space. Increasing diffusion can make the reverberation sound more uniform and smooth, while reducing diffusion makes the reverberation sound signal more directional. High-frequency roll-off is used to simulate the effect of high frequencies in reverberation. The higher the value, the less high-frequency signals there are and the softer the sound. Frequency modulation is used to smooth and connect the delay time of the reverberation sound signal, eliminate the break of the delayed sound signal, and increase the softness of the reverberation sound. The convolved sound signal is a sound signal similar to the real scene sound simulated on the basis of the target sound signal combined with the characteristics of the convolution reverberation filter. After determining the convolution reverberation filter corresponding to the filter parameters, the initial sound signal to be convolved can be convolved according to the convolution reverberation filter, that is, the initial sound signal and the convolution reverberation filter are convolved as two signals to generate the target sound signal after reverberation processing. Reverberation processing can ensure that the sound effect matches the real physical characteristics of the environment, and can enhance the user's sense of immersion and reality.
[0062] Similarly, the above method can also be real-time, by obtaining the real-time sound effect domain corresponding to the real-time scene where the target object is located, analyzing the sound effect domain, determining the material information and sound effect domain space properties corresponding to the real-time scene, and calling the matching real-time filter parameters according to the material information and sound effect domain space properties. Such processing reduces the delay when the sound signal is played, which can give users a better auditory experience.
[0063] In actual situations, the complete sound signal received by the target object includes not only the sound signal emitted by the target sound source, but also the signal obtained by the sound signal emitted by the target sound source being reflected and absorbed by the space when propagating in the space. Therefore, when performing reverberation processing, it is necessary to consider not only the sound signal emitted by the target sound source, but also the signal obtained by the sound signal emitted by the target sound source being reflected and absorbed by the space when propagating in the space.
[0064] Therefore, in an optional embodiment, the above method includes the following steps: Before performing reverberation processing on the initial sound signal based on the reverberation parameter to obtain the target sound signal, the method further includes: Determine the sound intensity and echo information of the sound signal sent by the target sound source and received by the target object according to the current position information of the target object and the target sound source; Sound intensity and echo information, adjust the initial sound signal.
[0065] Sound intensity is a physical quantity that describes the transfer of sound energy. It reflects the sound energy passing through a unit area per unit time. The relationship between sound intensity and distance follows the inverse square law, that is, as the distance increases, the sound intensity decreases rapidly. In this application, sound intensity refers to the amount of sound energy when the sound propagates to a certain location.
[0066] Echo information is the reflected sound signal generated during the propagation of sound, and the number of reflected sound signals can be one or more. After determining the current position information of the target object and the current position information of the target sound source, based on the current position information of the target sound source, combined with the range in which the sound emitted by the target sound source can be propagated and the current position information of the target object, it is determined whether the target object can receive the sound signal emitted by the target sound source and the intensity of the sound signal received from the target sound source. In addition, since the current scene in which the target object is located has been determined by the aforementioned scheme, the echo information can be determined based on the material information and scene type of the target sound source and the scene, the collision reflection and echo of the sound signal generated by the sound source and the scene, combined with the location where the echo information is generated and the current position information of the target object.
[0067] According to the above steps, this solution can obtain the current position information of the target object and the target sound source, determine the sound intensity and echo information of the initial sound signal emitted by the target sound source and received by the target object based on the current position information of the target object and the current position information of the target sound source, adjust the sound intensity of the initial sound signal for reverberation processing based on the sound intensity, and integrate the echo information into the initial sound.
[0068] By integrating the propagation effect of the initial sound signal in space and the changes in sound intensity and echo caused by the distance between the two into the initial sound signal, and adjusting the sound signal using multiple dimensional parameters, the scene and the sound signal can be combined to the maximum extent, generating a sound signal close to the real scene. The target sound signal generated by the reverberation processing is closer to the sound signal obtained by the sound signal propagating in the real space.
[0069] The adjustment of the sound signal in the above method can also be real-time. Based on the sound intensity and echo information determined in real time, the adjusted initial sound signal can be kept consistent with the target user's behavior when the target user moves, ensuring the fastest adjustment of the initial sound signal and giving the user the most timely sound feedback and auditory experience.
[0070] In the processing process, how to determine the sound intensity and echo information of the target sound information received by the target object is a key issue. Therefore, in another optional implementation of this scheme, the above method includes the following steps: Determine the first position of the target object in the current scene according to the current position information of the target object; Determining a second position of the target sound source relative to the target object according to current position information of the target object and the target sound source; The sound intensity and echo information of the sound emitted by the target sound source and received by the target object are determined according to the first position and the second position.
[0071] The first position is the position of the target object in the current scene, that is, the current position of the target object in the current scene. The second position is the position of the target sound source relative to the target object, that is, the position of the target sound source determined with the target object as the base point. According to the current position information of the target object, the first position of the target object in the current scene is first determined, and according to the current position information of the target object and the target sound source, the second position of the target sound source relative to the target object is determined, that is, the position information of the target sound source relative to the target object.
[0072] Determining the sound intensity and echo information of the sound emitted by the target sound source and received by the target object according to the first position and the second position may be determining the sound intensity of the sound signal emitted by the target sound source when it propagates to the target object according to the first position of the target object and the second position of the target sound source relative to the target object, and determining the echo information of the sound signal emitted by the target sound source when it propagates to the target object after reflection, absorption, and other interactions according to the second position and the current scene. For example, the coordinates of the first position are (3,5), the current position of the target sound source is (6,5), and the second position is determined to be (3,0). Then, according to the distance between (3,0) and the origin of the coordinate system (0,0), the sound intensity of the sound signal emitted by the target sound source when it propagates to the coordinates of the target object is determined. Assuming that the sound signal emitted by the target sound source propagates to the scene boundary (12,11), the echo information of the scene boundary is determined according to the distance and the reflection intensity of the scene boundary (12,11), and the sound intensity of the echo information when it propagates to the target object is determined according to the echo information of the scene boundary and the distance relationship between the scene boundary and the target object. The intensity of the sound signal and the echo information determined in this way are effectively correlated with the distance. The sound signal obtained by processing the sound signal and the echo information is more consistent with the target object and the target sound source, and the user experience effect is more realistic.
[0073] In addition, since the propagation of sound in a scene includes direct, reflected, absorbed and other situations, and the sound signals generated are also diverse and complex, it is difficult to achieve comprehensive calculations by manpower. Therefore, in addition to the above method, this application simulates the propagation mode of sound according to the physical engine, simulates the reflection and absorption of the sound signal in the current scene, and further adjusts the sound signal based on the simulation results of the physical engine. In another optional implementation of the present application, after obtaining the initial sound signal in the current scene, the following steps are also included: Use the physical engine to simulate sound propagation and calculate the reflection and absorption parameters of the initial sound signal; Based on the reflection and absorption parameters, the initial sound signal is adjusted.
[0074] A physics engine is a software component or tool used to simulate real-world physical behaviors, creating a more realistic and interactive virtual environment. The physics engine can calculate and simulate various physical phenomena such as the movement, collision, deformation, and liquid flow of objects in the game world through mathematical models or algorithms, making the behavior of objects in the virtual environment more consistent with the physical laws of the real world. Similarly, the physics engine can simulate the propagation of sound. Specifically, the physics engine can track the relative position and distance between the player and the sound source in real time, simulate the propagation mode and intensity of the sound signal in space, and adjust the volume and stereo effect of the sound according to the relative position and distance.
[0075] When sound signals are reflected, absorbed, or interacted with, the physics engine can calculate the echo information based on the material information of the scene where the interaction occurs, and adjust the intensity and frequency of the echo. The physics engine can also simulate reflection, absorption, reverberation, and other acoustic effects based on the spatial information of the scene. Reflection and absorption parameters are used to describe the interaction between sound and the surface of an object, that is, the reflection intensity and reflection angle of the sound signal reflected by the object, the amount of sound signal absorbed by the object, and the frequency of absorption. After determining the current scene in which the target object is located and the sound signal emitted by the target sound source received by the target object, the system can use the physics engine to calculate the reflection and absorption parameters of the sound emitted by the target sound source in real time, and obtain a more realistic sound propagation effect.
[0076] Through the above scheme, the present application determines the corresponding convolution reverberation filter based on the sound effect domain and the reverberation volume of the sound effect domain of the target scene, performs reverberation processing on the sound signal, and realizes automatic reverberation of the sound signal, which greatly reduces the processing time, improves the processing efficiency, and realizes the rapid development of large-scale scenes. At the same time, the generated target sound signal is highly matched with the current scene, which also brings a better experience to the user.
[0077] In order to further improve the efficiency of sound processing, the reverberation parameters of the used target scene can be used in the sound processing process of the same type of scene in the present application. In another optional implementation of the present solution, after performing reverberation processing on the initial sound signal based on the reverberation parameters to obtain the target sound signal, it also includes: A reverberation template is constructed according to the reverberation parameters matching the current scene, wherein the reverberation template is used to perform reverberation processing on the initial sound signal in the matching scene, and the matching scene matches the scene type of the current scene.
[0078] A reverberation template refers to a template of reverberation parameters for the same scene type generated based on the current scene that has matched the reverberation parameters. In the above embodiment, the corresponding reverberation parameters have been matched according to the current scene, so the reverberation parameters of the current scene can be saved as a reverberation template. When a scene needs reverberation later, you can try to match the scene type of the scene with the scene type of the current scene that has matched the reverberation parameters in the past. If the match is successful, it means that the reverberation parameters have been matched by the same type of scene, and the reverberation parameters matched by the same type of scene can be called as the reverberation parameters of the scene to perform reverberation processing on the scene.
[0079] The following Figure 2 A processing flow chart of a sound processing method applied to a game scenario provided by an embodiment of the present application is shown, which specifically includes the following steps: S202: Obtain the current position information of the player and the sound source.
[0080] Determine the current position information of the player, determine the current position information of the sound source, and determine the current game scene of the player based on the current position information of the player and the sound source.
[0081] Before determining the current position information, the system can perform sound effect domain volume analysis, scene space attribute analysis and scene material information analysis on multiple constructed game scenes, obtain the sound effect domain volume, scene space attributes and scene material information, generate a sound effect domain based on the sound effect domain volume and sound propagation parameters, determine the reverberation volume of the sound effect domain according to the scene space attributes, and generate the sound effect domain of the game scene.
[0082] S204: Determine the current game scene where the player is located and the sound signal emitted by the sound source received by the player according to the current position information of the player and the sound source.
[0083] The current position information of the player refers to the current position information of the player who is currently receiving the sound signal, and the current position information of the sound source refers to the current position information of the sound source that emits the sound. In this process, the determination of the current position information of the player and the current position information of the sound source can be real-time, that is, the current position information of the player is obtained in real time, and the game scene where the player is currently located and the sound signal emitted by the sound source received by the player are determined based on the current position information obtained in real time; and based on the current position information of the player and the sound source, the first position of the player in the current game scene is determined, and based on the current position information of the player and the sound source, the second position of the sound source relative to the player is determined, and the sound intensity and echo information of the sound signal received by the player are determined based on the first position and the second position; and the sound signal of the sound emitted by the player is adjusted based on the sound intensity and echo information of the sound signal.
[0084] In addition, the acquisition of sound signals in this embodiment may also include simulating sound propagation according to the game physics engine, calculating the reflection and absorption parameters of the sound emitted by the sound source received by the player, adjusting the sound signal based on the reflection and absorption parameters, and using the adjusted sound signal as the sound signal emitted by the sound source received by the player.
[0085] In addition, in another scenario, the manager may directly determine the sound signal and the reverberation scene corresponding to the sound signal, process the sound signal according to the sound effect domain of the reverberation scene and the reverberation volume of the sound effect domain, and generate the target sound signal. S206: Determine filter parameters that match the environmental characteristics according to the sound effect domain corresponding to the current game scene.
[0086] According to the current game scene in which the player is located, the sound effect domain of the current game scene is obtained, the sound propagation parameters in the sound effect domain and the scene space attributes in the reverberation volume of the sound effect domain are obtained, and the matching filter parameters are determined according to the sound propagation parameters and the scene space attributes. In this process, the determination of the sound effect domain can also be real-time, that is, according to the real-time obtained game scene in which the player is currently located, the sound effect domain and the sound effect domain reverberation parameters of the current game scene are obtained, the sound propagation parameters of the sound effect domain and the scene space attributes in the sound effect domain volume are obtained in real time, and the filter parameters are adjusted according to the real-time obtained results.
[0087] Furthermore, in a large game scene containing multiple sub-game scenes, the sound effect domains and sound effect domain reverberation volumes of multiple sub-game scenes can be pre-loaded, and the sound effect domains and sound effect domain reverberation volumes currently being processed can be flexibly switched according to the game scene the player is in. Similarly, the loading and switching of the sound effect domains and sound effect domain reverberation volumes of the sub-game scenes can be performed in real time.
[0088] S208: calling a convolution reverberation filter corresponding to the filter parameter, and performing convolution reverberation processing on the sound signal according to the convolution reverberation filter to obtain a target sound signal.
[0089] Based on the obtained filter parameters, the convolution reverberation filter corresponding to the filter parameters is called, and the sound signal is convolution reverberated according to the convolution reverberation filter to obtain the target sound signal. In this process, the filter parameters can also be matched in real time, that is, during the movement of the player, the scene is determined in real time, the corresponding filter parameters are determined according to the scene, the corresponding convolution reverberation filter is matched according to the filter parameters, and the sound signal is convolution reverberated in real time according to the convolution reverberation filter to generate the current target sound signal combined with the current scene after the player moves.
[0090] In subsequent processing, if there is a scene that requires reverberation, the scene type of the scene can be matched with the scene whose filter parameters have been determined. If the match is successful, the filter parameters of the matched scene are used as the filter parameters of the scene that requires reverberation, and reverberation processing is performed on the sound in the scene.
[0091] Figure 3 A flowchart of a sound effect optimization provided by the present application is given, which specifically includes the following steps: Scene creation: A scene is a specific area or environment in the virtual world that contains all the elements that characters can interact with. The scene includes multiple contents such as vision, audio, and physics. Before the sound processing process is executed, the system creates a complete scene based on the operations of the R&D personnel.
[0092] Sound effect domain generation: It is a virtual three-dimensional space area used to simulate and control the propagation, reflection and reverberation characteristics of sound in this area. After the scene is generated, the system automatically performs scene boundary analysis and material property analysis on the scene to obtain the spatial properties and material information of the sound effect domain, and then generates the sound effect domain. According to the sound effect domain, all propagation characteristics of the sound signal in the scene corresponding to the sound effect domain can be obtained.
[0093] Reverb volume configuration: Reverb volume configuration refers to configuring the space used for sound propagation in the sound effect domain, that is, configuring the sound effect domain volume. The sound effect domain volume can define the range of the sound propagation space in the sound effect domain, and define the sound propagation parameters of the sound propagation range in combination with the sound propagation parameters. According to the sound propagation parameters, the filter parameters used by the convolution reverb can be adjusted.
[0094] Dynamic reverberation adjustment: Dynamic reverberation adjustment is the dynamic adjustment of sound, that is, according to the current position information of the target object and the target sound source, the sound intensity and echo information of the sound signal emitted by the sound source are determined, and the sound signal emitted by the sound source is adjusted according to the reverberation parameters, sound intensity and echo information. According to the sound effect domain and sound effect domain reverberation volume corresponding to the current scene, the reverberation parameters corresponding to the current scene are determined.
[0095] Convolution reverberation generation: Convolution reverberation generation is to use the sound effect domain and the reverberation volume of the sound effect domain in the scene to determine the filter parameters that match the scene, and based on the filter parameters, obtain the corresponding convolution reverberation filter. According to the convolution reverberation filter, convolution reverberation is performed on the sound signal emitted by the sound source to generate a sound signal that simulates the sound signal propagated in the real scene.
[0096] Calling preset templates: After generating the sound signal after convolution reverberation, the reverberation parameters matching the current scene can be used as the reverberation template. When the same type of scene is reverberated, the reverberation template can be called for processing.
[0097] Output optimized sound effect: output the optimized sound signal as the sound signal that the user will receive.
[0098] Figure 4 A flowchart of generating a sound effect domain provided by the present application is given, which specifically includes the following steps: Game scene modeling: The system models the game scene based on the operations of the R&D personnel and creates a complete game scene.
[0099] Scene boundary analysis: The system performs scene boundary analysis on the game scene to obtain the boundary information of the game scene, namely the range, area, angle and other information of the boundary. Based on this information, the system can define the game sound effect domain and generate a sound effect domain that contains all the spatial sound that can be transmitted in the scene.
[0100] Generate sound effect domain: Generate the sound effect domain corresponding to the scene, which includes defining the sound effect propagation range, matching the scene material information, generating the reverberation volume and other steps.
[0101] Match scene material properties: According to the scene material information, determine the material of the objects covering the scene in the sound effect domain. According to the material information, the sound propagation parameters in the sound effect domain, such as reflection coefficient and absorption coefficient, can be adjusted.
[0102] Generate reverberation volume: Reverberation volume configuration refers to further determining the reverberation volume of the sound effect domain according to the scene space attributes in the sound effect domain. The reverberation volume of the sound effect domain includes at least one of echo intensity, echo time and high frequency distribution.
[0103] Adjust reverberation parameters: Adjust the reverberation parameters used for filtering processing based on the sound propagation parameters and scene space properties in the sound effect domain.
[0104] Define the sound effect propagation range: Define the range in which the sound effect can propagate in the scene.
[0105] The definition of the sound effect domain effectively improves the efficiency of obtaining filtering parameters that match the scene and realizes real-time filtering processing of sound.
[0106] Figure 5 A flowchart of a real-time generation of dynamic reverberation effect provided by the present application is given, which specifically includes the following steps: Player movement: the player moves in the scene.
[0107] The system detects the current position: When the player moves in the scene, the system can detect the player's current position information in real time, and determine the scene the player is in and the sound effect domain corresponding to the scene based on the player's position information.
[0108] Analyze the material inside the sound effect domain: After determining the sound effect domain, the system can call the sound propagation parameters generated in the sound effect domain based on the scene material information.
[0109] Real-time adjustment of reverberation parameters: The system adjusts the reverberation parameters in real time according to the sound propagation parameters obtained above and the scene space properties in the sound effect domain reverberation volume.
[0110] Generate dynamic reverberation effect: The system dynamically generates reverberation effect based on the adjusted reverberation parameters and sound signals.
[0111] The reverberation parameters are adjusted in real time according to the player's position to generate a dynamic reverberation effect, realizing real-time adjustment of the sound signal. The processed sound changes with the environment, the effect is more realistic, and the player experience is better.
[0112] Figure 6A flowchart of optimizing a sound signal using a sound effect domain provided by the present application is given, which specifically includes the following steps: Sound effect domain properties: The system determines the scene the player is in and the sound effect domain corresponding to the scene based on the scene the player is in, and obtains the sound propagation parameters of the sound effect domain and the scene space properties of the reverberation volume of the sound effect domain based on the sound effect domain.
[0113] Convolution reverberation module: the reverberation parameters are adjusted in the convolution reverberation module according to the obtained sound propagation parameters of the sound effect domain and the scene space properties of the reverberation volume of the sound effect domain.
[0114] Selecting a matching filter: After the reverberation parameters are determined, a convolution reverberation filter matching the scene can be obtained based on the filter parameters in the reverberation parameters.
[0115] Processing the sound signal: performing convolution reverberation on the sound signal based on the obtained convolution reverberation filter.
[0116] Outputting optimized sound characteristics: outputting a sound signal obtained by processing the sound signal.
[0117] Convolution reverberation is performed on the basis of the target sound signal, which improves the adaptability of the sound to the scene, makes the target sound signal obtained by the target object more realistic, and improves the user's auditory experience.
[0118] Figure 7 A flowchart of a preset reverberation template library provided by the present application is given, which specifically includes the following steps: Preset reverb template library: After matching the reverb parameters in the current scene, save the reverb parameters as a reverb template. Take the following template as an example: Cave template: For the cave template, set the optimized reverberation parameters with high echo and long attenuation. The cave template is used to optimize the sound signal of the cave scene.
[0119] Forest template: For the forest template, set the optimized reverberation parameters for low reflection and soft sound. The forest template is used to optimize the sound signals of forest scenes.
[0120] City template: For the city template, set the optimized reverberation parameters for complex reflection and moderate sound absorption. The city template is used to optimize the sound signals of urban scenes.
[0121] Corresponding to the above method embodiment, the present application also provides a sound processing device embodiment, Figure 8 FIG. 1 is a schematic diagram showing the structure of a sound processing device provided by an embodiment of the present application. Figure 8 As shown, the device comprises: An acquisition module 802 is configured to acquire a target scene and scene information of the target scene; The determination module 804 is configured to generate a sound effect domain and a reverberation volume of the sound effect domain corresponding to the target scene according to the scene information of the target scene; Optionally, the scene information of the target scene includes scene configuration, scene material information and scene space properties, and the determination module 804 is further configured to determine the sound effect domain volume of the sound effect domain corresponding to the target scene according to the scene configuration, and determine the sound propagation parameters of the sound effect domain according to the scene material information; generate the sound effect domain according to the sound effect domain volume and the sound propagation parameters; and determine the reverberation volume of the sound effect domain according to the scene space properties.
[0122] Optionally, the reverberation volume includes at least one reverberation parameter of echo intensity, echo time and high-frequency distribution, and the determination module 804 is further configured to determine that the reverberation parameter of the reverberation volume is a first reverberation parameter if the scene space attribute is a closed space; and determine that the reverberation parameter of the reverberation volume is a second reverberation parameter if the scene space attribute is an open space, wherein the first reverberation parameter is higher than the second reverberation parameter.
[0123] Optionally, the device also includes: a matching module, configured to obtain an initial sound signal in the current scene, and a sound effect domain and a reverberation volume of the sound effect domain corresponding to the current scene; determine reverberation parameters that match the current scene based on the sound effect domain and the reverberation volume of the sound effect domain; and perform reverberation processing on the initial sound signal based on the reverberation parameters to obtain a target sound signal.
[0124] Optionally, the matching module is further configured to obtain current position information of the target object and the target sound source; determine the current scene in which the target object is located based on the current position information of the target object and the target sound source; collect the initial sound signal from the current scene, and obtain the sound effect domain and the reverberation volume of the sound effect domain that are pre-configured to correspond to the current scene.
[0125] Optionally, the reverberation parameters include filter parameters, and the matching module is further configured to determine the filter parameters based on the sound propagation parameters in the sound effect domain and the scene space properties in the reverberation volume of the sound effect domain; call the convolution reverberation filter corresponding to the filter parameters, and perform convolution reverberation processing on the initial sound signal according to the convolution reverberation filter to obtain the target sound signal.
[0126] Optionally, the device also includes: an optimization module configured to determine the sound intensity and echo information of the sound signal emitted by the target sound source and received by the target object according to the current position information of the target object and the target sound source; and adjust the initial sound signal based on the sound intensity and echo information.
[0127] Optionally, the device also includes: a positioning module, configured to determine a first position of the target object in the current scene based on current position information of the target object; determine a second position of the target sound source relative to the target object based on current position information of the target object and the target sound source; and determine sound intensity and echo information of the sound emitted by the target sound source received by the target object based on the position distance between the first position and the second position.
[0128] Optionally, the device further includes: a simulation module configured to simulate sound propagation using a physical engine, calculate reflection and absorption parameters of the initial sound signal; and adjust the initial sound signal based on the reflection and absorption parameters.
[0129] Optionally, the device further includes: a construction module configured to construct a reverberation template according to reverberation parameters matching the current scene, wherein the reverberation template is used to perform reverberation processing on an initial sound signal in a matching scene, and the matching scene matches the scene type of the current scene.
[0130] The above is a schematic scheme of a sound processing device of the present embodiment. It should be noted that the technical scheme of the sound processing device and the technical scheme of the sound processing method described above belong to the same concept. For details not described in detail in the technical scheme of the sound processing device, please refer to the description of the technical scheme of the sound processing method described above. In addition, the various components in the device embodiment should be understood as functional modules that must be established to implement each step of the program flow or each step of the method, and each functional module is not an actual functional division or separation definition. The device defined by such a group of functional modules should be understood as a functional module architecture that mainly implements the solution through the computer program recorded in the specification, and should not be understood as a physical device that mainly implements the solution through hardware.
[0131] Fig. 9 The structure block diagram of a computing device 900 provided according to an embodiment of the present application is shown. The components of the computing device 900 include but are not limited to a memory 910 and a processor 920. The processor 920 is connected to the memory 910 via a bus 930, and the database 990 is used to store data.
[0132] The computing device 900 also includes an access device 940 that enables the computing device 900 to communicate via one or more networks 960. Examples of these networks include PSTN (Public Switched Telephone Network), LAN (Local Area Network), WAN (Wide Area Network), PAN (Personal Area Network), or a combination of communication networks such as the Internet. The access device 940 may include one or more of any type of network interface (e.g., NIC (Network Interface Controller)) wired or wireless, such as IEEE802.11 WLAN (Wireless Local Area Network) wireless interface, Wi-MAX (Worldwide Interoperability for Microwave Access) interface, Ethernet interface, USB (Universal Serial Bus) interface, cellular network interface, Bluetooth interface, NFC (Near Field Communication).
[0133] In one embodiment of the present application, the above components of the computing device 900 and Fig. 9 Other components not shown in the figure may also be connected to each other, for example, via a bus. It should be understood that Fig. 9 The computing device structure block diagram shown is only for the purpose of illustration, and is not intended to limit the scope of the present application. Those skilled in the art may add or replace other components as needed.
[0134] The computing device 900 may be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (e.g., a tablet computer, a personal digital assistant, a laptop computer, a notebook computer, a netbook, etc.), a mobile phone (e.g., a smart phone), a wearable computing device (e.g., a smart watch, smart glasses, etc.), or other types of mobile devices, or a stationary computing device such as a desktop computer or a PC (Personal Computer). The computing device 900 may also be a mobile or stationary server.
[0135] The processor 920 is used to execute computer executable instructions of the sound processing method.
[0136] The above is a schematic scheme of a computing device of this embodiment. It should be noted that the technical scheme of the computing device and the technical scheme of the above-mentioned sound processing method belong to the same concept, and the details not described in detail in the technical scheme of the computing device can be referred to the description of the technical scheme of the above-mentioned sound processing method.
[0137] An embodiment of the present application further provides a computer-readable storage medium storing a computer program / instruction, which is used for a sound processing method when executed by a processor.
[0138] The above is a schematic scheme of a computer-readable storage medium of this embodiment. It should be noted that the technical scheme of the storage medium and the technical scheme of the above-mentioned sound processing method belong to the same concept, and the details not described in detail in the technical scheme of the storage medium can be referred to the description of the technical scheme of the above-mentioned sound processing method.
[0139] An embodiment of the present application further provides a computer program product, including a computer program / instruction, which is used in a sound processing method when executed by a processor.
[0140] The above is a schematic scheme of a computer program product of this embodiment. It should be noted that the technical scheme of the computer program product and the technical scheme of the above-mentioned sound processing method belong to the same concept, and the details not described in detail in the technical scheme of the computer program product can be referred to the description of the technical scheme of the above-mentioned sound processing method.
[0141] The computer program / instruction includes computer program code, which may be in source code form, object code form, executable file or some intermediate form, etc. The computer readable medium may include: any entity or device capable of carrying the computer program code, recording medium, USB flash drive, mobile hard disk, magnetic disk, optical disk, computer memory, ROM (Read-Only Memory), RAM (Random Access Memory), electric carrier signal, telecommunication signal and software distribution medium, etc. It should be noted that the content contained in the computer readable medium may be appropriately increased or decreased according to the requirements of legislation and patent practice in the jurisdiction. For example, in some jurisdictions, according to legislation and patent practice, computer readable media do not include electric carrier signals and telecommunication signals.
[0142] It should be noted that, for the above-mentioned method embodiments, for the sake of simplicity of description, they are all expressed as a series of action combinations, but those skilled in the art should be aware that the present application is not limited by the described action sequence, because according to the present application, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present application.
[0143] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0144] The preferred embodiments of the present application disclosed above are only used to help explain the present application. The optional embodiments do not describe all the details in detail, nor do they limit the invention to the specific implementation methods described. Obviously, many modifications and changes can be made according to the content of the present application. The present application selects and specifically describes these embodiments in order to better explain the principles and practical applications of the present application, so that those skilled in the art can understand and use the present application well. The present application is only limited by the claims and their full scope and equivalents.
Claims
1. A sound processing method, characterized in that: include: Obtaining a target scene and scene information of the target scene; According to the scene information of the target scene, a sound effect domain corresponding to the target scene and a reverberation volume of the sound effect domain are generated.
2. The method according to claim 1, characterized in that in, The scene information of the target scene includes scene configuration, scene material information and scene space attributes; The step of generating a sound effect domain and a reverberation volume of the sound effect domain corresponding to the target scene according to the scene information of the target scene includes: Determining a sound effect domain volume of a sound effect domain corresponding to the target scene according to the scene configuration, and determining a sound propagation parameter of the sound effect domain according to the scene material information; generating the sound effect domain according to the sound effect domain volume and the sound propagation parameter; The reverberation volume of the sound effect domain is determined according to the scene space attribute.
3. The method according to claim 2, characterized in that in, The reverberation volume includes at least one reverberation parameter of echo intensity, echo time and high frequency distribution; The determining the reverberation volume of the sound effect domain according to the scene space attribute includes: If the scene space attribute is a closed space, determining the reverberation parameter of the reverberation volume as a first reverberation parameter; If the scene space attribute is an open space, the reverberation parameter of the reverberation volume is determined to be a second reverberation parameter, wherein the first reverberation parameter is higher than the second reverberation parameter.
4. The method according to any one of claims 1 to 3, characterized in that: After generating the sound effect domain corresponding to the target scene and the reverberation volume of the sound effect domain according to the scene information of the target scene, the method further includes: Acquire an initial sound signal in a current scene, a sound effect domain corresponding to the current scene, and a reverberation volume of the sound effect domain; Determining reverberation parameters matching the current scene according to the sound effect domain and the reverberation volume of the sound effect domain; Based on the reverberation parameter, the initial sound signal is subjected to reverberation processing to obtain a target sound signal.
5. The method according to claim 4, characterized in that The obtaining of the sound effect domain corresponding to the current scene and the reverberation volume of the sound effect domain, and the initial sound signal in the current scene includes: Get the current position information of the target object and the target sound source; Determining a current scene where the target object is located according to current position information of the target object and the target sound source; An initial sound signal is collected from the current scene, and a sound effect domain corresponding to the pre-configured current scene and a reverberation volume of the sound effect domain are obtained.
6. The method according to claim 4, characterized in that The reverberation parameters include filter parameters; The determining, according to the sound effect domain and the reverberation volume of the sound effect domain, a reverberation parameter matching the current scene comprises: Determining filter parameters according to sound propagation parameters in the sound effect domain and scene space properties in a reverberation volume of the sound effect domain; The step of performing reverberation processing on the initial sound signal based on the reverberation parameter to obtain a target sound signal includes: The convolution reverberation filter corresponding to the filter parameter is called, and the initial sound signal is subjected to convolution reverberation processing according to the convolution reverberation filter to obtain a target sound signal.
7. The method according to claim 5, characterized in that Before performing reverberation processing on the initial sound signal based on the reverberation parameter to obtain the target sound signal, the method further includes: Determining the sound intensity and echo information of the sound signal emitted by the target sound source and received by the target object according to the current position information of the target object and the target sound source; The sound intensity and the echo information are used to adjust the initial sound signal.
8. The method according to claim 7, characterized in that Determining the sound intensity and echo information of the sound emitted by the target sound source and received by the target object according to the current position information of the target object and the target sound source includes: Determining a first position of the target object in the current scene according to the current position information of the target object; Determining a second position of the target sound source relative to the target object according to current position information of the target object and the target sound source; The sound intensity and echo information of the sound emitted by the target sound source and received by the target object are determined according to the position distance between the first position and the second position.
9. The method according to claim 4, characterized in that After acquiring the initial sound signal in the current scene, the method further includes: Use the physical engine to simulate sound propagation and calculate the reflection and absorption parameters of the initial sound signal; Based on the reflection and absorption parameters, the initial sound signal is adjusted.
10. The method according to claim 4, characterized in that After performing reverberation processing on the initial sound signal based on the reverberation parameter to obtain the target sound signal, the method further includes: A reverberation template is constructed according to the reverberation parameters matching the current scene, wherein the reverberation template is used to perform reverberation processing on an initial sound signal in a matching scene, and the matching scene matches the scene type of the current scene.
11. A sound processing device, characterized in that: include: An acquisition module is configured to acquire a target scene and scene information of the target scene; The generation module is configured to generate a sound effect domain corresponding to the target scene and a reverberation volume of the sound effect domain according to the scene information of the target scene.
12. A computing device, characterized in that: include: Memory and processor; The memory is used to store computer programs / instructions, and the processor is used to execute the computer programs / instructions. When the computer programs / instructions are executed by the processor, the method according to any one of claims 1 to 10 is implemented.
13. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program / instruction, and when the computer program / instruction is executed by a processor, the method according to any one of claims 1 to 10 is implemented.
14. A computer program product, characterized in that The method comprises a computer program / instruction, which implements the method according to any one of claims 1 to 10 when executed by a processor.