Game voice editing method and device, storage medium and electronic equipment
By editing and associating voice controls and scene components in the game editor, the problem of fixed and single game voice is solved, achieving a richer gaming experience and diverse voice playback.
Patent Information
- Application Number
- CN202311698653.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-11
- Publication Date
- 2025-06-13
AI Technical Summary
The voice in the game is relatively fixed and single, affecting the game effect and the player's gaming experience.
A game voice editing method is provided, by displaying the information display control to be edited in the editor of the game program, generating a target voice, and associating the target scene component to determine the time of the voice playback.
It improves the diversity of game voice, reduces the difficulty of voice editing, and improves game expressiveness and user experience.
Smart Images

Figure CN120132348A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the fields of computer and game technologies, and in particular, to a game voice editing method, a game voice editing device, a computer-readable storage medium, and an electronic device. Background Art
[0002] With the development of computer and human-computer interaction technologies, games have become one of the important ways of people's daily entertainment. To enhance the game immersion of players, most games are provided with different voices, such as the voices of NPCs (Non-Player Characters) speaking, the voices when triggering plot events, etc. These voices are generally pre-produced by game developers, and the timing of triggering voice playback in the game is determined by writing code. Due to the limited manpower of game developers, the number of voices they can produce is also limited, which results in the voices in the game being relatively fixed and single, affecting the game effect and the players' game experience. Summary of the Invention
[0003] The present disclosure provides a game voice editing method, a game voice editing device, a computer-readable storage medium, and an electronic device to at least to some extent solve the problem that the voices in the game are relatively fixed and single.
[0004] According to a first aspect of the present disclosure, there is provided a game voice editing method, characterized in that the method includes: displaying a control for displaying information to be edited in a graphical user interface corresponding to an editor of a game program; wherein the editor provides one or more editable game controls, and the control for displaying information to be edited is a control among the one or more editable game controls; displaying an editing interface; in response to a first editing operation in the editing interface, generating a target voice according to the first editing operation, and determining the target voice as the voice corresponding to the control for displaying information to be edited; in response to a second editing operation, associating a target scene component corresponding to the second editing operation with the control for displaying information to be edited, and determining an activation condition for triggering the control for displaying information to be edited based on the target scene component; the target scene component is a scene component in a game editing scene; the scene component is configured to generate a corresponding virtual model during the game running stage; the virtual model is configured with the following performance effects: a visual performance effect, and a non-visual performance effect; during the game running stage, in response to triggering the activation condition for triggering the control for displaying information to be edited, controlling the playback of the target voice.
[0005] According to a second aspect of the present disclosure, there is provided a game voice editing device, the device comprising: a control display module configured to display a to-be-edited information display control in a graphical user interface corresponding to an editor of a game program; wherein, the editor provides one or more editable game controls, and the to-be-edited information display control is a control among the one or more editable game controls; an editing interface display module configured to display an editing interface; a voice generation module configured to, in response to a first editing operation in the editing interface, generate a target voice according to the first editing operation and determine the target voice as the voice corresponding to the to-be-edited information display control; a component and control association module configured to, in response to a second editing operation, associate a target scene component corresponding to the second editing operation with the to-be-edited information display control and determine an activation condition for triggering the to-be-edited information display control based on the target scene component; the target scene component is a scene component in a game editing scene; the scene component is configured to generate a corresponding virtual model during a game running stage; the virtual model is configured with the following presentation effects: a visual presentation effect and a non-visual presentation effect; a voice playback control module configured to, during the game running stage, in response to triggering the activation condition of the to-be-edited information display control, control the playback of the target voice.
[0006] According to a third aspect of the present disclosure, there is provided a computer-readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, it implements the game voice editing method according to the first aspect and its possible implementation manners.
[0007] According to a fourth aspect of the present disclosure, there is provided an electronic device, comprising: a processor; and a memory for storing executable instructions of the processor; wherein, the processor is configured to execute the game voice editing method according to the first aspect and its possible implementation manners by executing the executable instructions.
[0008] The technical solution of the present disclosure has the following beneficial effects:
[0009] On the one hand, a solution for users to edit and generate game voices is provided, which can improve the diversity of game voices. On the other hand, the target voice is bound to the to-be-edited information display control, and by editing the activation condition of the to-be-edited information display control, the playback timing of the target voice is determined, thereby reducing the difficulty of voice editing. On the further hand, by associating the target scene component with the to-be-edited information display control and determining the activation condition for triggering the to-be-edited information display control based on the target scene component, users can set more complex and diverse logics for the scene components in the game, which is beneficial to enhancing the game expressiveness and user experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0010] Figure 1Shows a system architecture diagram in this exemplary embodiment;
[0011] Figure 2 Shows a flowchart of a game voice editing method in this exemplary embodiment;
[0012] Figure 3 Shows a schematic diagram of an interface editing interface in this exemplary embodiment;
[0013] Figure 4 Shows a schematic diagram of a game editing scene in this exemplary embodiment;
[0014] Figure 5 Shows a schematic diagram of the setting interface of the game editing scene in this exemplary embodiment;
[0015] Figure 6 Shows a flowchart of a control association setting interface in this exemplary embodiment;
[0016] Figure 7 Shows a flowchart of associating a target scene component with an information display control to be edited in this exemplary embodiment;
[0017] Figure 8A Shows a schematic diagram of a control trigger type selection interface in this exemplary embodiment;
[0018] Figure 8B Shows a schematic diagram of a control association setting interface in this exemplary embodiment;
[0019] Figure 8C Shows a schematic diagram of a control selection interface in this exemplary embodiment;
[0020] Figure 9 Shows a schematic diagram of the structure of a game voice editing device in this exemplary embodiment;
[0021] Figure 10 Shows a schematic diagram of the structure of an electronic device in this exemplary embodiment. Detailed implementation
[0022] The following will more comprehensively describe the exemplary embodiments of the present disclosure in conjunction with the accompanying drawings.
[0023] The accompanying drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software form, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of the embodiments of the present disclosure. However, those skilled in the art should be aware that one or more specific details may be omitted when implementing the technical solutions of the present disclosure, or other methods, components, devices, steps, etc. may be used to replace one or more specific details.
[0024] Voice in games can enhance the sense of immersion. For example, when a player controls a virtual character to talk to an NPC, if they can hear the voice of the NPC speaking, they will have a more immersive feeling. In related technologies, the production of game voice requires the producer to have certain professional knowledge and skills, such as being able to write code for triggering voice playback, etc. This makes it difficult for ordinary players to participate in the production of voice, and only game developers can produce it. However, due to the limited manpower of game developers, they are unable to produce a large number of voices, resulting in the voices in games being relatively fixed and single. For example, in a certain game scenario, only some NPCs may have voices, or each NPC's voice only has a fixed few sentences. This can easily make players feel bored during the game, affecting the game effect and the player experience.
[0025] In view of the above problems, an exemplary embodiment of the present disclosure provides a game voice editing method.
[0026] Figure 1The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device may be a mobile phone, a tablet computer, a personal computer, an intelligent wearable device, a game console, etc., which has a display function and can display a graphical user interface. The graphical user interface may include an operating system interface or an application interface, etc. A game program is installed on the terminal device 110, such as a client program of an online game. When the terminal device 110 runs the game program, an editing interface or a game editing scene may be displayed in the graphical user interface. The server 120 generally refers to a background system that provides game services in this exemplary embodiment, which may be a server or a cluster of multiple servers. A game server program is deployed on the server 120 for executing game data processing on the server side. The terminal device 110 and the server 120 may be connected via a wired or wireless communication link to perform data transmission. The game voice editing method in this exemplary embodiment may be executed by any one or more of the terminal device 110 and the server 120.
[0027] In one embodiment, the game voice editing method can be implemented and executed based on a cloud interactive system. The cloud interactive system can be the above-mentioned system architecture. Various cloud applications can be run under the cloud interactive system, such as cloud games. Taking cloud games as an example, cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operation subject of the game program and the game screen presentation subject are separated, and the storage and operation of the control and interaction methods in the game are completed on the cloud game server (such as the above-mentioned server 120), and the cloud game client (such as the above-mentioned terminal device 110) is used for receiving and sending data and presenting the game screen. For example, the cloud game client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; and the cloud game server in the cloud performs information processing. When playing games or editing game scenes, the user operates the cloud game client to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud game client through the network. Finally, the cloud game client decodes and outputs the game screen.
[0028] In one embodiment, the game voice editing method can be implemented in a stand-alone game. No server needs to be deployed, and the entire game program can be installed by the terminal device 110, and the game voice editing method can be executed.
[0029] In one embodiment, reference Figure 2 As shown, the game voice editing method may include the following steps S210 to S250:
[0030] Step S210: Display a control for displaying information to be edited in the graphical user interface corresponding to the editor of the game program. Among them, the editor provides one or more editable game controls, and the control for displaying information to be edited is one of the one or more editable game controls.
[0031] Step S220: Display an editing interface.
[0032] Step S230: Respond to the first editing operation in the editing interface, generate a target voice according to the first editing operation, and determine the target voice as the voice corresponding to the control for displaying information to be edited.
[0033] Step S240: Respond to the second editing operation, associate the target scene component corresponding to the second editing operation with the control for displaying information to be edited, and determine the activation condition for triggering the control for displaying information to be edited based on the target scene component. The target scene component is a scene component in the game editing scene. The scene component is configured to generate a corresponding virtual model during the game running stage. The virtual model is configured with the following performance effects: visual performance effects and non-visual performance effects.
[0034] Step S250: During the game running stage, respond to the activation condition for triggering the control for displaying information to be edited, and control the playback of the target voice.
[0035] In Figure 2 In the method shown above, on the one hand, a solution that allows users to edit and generate game voices is provided, which can improve the diversity of game voices. On the other hand, the target voice is bound to the control for displaying information to be edited, and the playback timing of the target voice is determined by editing the activation condition of the control for displaying information to be edited, thereby reducing the difficulty of voice editing. On the other hand, by associating the target scene component with the control for displaying information to be edited and determining the activation condition for triggering the control for displaying information to be edited based on the target scene component, users can set more complex and diverse logics for the scene components in the game, which is beneficial to improving game expressiveness and user experience.
[0036] Next Figure 2 Specific descriptions will be made for each step in
[0037] Referring to Figure 2 In step S210, a control for displaying information to be edited is displayed in the graphical user interface corresponding to the editor of the game program. Among them, the editor provides one or more editable game controls, and the control for displaying information to be edited is one of the one or more editable game controls.
[0038] In this exemplary embodiment, the game program provides an editing function for players, and players can use this editing function in the editor. Therefore, the user in this article can refer to a player or a game developer.
[0039] The editor may be a tool in the main game program, and when the main game program is running, the user may select a specific option to enter the editor. Alternatively, the editor may be an editing program that is provided with the main game program and can be run independently outside the main game program.
[0040] The graphical user interface corresponding to the editor may include one or more interfaces. For example, the editor can be used to edit multiple objects such as game controls and game scenes. Different objects are edited in different interfaces, so the editor may include multiple interfaces. Game controls are tools that help players interact in the game. They can include different types of controls. Information display controls are one type of controls that are used to display information to players, such as text display controls, pattern display controls, video display controls, etc. The information display control to be edited is the information display control that needs to be edited, such as the currently selected information display control.
[0041] In one embodiment, the editor may include an interface editor for editing the display interface of the game control, such as for editing the HUD (Head-Up Display, which refers to the control that is fixedly displayed in the game interface in the game). Accordingly, the graphical user interface corresponding to the editor includes an interface editing interface, that is, a graphical user interface corresponding to the interface editor. The above-mentioned display control of the information to be edited in the graphical user interface corresponding to the editor of the game program includes:
[0042] Display the information display control to be edited in the interface editing interface.
[0043] Figure 3 It should be understood that the interface editing interface can show all editable game controls, including game controls that come with the game program, and game controls edited and generated by the player. Figure 3 The interface editing interface shows a virtual joystick control, a jump control, an information display control 301 (i.e., a control with text content ABC, referred to as control A in this article), a teammate information control (the control located in the upper right corner), and a mini-map control (the control located in the upper left corner). Among them, the information display control 301 can be the information display control to be edited.
[0044] In one embodiment, in response to the operation of creating a new information display control in the interface editing interface, a new information display control is created as the information display control to be edited; or in response to the operation of selecting an existing information display control in the interface editing interface, the selected existing information display control is used as the information display control to be edited. Figure 3As shown, in the interface editing interface, a "New Text" control and a "New Button" control can be provided. When the "New Text" control is clicked, a new information display control is created and this control is default selected as the information display control to be edited. When the "New Button" control is clicked, a new button control is created, which has a different function from the information display control and can be used to implement interactive operations.
[0045] In one implementation, the editor may include a scene editor for editing the game scene. In the scene editor, the game editing scene can be displayed. The user can choose to create a new game scene and edit it, or choose to edit an existing game scene. The game editing scene refers to the game scene displayed in the editing state. The game editing scene may include a scene background and one or more scene components. A scene component is an object generated, used, or edited during the game editing stage, and can be a person or object (or a partial person or object) in the game editing scene. The scene component is configured to generate a corresponding virtual model during the game running stage. The virtual model is configured with the following performance effects: visual performance effects and non-visual performance effects. That is to say, during the game running stage, the virtual model corresponding to the scene component can be a visible object with a specific appearance or an invisible object (such as a "spawn point", that is, the initial area where the player character is located in the game, which has dimensions and a shape but is invisible). In the game, the scene component and the corresponding virtual model usually have the same appearance, so they can be considered the same object. In the program, the scene component and the virtual model can be stored as different types of program objects. The scene components in the game editing scene can be built-in (for example, the game program can provide multiple preset game scenes with different styles, and the user can choose a certain preset game scene for editing, and its initial built-in scene components), or can be generated by the user's editing.
[0046] In one implementation, in the case of displaying the game editing scene, one or more scene component addition controls can also be displayed in the graphical user interface, which are used to generate corresponding scene components in the game editing scene in response to the user's operation on the control. Refer to Figure 4 As shown, it can be in the form of a list (including a single-level or multi-level list, Figure 4The scene component selection control is provided in the form of a two-level list). The list includes first-level tabs such as "Structure", "Item", "Environment", "Mechanism", "Creature", "Combination", etc. Each first-level tab includes one or more second-level tabs. For example, under the first-level tab "Item", there are second-level tabs such as "Furniture", "Interior Decoration", "Lamp", etc. The tabs represent different types of scene components. When a first-level tab and a second-level tab are selected, scene component addition controls under the first-level tab and the second-level tab are provided on the left side thereof. For example, under the tab "Item" - "Furniture", scene component addition controls such as "Chair", "Square Table", "Round Table", "Tea Table", "Desk", etc. are provided. The user can click or drag a scene component addition control to generate the corresponding scene component in the game editing scene. For example, the addition control of "Chair" can be dragged to a certain position in the game editing scene to trigger the generation of a chair component at that position.
[0047] In one implementation, the game program can come with one or more scene components, such as scene components pre-configured and stored in the game program by game developers, and can provide corresponding scene component addition controls, enabling players to conveniently use these scene components for scene editing, such as adding scene components with one click in the game editing scene.
[0048] In one implementation, scene components can be pre-configured by players. Players can perform modeling in the game editing scene or other editing interfaces to obtain scene components that were not originally in the game program. For the scene components pre-configured by players, corresponding scene component operation controls can also be provided. When pre-configuring scene components, one or more pieces of information such as the position, orientation, size, material, color, etc. of the scene components can be configured. In this way, when users use these scene components in the game editing scene, the configured information can be directly called, which is very convenient and efficient. Of course, users can also adjust the configured information in the scene components, such as adjusting one or more of the above-mentioned pieces of information to make it more in line with their own needs and preferences.
[0049] In one implementation, multiple scene components can be combined into a scene component combination. For example, a block component can be combined onto the circular surface of a cylindrical component to form a roller-shaped scene mechanism, and this scene mechanism is a scene component combination. In this way, complex and diverse components of people or objects can be formed in the game. For the scene component combination, corresponding scene component addition controls can also be configured, enabling users to generate the scene component combination with one click in the game editing scene, which is very convenient.
[0050] For the convenience of distinction, a single scene component can be referred to as a basic scene component, which is indivisible and can be regarded as the smallest constituent unit in the game editing scene. Unless otherwise specified, the scene components mentioned in this article can refer to basic scene components or combinations of scene components.
[0051] In one implementation, a virtual camera can be set in the game editing scene. The virtual camera is a tool in the game program that simulates a real camera to capture game scene images. It can be set at any position in the game editing scene and capture the game scene from any perspective, that is, the virtual camera can have any pose in the game scene, and its pose can be fixed or dynamically changing. Moreover, any number of virtual cameras can be set in the game editing scene, and different virtual cameras can capture different game scene images. For example, a first virtual camera and a second virtual camera are set in the game editing scene. The first virtual camera is used to capture the main image in the game editing scene, and the second virtual camera is used to capture the auxiliary image in the game editing scene. When the main image shows the front of a certain scene component, the auxiliary image can show the side or back of the scene component, etc., to help the user see more comprehensive information.
[0052] The game editing scene can present two different perspectives, namely the observation perspective and the game perspective, and the user can set which perspective to use in the game editing scene. For example, Figure 5 shows the setting interface of the game editing scene. Option controls for perspectives are provided in this interface, and the user can choose to use the observation perspective or the game perspective. The observation perspective means observing the game editing scene from a third-person perspective. In the observation perspective, the user can directly control the virtual camera to move the perspective (the virtual camera is not displayed) without controlling the game character in the game editing scene. The game perspective means observing the game editing scene from a first-person perspective. In the game perspective, the user can control a certain game character in the game editing scene, and this game character can be bound to the virtual camera, that is, the positional relationship between the game character and the virtual camera is fixed. For example, the game character can be located at the focus of the virtual camera. When the user controls the game character to move, the virtual camera moves synchronously, thereby moving the perspective. Of course, in the observation perspective, invisible game characters can also be set in the game editing scene, which is equivalent to the game characters in the game perspective being hidden. When the user moves the perspective, the virtual camera can be moved by moving this game character. In the observation perspective or the game perspective, virtual joysticks, up or down controls, etc. can be set in the game editing scene, and the user can operate these controls to move the virtual camera or move the game character.
[0053] In addition, other setting controls may also be provided in the setting interface of the game editing scene. For example, the "grid display" setting control is used to set the grid display mode in the game editing scene, and the "camera speed" setting control is used to set the moving speed of the virtual camera, etc. The present disclosure does not make specific limitations.
[0054] In one implementation, the game voice editing method may further include the following steps:
[0055] When the game editing scene is displayed in the graphical user interface, in response to an interface editing trigger operation, jump from the game editing scene to the interface editing interface.
[0056] Among them, the interface editing trigger operation is an operation to trigger the start of interface editing. Exemplarily, an editing jump control may be provided in the game editing scene for jumping to other interfaces in the editor. The editing jump control includes an interface editing jump control. When the user performs a trigger operation (such as clicking) on the interface editing jump control, this operation is the interface editing trigger operation, triggering a jump from the game editing scene to the interface editing interface. In one implementation, in response to an operation to exit the interface editing interface, return from the interface editing interface to the game editing scene. Thus, a quick and convenient switch between the game editing scene and the interface editing interface is achieved.
[0057] Continue to refer to Figure 2 , in step S220, display the editing interface.
[0058] The editing interface of step S220 can be used to edit voice. The user can generate voice, that is, the target voice, through a first editing operation in this interface.
[0059] In one implementation, the editing interface of step S220 can be the editing interface of the information display control to be edited. The editing interface of the information display control to be edited can be displayed when the information display control to be edited is selected (selecting the information display control to be edited means editing this control). Exemplarily, the editing interface of the information display control to be edited can be a sub-interface in the interface editing interface. In response to an operation to create a new information display control in the interface editing interface, create a new information display control as the information display control to be edited, and display the editing interface of the information display control to be edited in the form of a window, etc.; or in response to an operation to select an existing information display control in the interface editing interface, use the selected existing information display control as the information display control to be edited, and display the editing interface of the information display control to be edited in the form of a window, etc. The voice edited and generated in this editing interface is naturally the voice corresponding to the information display control to be edited.
[0060] In one embodiment, the editing interface can be a general voice editing interface, that is, an editing interface independent of specific controls. The voice generated by editing in this editing interface can be applied to different controls, so it is called general voice. Correspondingly, this editing interface is called a general voice editing interface. The general voice editing interface can be one or a group of specific interfaces in the editor. For example, if the editor includes a voice editor, the general voice editing interface is the graphical user interface corresponding to the voice editor. Exemplarily, in the case of displaying a game editing scene or an interface editing interface, in response to a voice editing trigger operation, jump from the game editing scene or the interface editing interface to the general voice editing interface. For example, if a voice editing jump control is provided in the game editing scene or the interface editing interface, when the user triggers an operation (such as clicking) on the voice editing jump control, it triggers a jump to the general voice editing interface. Alternatively, the general voice editing interface can be a sub-interface in the game editing scene or the interface editing interface. For example, in the case of displaying a game editing scene or an interface editing interface, in response to a voice editing trigger operation, the general voice editing interface is displayed in the game editing scene or the interface editing interface in the form of a window or the like.
[0061] Continuing to refer to Figure 2 , in step S230, in response to a first editing operation in the editing interface, generate a target voice according to the first editing operation, and determine the target voice as the voice corresponding to the information display control to be edited.
[0062] Among them, the user can perform the first editing operation in the editing interface of step S220 (that is, the editing interface of the information display control to be edited or the general voice editing interface) to generate a target voice. The first editing operation refers to an operation of editing the voice content and / or voice parameters.
[0063] In one embodiment, the above-mentioned generating a target voice according to the first editing operation in response to the first editing operation in the editing interface may include the following steps:
[0064] Respond to the information editing operation in the editing interface and obtain the information to be displayed;
[0065] Obtain the target voice parameters;
[0066] Respond to the voice generation confirmation operation in the editing interface and generate a target voice according to the information to be displayed and the target voice parameters.
[0067] Among them, the first editing operation may include a series of operations such as an information editing operation and a voice generation confirmation operation, and may also include the voice parameter setting operation described below.
[0068] The information editing operation can be a text input operation, a text selection operation, etc., for editing the information to be displayed, and the information to be displayed is the information that the information display control to be edited is to display.
[0069] The target voice parameters are the voice parameters that affect the playback effect of the target voice. The target voice parameters can be set by the user or automatically set by the editor. For example, the editor can use the default voice parameters (such as the voice parameters set by the user during the previous voice editing) as the target voice parameters, or identify the style of the information to be displayed and automatically set the target voice parameters that match it.
[0070] In one implementation, the above-mentioned obtaining of the target voice parameters may include the following steps:
[0071] Respond to the voice parameter setting operation in the editing interface, and determine the target voice parameters from multiple preset voice parameters according to the voice parameter setting operation. Among them, the configurable voice parameters include one or more of the following parameters: timbre, voice emotion, playback speed, and volume.
[0072] Among them, timbre, voice emotion, playback speed, volume, etc. are the types of configurable voice parameters, and the preset voice parameters can be the selectable options for each type of voice parameter. For example, timbre affects the expression of the voice style, and the preset voice parameters under timbre can include gentle male voice, gentle female voice, boy's voice, girl's voice, male commentator, female commentator, etc. Voice emotion refers to the emotion of the speaker expressed by the voice, and the preset voice parameters under voice emotion can include excitement, happiness, frustration, sadness, etc. The playback speed can be a multiple relative to the normal playback speed, and the preset voice parameters under the playback speed can include 0.5, 0.75, 1, 1.25, 1.5, etc. Volume refers to the default volume when the voice is played, which can be quantified as a value and set by the user.
[0073] The voice generation confirmation operation is an operation to confirm the completion of voice editing. It can be an operation to click the "Confirm Generation" control in the editing interface, which is used to trigger the final generation of the target voice.
[0074] In one implementation, the above-mentioned generating of the target voice according to the information to be displayed and the target voice parameters may include the following steps:
[0075] Send a voice generation request including the information to be displayed and the target voice parameters to the server, so that the server generates the target voice according to the voice generation request when the information to be displayed passes the review;
[0076] Receive the target voice returned by the server.
[0077] After the terminal device sends a voice generation request to the server, the server can review whether the information to be displayed contains harmful information and whether it contains compliant characters (compliant characters refer to characters that can be converted into voice, such as Chinese characters, numbers, etc. If the information to be displayed consists entirely of non-compliant characters such as punctuation marks, voice cannot be generated). If it does not contain harmful information and contains compliant characters, the review is passed, and the server can generate the target voice according to the voice generation request. For example, the server can call a pre-trained voice generation model, such as a text-to-speech model, input the information to be displayed and the target voice parameters into the model to obtain the target voice. Then the server returns the target voice to the terminal device.
[0078] Of course, the above review of whether the information to be displayed contains harmful information and whether it contains compliant characters can also be performed by the terminal device. For example, it can be reviewed when the user inputs the information to be displayed. Exemplarily, after the terminal device obtains the information to be displayed according to the information editing operation, it can review whether it contains compliant characters. If not, it prompts the user to re-enter. Then, a voice generation request including the information to be displayed and the target voice parameters is sent to the server, and the server reviews whether it does not contain harmful information.
[0079] In one implementation, the above response to the first editing operation in the editing interface and generating the target voice according to the first editing operation may include the following steps:
[0080] When the available number of times of the voice generation function of the currently logged-in game account is greater than 0, respond to the first editing operation in the editing interface, generate the target voice according to the first editing operation, and subtract one from the available number of times of the voice generation function of the currently logged-in game account.
[0081] Among them, the currently logged-in game account is the user account that is currently editing the voice. It is possible to limit the number of available times for the voice generation function for each game account to prevent users from overusing this function and causing excessive pressure on the server. For example, it is possible to use time periods such as daily, weekly, or monthly as cycles, and limit the maximum number of available times for the voice generation function within each cycle to a preset number (such as 100, 10, etc.). Or, the number of available times for the voice generation function of game accounts with different permissions and different levels can be different. When the number of available times for the voice generation function of the currently logged-in game account is greater than 0, it means that there are still remaining times available for this game account. The target voice can be generated according to the first editing operation, and the number of available times for its voice generation function is decremented by one. That is, the number of times is decremented by one each time a voice is generated. If the number of available times for the voice generation function of the currently logged-in game account is 0, when the user performs the first editing operation, a prompt message can be issued, such as "The number of voice generations for today has been used up", and the first editing operation is invalidated. The number of available times for the voice generation function of the currently logged-in game account can be reset to the preset number at the start of each cycle. For example, the number of available times for the voice generation function of each game account is reset to 100 times at 0:00 every day. If a certain game account has generated 100 voices within the day, then the voice generation function cannot be used within the day.
[0082] In one implementation, after generating the target voice according to the first editing operation in response to the first editing operation in the editing interface, the game voice editing method may further include the following steps:
[0083] In response to the audition operation for the target voice, play the target voice.
[0084] Among them, the audition operation can be performed in the editing interface of step S220, or after generating the target voice, it can jump to other interfaces, and the audition operation can be performed in the jumped interface. Through the audition operation, the user can audition the actual effect of the target voice so as to make timely adjustments. For example, when the user feels that the target voice is not ideal enough, the target voice parameters can be adjusted and the target voice can be regenerated.
[0085] Figure 6It shows a schematic diagram of the editing interface in the case where the control 301 (i.e., control A) is the control for displaying the information to be edited. When the user selects the control 301 in the interface editing interface, the display editing interface can be triggered. In the figure, the control 301 is shown in a highlighted state when selected. In this editing interface, the user can enter text content in the text editing bar 601, such as entering ABC, which is the information to be displayed. The user can click the "Go to Synthesis" control to trigger the display of the voice parameter setting window (not shown in the figure), which includes option controls such as voice color, voice emotion, playback speed, volume, etc. The user can complete the voice parameter setting operation by operating these option controls to determine the target voice parameters. The user can confirm the generation of the voice in the voice parameter setting window, triggering the terminal device to send the voice generation request to the server. When the server generates the target voice and returns it to the terminal device after passing the review, the audition control 602 on the terminal device becomes operable, and the "No Audio" on its right also becomes the name of the target voice. When the user clicks the audition control 602, the target voice is triggered to play. During the audition process, the audition progress bar 603 can display the playback progress. The user can also perform a drag operation on the audition progress bar 603 to adjust the playback progress during the audition.
[0086] The above describes how to generate the target voice through the first editing operation. In the case of generating the target voice, the target voice can be bound to the control for displaying the information to be edited.
[0087] In one implementation, the editing interface in step S220 is the editing interface of the control for displaying the information to be edited. Correspondingly, the above determination of the target voice as the voice corresponding to the control for displaying the information to be edited may include the following steps:
[0088] In the case of generating the target voice according to the first editing operation, the target voice is determined as the voice corresponding to the control for displaying the information to be edited.
[0089] Among them, the target voice is the voice edited and generated in the editing interface of the control for displaying the information to be edited. Naturally, there is no need for the user to perform the operation of binding the voice to the control, and the target voice is defaulted to be the voice corresponding to the control for displaying the information to be edited.
[0090] In one implementation, the editing interface in step S220 is a general voice editing interface. Correspondingly, the above determination of the target voice as the voice corresponding to the control for displaying the information to be edited may include the following steps:
[0091] In response to the voice binding operation specifying the control for displaying the information to be edited, the target voice is determined as the voice corresponding to the control for displaying the information to be edited.
[0092] It should be understood that the target voice is the voice edited and generated in the general voice editing interface and does not belong to any control itself. The user can perform a voice binding operation and select a control for displaying the information to be edited. For example, after generating the target voice, a binding control is provided. After the user clicks the binding control, the user can further select a control for displaying the information to be edited (such as clicking the control for displaying the information to be edited in the interface editing interface or selecting the control for displaying the information to be edited from the pop-up control list), thereby binding the target voice to the control for displaying the information to be edited, that is, determining that the target voice is the voice corresponding to the control for displaying the information to be edited.
[0093] Continue to refer to Figure 2 , in step S240, in response to the second editing operation, associate the target scene component corresponding to the second editing operation with the control for displaying the information to be edited, and determine the activation condition for triggering the control for displaying the information to be edited based on the target scene component; the target scene component is a scene component in the game editing scene; the scene component is configured to generate a corresponding virtual model during the game running stage; the virtual model is configured with the following performance effects: visible performance effect and non-visible performance effect.
[0094] Among them, the target scene component can be any one or more specified scene components in the game editing scene. The second editing operation is used to associate the target scene component with the control for displaying the information to be edited. It can be an operation on the target scene component or an operation on the control for displaying the information to be edited. The activation condition for the control for displaying the information to be edited can be the condition for triggering the presentation of the information to be displayed during the game running stage. Since there is an association relationship between the target scene component and the control for displaying the information to be edited, the activation condition and / or deactivation condition for the control for displaying the information to be edited can be set on the target scene component, or the activation condition and / or deactivation condition for the control for displaying the information to be edited can be determined according to the attributes or characteristics of the target scene component.
[0095] In one implementation, referring to Figure 7 as shown, the above-mentioned associating the target scene component corresponding to the second editing operation with the control for displaying the information to be edited in response to the second editing operation may include the following steps S710 to S730:
[0096] Step S710, in response to the first control association operation on the target scene component, display the control association setting interface of the target scene component;
[0097] Step S720, in response to the second control association operation in the control association setting interface, provide one or more candidate controls; the one or more candidate controls include the control for displaying the information to be edited;
[0098] Step S730, in response to the operation of selecting the control for displaying the information to be edited from the candidate controls, associate the target scene component with the control for displaying the information to be edited.
[0099] Among them, the control association setting interface of the target scenario component can be the editing interface of the target scenario component or a sub-interface in the editing interface of the target scenario component. The control association setting interface is used to specifically set the association relationship between the target scenario component and the control for displaying the information to be edited. Exemplarily, in response to a first control association operation on the target scenario component, a control association setting option or control is added to the editing interface of the target scenario component, and at this time, the editing interface is the control association setting interface. In the control association setting interface, the user can perform a second control association operation to trigger the display of one or more candidate controls. The candidate controls are controls that can be associated with the target scenario component, and can include all game controls, or game controls that match the type of the target scenario component. For example, if the target scenario component is a non-movable component, the candidate controls can include controls other than the movement control. The user can further select a control associated with the target scenario component from the candidate controls. For example, if the control for displaying the information to be edited is selected, the target scenario component and the control for displaying the information to be edited are associated.
[0100] In one implementation manner, the above-mentioned step of displaying the control association setting interface of the target scenario component in response to the first control association operation on the target scenario component may include the following steps:
[0101] In response to the first control association operation on the target scenario component, determine a target trigger type among multiple control trigger types according to the first control association operation, and display the control association setting interface of the target scenario component based on the target trigger type; a condition setting control corresponding to the target trigger type is provided in the control association setting interface.
[0102] Correspondingly, the above-mentioned step of determining the effective condition for triggering the control for displaying the information to be edited based on the target scenario component may include the following steps:
[0103] In response to the condition setting operation performed through the condition setting control, determine the effective condition for the control for displaying the information to be edited according to the condition setting operation; the effective condition is the condition under the target trigger type.
[0104] Among them, the control trigger type refers to the type of the effective condition of the control, indicating the way to trigger the effective condition of the control to present the information to be displayed. For example, the control trigger type may include one or more of the following types: the area trigger type, indicating that the effective condition of the control is triggered by entering or leaving a specific area; the event trigger type, indicating that when a specific event occurs, the effective condition of the control is triggered; the timing trigger type, indicating that when a specific time is reached, the effective condition of the control is triggered; the counting trigger type, indicating that when a specific count value is reached, the effective condition of the control is triggered. The user can determine the target trigger type from multiple control trigger types through the first control association operation. The target trigger type is the trigger type set for the effective condition of the control for displaying the information to be edited.
[0105] In the control association setting interface displayed based on the target trigger type, condition setting controls corresponding to the target trigger type are provided. For example, if the target trigger type is the area trigger type, the condition setting control corresponding to the target trigger type may be an area setting control; if the target trigger type is the event trigger type, the condition setting control corresponding to the target trigger type may be an event setting control; if the target trigger type is the timing trigger type, the condition setting control corresponding to the target trigger type may be a time setting control; if the target trigger type is the counting trigger type, the condition setting control corresponding to the target trigger type may be a count setting control. In this way, the user can use the condition setting control to set the effective condition under the target trigger type.
[0106] For example, the target trigger type is the area trigger type, the condition setting control corresponding to the target trigger type includes an area setting control, and the condition setting operation is an area setting operation. The above response to the condition setting operation performed through the condition setting control to determine the effective condition of the control for displaying the information to be edited may include the following steps:
[0107] In response to the area setting operation performed through the area setting control, determine the trigger area according to the area setting operation, and determine that the effective condition of the control for displaying the information to be edited is: the virtual object controlled by the player enters the trigger area.
[0108] Among them, the trigger area refers to the area where the effective condition is triggered. The area setting operation can be used to set the shape, size, position, etc. of the trigger area. Exemplarily, the area setting operation can be used to set a distance, and record the set distance as the preset distance, thereby determining the trigger area as: the area whose distance from the target scene component does not exceed the preset distance. In the case of determining the trigger area, it can be further determined that the effective condition of the control for displaying the information to be edited is: the virtual object controlled by the player enters the trigger area.
[0109] In one implementation, the failure condition of the control information display control to be edited can also be determined based on the target scene component. Exemplarily, the failure condition can be set in the control association setting interface of the target scene component, or the failure condition can be determined as the opposite condition of the effective condition. For example, if the effective condition is that the virtual object controlled by the player enters the trigger area, the failure condition can be that the virtual object controlled by the player leaves the trigger area; if the effective condition is the start of a certain continuous game event, the failure condition can be the end of the game event.
[0110] In one implementation, the above-mentioned response to the first control association operation for the target scene component, determining the target trigger type from multiple control trigger types according to the first control association operation, and displaying the control association setting interface of the target scene component based on the target trigger type may include the following steps:
[0111] Respond to the control addition trigger operation for the target scene component, and display the control trigger type selection interface; the control trigger type selection interface provides options corresponding to multiple control trigger types;
[0112] Respond to the selection operation among the options corresponding to multiple control trigger types, determine the target trigger type, and display the control association setting interface of the target scene component based on the target trigger type.
[0113] Among them, the control addition trigger operation is an operation that triggers the start of adding an associated control to the target scene component. For example, a button for adding a control is provided in the editing interface of the target scene component, and the operation of the user clicking this button is the control addition trigger operation, which can trigger the display of the control trigger type selection interface. Figure 8A The schematic diagram of the control trigger type selection interface is shown, which provides options corresponding to multiple control trigger types, such as options for trigger types like area trigger, timing trigger, count trigger, etc. The user can perform a selection operation from them, and the selected control trigger type is the target trigger type. After determining the target trigger type, the corresponding control association setting interface is displayed.
[0114] Figure 8B The schematic diagram of the control association setting interface is shown. Taking the NPC 803 in the game editing scene as the target scene component, in the case of selecting the area trigger type as the target trigger type, the Figure 8B shown control association setting interface is displayed. An area setting control is provided in this interface, and the user can set the shape, position, size, etc. of the trigger area. In the game editing scene, the currently set trigger area can be synchronously displayed, such as Figure 8BThe trigger area shown is a circular area centered on NPC 803 with a radius of 5. In addition, it is also possible to set a display control when entering the area or a display control when leaving the area. If "Select Control" is clicked in the "Display Control When Entering the Area" column, one or more candidate controls will be triggered for display. After the user selects the control for displaying the information to be edited, its effective condition is determined as: the virtual object controlled by the player enters the trigger area.
[0115] In one implementation, providing one or more candidate controls may include the following steps:
[0116] Display a control selection interface, and one or more candidate controls are provided in the control selection interface.
[0117] Among them, the control selection interface can be an interface in the game editing scene, or an interface editing interface or its sub-interface. Since the number of candidate controls may be relatively large, there is relatively sufficient space in the control selection interface to display the candidate controls.
[0118] In one implementation, the control selection interface includes a control list and a control canvas; the control list includes the identifiers of the candidate controls; the control canvas includes the visual candidate controls. Refer to Figure 8C As shown, the control selection interface can be an interface editing interface, which includes a control list 801 and a control canvas 802. The control list 801 can be a window interface located on the right side of the interface editing interface, where the identifiers of the candidate controls (such as the names of the candidate controls) are listed. The control canvas 802 is used to simulate the control display interface, such as simulating the interface layer where the HUD is located, and includes the visual candidate controls. The operation of selecting the control for displaying the information to be edited from the candidate controls may include: the operation of selecting the identifier of the control for displaying the information to be edited in the control list, or the operation of selecting the visual control for displaying the information to be edited in the control canvas. For example, the user can select the identifier of control A (i.e., the control for displaying the information to be edited) in the control list 801, or select the visual control A in the control canvas 802, thereby completing the operation of selecting the control for displaying the information to be edited.
[0119] In one implementation, the game voice editing method may further include the following steps:
[0120] When the identifier of the control for displaying the information to be edited is selected in the control list, the visual control for displaying the information to be edited in the control canvas is displayed as the selected state; and / or when the visual control for displaying the information to be edited is selected in the control canvas, the identifier of the control for displaying the information to be edited in the control list is displayed as the selected state.
[0121] Refer to Figure 8CFor example, if the user selects the identifier of Control A in the control list 801, the visualized Control A in the control canvas 802 can be displayed in a selected state (such as a highlighted state, etc.). If the user selects the visualized Control A (i.e., Control 301) in the control canvas 802, the identifier of Control A in the control list 801 can be displayed in a selected state. Thus, the display synchronization between the control list 801 and the control canvas 802 is achieved, enabling the user to simultaneously view the identifier of Control A and the visualized Control A.
[0122] In one implementation manner, in response to the second editing operation, associating the target scene component corresponding to the second editing operation with the control for displaying the information to be edited may include the following steps:
[0123] In response to the scene component association operation for the control for displaying the information to be edited, associate the target scene component corresponding to the scene component association operation with the control for displaying the information to be edited.
[0124] For example, the user can click the button for associating the scene component in the editing interface of the control for displaying the information to be edited, triggering the display of one or more candidate scene components, which may be all or part of the scene components in the game editing scene. The user can further select from them, and the selected scene component is the target scene component, and the game program associates the target scene component with the control for displaying the information to be edited.
[0125] In the case of associating the target scene component with the control for displaying the information to be edited, the editing interface of the target scene component can be displayed, and the user can set the enabling condition and / or disabling condition for the control for displaying the information to be edited in the editing interface of the target scene component. Alternatively, the enabling condition and / or disabling condition for the control for displaying the information to be edited can be determined based on the attributes or characteristics of the target scene component.
[0126] In one implementation manner, after generating the target voice, the terminal device or the server can save the audio data of the target voice, and can also save the text data of the information to be displayed and record its correspondence with the target voice. After completing the editing of the game editing scene, the audio data of the target voice, or the audio data and the text data, can be bound to the map data of the game editing scene. For example, the terminal device can upload the audio data, the text data, and the map data of the game editing scene to the server together, and the server packages them into a map data packet and stores it. Subsequently, the server can publish the map data packet to the map pool, enabling other users to download the map data packet to play the game using the corresponding game scene. During the game process, the target voice can be played at an appropriate time.
[0127] Continue to refer to Figure 2 , in step S250, during the game running stage, in response to triggering the enabling condition of the control for displaying the information to be edited, control the playing of the target voice.
[0128] Among them, the game running stage refers to the stage of playing the game, such as the stage of playing the game using the game editing scene. In the game running stage, in response to triggering the effective condition of the control for displaying information to be edited, such as the virtual object controlled by the player entering the trigger area, or a preset game event occurring, etc., the target voice can be triggered to play. In this way, the user can obtain the information to be displayed by listening to the voice, which also enables the control for displaying information to be edited to play the role of presenting information.
[0129] In one implementation, the game voice editing method may further include the following steps:
[0130] In the game running stage, in response to triggering the effective condition of the control for displaying information to be edited, control the target scene component to play a preset target animation.
[0131] Among them, the preset target animation can be the action animation of the target scene component, which can match the playing of the target voice. For example, if the target scene component is an NPC, the target animation can be the action of the NPC speaking or the action of lifting an information board, etc., presenting the effect of the target scene component conveying the target voice. Or, the target animation can also be irrelevant to the content of the target voice or the action of voice playing, such as the animation of the NPC dancing, etc., to enhance the game performance.
[0132] In one implementation, the game voice editing method may further include the following steps:
[0133] Obtain the first playback parameter set for the target voice;
[0134] During the process of controlling the playback of the target voice, when the invalidation condition of the control for displaying information to be edited is triggered, if the first playback parameter is to continue playing when the control is invalid, then continue to play the target voice; if the first playback parameter is not to continue playing when the control is invalid, then stop playing the target voice.
[0135] Among them, the first playback parameter is to continue playing or not to continue playing when the control is invalid. The user can set the first playback parameter for the target voice, or, in the case where the user does not set it, the default first playback parameter can be adopted. For example, the effective condition of the control for displaying information to be edited is that the virtual object controlled by the player enters the trigger area, and the invalidation condition is that the virtual object controlled by the player leaves the trigger area. In the game running stage, when the virtual object controlled by the player enters the trigger area, the target voice starts to play. If before the target voice finishes playing, the virtual object controlled by the player leaves the trigger area, then according to the first playback parameter, there are different results. Specifically, if the first playback parameter is to continue playing when the control is invalid, then continue to play the target voice until it naturally finishes playing; if the first playback parameter is not to continue playing when the control is invalid, then immediately stop playing the target voice.
[0136] In one implementation, the game voice editing method may further include the following steps:
[0137] Obtain a second playback parameter set for the target voice;
[0138] During the process of controlling the playback of the target voice, when the playback condition of another voice is triggered, if the second playback parameter is to continue playing when another voice is triggered, then continue to play the target voice and set the playback order of the other voice after the target voice; if the second playback parameter is not to continue playing when another voice is triggered, then stop playing the target voice.
[0139] Wherein, the second playback parameter is to continue playing or not to continue playing when another voice is triggered. The user can set the second playback parameter for the target voice, or, in the case where the user does not set it, the default second playback parameter can be adopted. For example, during the game operation stage, when the activation condition of the control for displaying the information to be edited is triggered, the target voice starts to be played. If, before the target voice finishes playing, the playback condition of another voice is triggered, such as reaching a certain time set by the system, triggering the playback of the system voice, or triggering other controls with voices, etc., then according to the second playback parameter, there will be different results. Specifically, if the second playback parameter is to continue playing when another voice is triggered, then continue to play the target voice, and the other voice can be played simultaneously, or after the target voice finishes playing. If the second playback parameter is not to continue playing when another voice is triggered, then immediately stop playing the target voice and start playing the other voice.
[0140] In one implementation, the above controlling the playback of the target voice in the case of triggering the activation condition of the control for displaying the information to be edited may include the following steps:
[0141] When the activation condition of the control for displaying the information to be edited is triggered, add the target voice to the voice playback queue, and when the playback order in the voice playback queue reaches the target voice, control the target scene component to play the target voice.
[0142] Since different voices may be triggered during the game process, to avoid confusion, the voices to be played can be placed in the voice playback queue and played in order by the voice playback queue. For example, when the activation condition of the control for displaying the information to be edited is triggered, add the target voice to the end of the voice playback queue, and when the previous voices have all finished playing and it's the turn of the target voice, play the target voice.
[0143] In one implementation, the above controlling the playback of the target voice in the case of triggering the activation condition of the control for displaying the information to be edited may further include the following steps:
[0144] When the activation condition of the to-be-edited information display control is triggered, when a playback operation for the target voice is received, control the playback of the target voice and delete the target voice from the voice playback queue.
[0145] Exemplarily, a playback control can be provided on the target scene component, and the user can perform a playback operation through the playback control. At this time, the target voice is immediately played and the target voice is deleted from the voice playback queue, preventing the target voice from being played again in the order in the voice playback queue later. This is equivalent to raising the target voice to the forefront of the voice playback queue.
[0146] In one implementation manner, the game voice editing method may further include the following steps:
[0147] When the activation condition of the to-be-edited information display control is triggered, display the information display interface corresponding to the to-be-edited information display control, and display the to-be-displayed information in text form in the information display interface.
[0148] Among them, the information display interface corresponding to the to-be-edited information display control can be displayed on the target scene component, or in the vicinity area of the target scene component, or can be displayed in the form of a sub-interface. For example, when the target scene component is a dashboard, when the user triggers the activation condition of the to-be-edited information display control, a pop-up window can be displayed in the graphical user interface, and an information display interface in the form of an instrument can be displayed in the pop-up window. The text of the to-be-displayed information can be displayed in the information display interface, so that the user can see the corresponding text while listening to the target voice, in order to more clearly understand the game information.
[0149] In one implementation manner, the game voice editing method may further include the following steps:
[0150] Display the playback progress information of the target voice in the information display interface.
[0151] For example, a progress bar of the target voice can be displayed in the information display interface, and the playback progress information of the target voice can be shown through the identifier or color difference on the progress bar, or the digital or text information of the playback progress can be displayed in the information display interface, etc. So that the user can see the playback situation of the target voice.
[0152] In one implementation manner, the above control to play the target voice may include the following steps:
[0153] Set the sound source position of the target voice to the position of the target scene component and play the target voice.
[0154] Among them, the sound source position of the target voice is set to the position of the target scene component. In the user's perception, the target voice is emitted from the target scene component, presenting the effect of the target scene component "speaking" to enhance the game expressiveness.
[0155] An exemplary embodiment of the present disclosure also provides a game voice editing device. Refer to Figure 9 As shown, the game voice editing device 900 may include the following program modules:
[0156] The control display module 910 is configured to display a control for displaying information to be edited in the graphical user interface corresponding to the editor of the game program; wherein, the editor provides one or more editable game controls, and the control for displaying information to be edited is a control among the one or more editable game controls;
[0157] The editing interface display module 920 is configured to display an editing interface;
[0158] The voice generation module 930 is configured to respond to a first editing operation in the editing interface, generate a target voice according to the first editing operation, and determine the target voice as the voice corresponding to the control for displaying information to be edited;
[0159] The component-control association module 940 is configured to respond to a second editing operation, associate the target scene component corresponding to the second editing operation with the control for displaying information to be edited, and determine the activation condition for triggering the control for displaying information to be edited based on the target scene component; the target scene component is a scene component in the game editing scene; the scene component is configured to generate a corresponding virtual model during the game running stage; the virtual model is configured with the following presentation effects: visible presentation effect and non-visible presentation effect;
[0160] The voice playback control module 950 is configured to control the playback of the target voice in response to the activation condition for triggering the control for displaying information to be edited during the game running stage.
[0161] In one embodiment, the voice playback control module 950 is further configured to:
[0162] In the game running stage, in response to the activation condition for triggering the control for displaying information to be edited, control the target scene component to play a preset target animation.
[0163] In one embodiment, responding to a first editing operation in the editing interface and generating a target voice according to the first editing operation includes:
[0164] Responding to the information editing operation in the editing interface to obtain the information to be displayed;
[0165] Obtaining the target voice parameters;
[0166] In response to a voice generation confirmation operation in the editing interface, generate a target voice according to the information to be displayed and the target voice parameters.
[0167] In one implementation, generating a target voice according to the information to be displayed and the target voice parameters includes:
[0168] Send a voice generation request including the information to be displayed and the target voice parameters to the server, so that the server generates a target voice according to the voice generation request when the review of the information to be displayed is passed;
[0169] Receive the target voice returned by the server.
[0170] In one implementation, obtaining the target voice parameters includes: in response to a voice parameter setting operation in the editing interface, determining the target voice parameters from multiple preset voice parameters according to the voice parameter setting operation; wherein, the voice parameters that can be set include one or more of the following parameters: timbre, voice emotion, playback speed, volume.
[0171] In one implementation, in response to a first editing operation in the editing interface, generating a target voice according to the first editing operation includes:
[0172] When the available number of times of the voice generation function of the currently logged-in game account is greater than 0, in response to a first editing operation in the editing interface, generate a target voice according to the first editing operation, and subtract one from the available number of times of the voice generation function of the currently logged-in game account.
[0173] In one implementation, the voice generation module 930 is further configured to:
[0174] After generating a target voice according to a first editing operation in response to a first editing operation in the editing interface, in response to an audition operation for the target voice, play the target voice.
[0175] In one implementation, in response to a second editing operation, associating a target scene component corresponding to the second editing operation with an information display control to be edited includes:
[0176] In response to a first control association operation for the target scene component, display a control association setting interface for the target scene component;
[0177] In response to a second control association operation in the control association setting interface, provide one or more candidate controls; the one or more candidate controls include an information display control to be edited;
[0178] In response to an operation of selecting an information display control to be edited from the candidate controls, associate the target scene component with the information display control to be edited.
[0179] In one implementation, in response to a first control association operation for a target scene component, a control association setting interface for the target scene component is displayed, including:
[0180] In response to a first control association operation for a target scene component, determine a target trigger type among multiple control trigger types according to the first control association operation, and display a control association setting interface for the target scene component based on the target trigger type; condition setting controls corresponding to the target trigger type are provided in the control association setting interface;
[0181] Based on the target scene component, determine the activation condition for triggering the to-be-edited information display control, including:
[0182] In response to a condition setting operation performed through the condition setting control, determine the activation condition for the to-be-edited information display control according to the condition setting operation; the activation condition is a condition under the target trigger type.
[0183] In one implementation, the target trigger type is an area trigger type, the condition setting control corresponding to the target trigger type includes an area setting control, and the condition setting operation is an area setting operation; in response to a condition setting operation performed through the condition setting control, determine the activation condition for the to-be-edited information display control according to the condition setting operation, including:
[0184] In response to an area setting operation performed through the area setting control, determine the trigger area according to the area setting operation, and determine the activation condition for the to-be-edited information display control as: the virtual object controlled by the player enters the trigger area.
[0185] In one implementation, in response to a first control association operation for a target scene component, determine a target trigger type among multiple control trigger types according to the first control association operation, and display a control association setting interface for the target scene component based on the target trigger type, including:
[0186] In response to a control addition trigger operation for the target scene component, display a control trigger type selection interface; options corresponding to multiple control trigger types are provided in the control trigger type selection interface;
[0187] In response to a selection operation performed among the options corresponding to multiple control trigger types, determine the target trigger type, and display a control association setting interface for the target scene component based on the target trigger type.
[0188] In one implementation, provide one or more candidate controls, including:
[0189] Display a control selection interface, and one or more candidate controls are provided in the control selection interface.
[0190] In one embodiment, the control selection interface includes a control list and a control canvas; the control list includes the identifiers of candidate controls; the control canvas includes visual candidate controls; the operation of selecting a control for displaying information to be edited from the candidate controls includes: the operation of selecting the identifier of the control for displaying information to be edited in the control list, or the operation of selecting the visual control for displaying information to be edited in the control canvas.
[0191] In one embodiment, the component - control association module 940 is further configured to:
[0192] When the identifier of the control for displaying information to be edited is selected in the control list, display the visual control for displaying information to be edited in the control canvas as the selected state; and / or when the visual control for displaying information to be edited is selected in the control canvas, display the identifier of the control for displaying information to be edited in the control list as the selected state.
[0193] In one embodiment, the voice playback control module 950 is further configured to:
[0194] Obtain a first playback parameter set for the target voice;
[0195] During the process of controlling the playback of the target voice, when the invalidation condition of the control for displaying information to be edited is triggered, if the first playback parameter is to continue playing when the control is invalid, then continue to play the target voice; if the first playback parameter is not to continue playing when the control is invalid, then stop playing the target voice.
[0196] In one embodiment, the voice playback control module 950 is further configured to:
[0197] Obtain a second playback parameter set for the target voice;
[0198] During the process of controlling the playback of the target voice, when the playback condition of other voices is triggered, if the second playback parameter is to continue playing when other voices are triggered, then continue to play the target voice and set the playback order of other voices after the target voice; if the second playback parameter is not to continue playing when other voices are triggered, then stop playing the target voice.
[0199] In one embodiment, when the effective condition of the control for displaying information to be edited is triggered, controlling the playback of the target voice includes:
[0200] When the effective condition of the control for displaying information to be edited is triggered, add the target voice to the voice playback queue, and when the playback order in the voice playback queue reaches the target voice, control the target scene component to play the target voice.
[0201] In one embodiment, when the effective condition of the control for displaying information to be edited is triggered, controlling the playback of the target voice further includes:
[0202] When the effective condition of the control for displaying the information to be edited is triggered, when a play operation for the target voice is received, control the playing of the target voice and delete the target voice from the voice play queue.
[0203] In one embodiment, the voice play control module 950 is further configured to:
[0204] When the effective condition of the control for displaying the information to be edited is triggered, display the information display interface corresponding to the control for displaying the information to be edited, and display the information to be displayed in text form in the information display interface.
[0205] In one embodiment, the voice play control module 950 is further configured to:
[0206] Display the play progress information of the target voice in the information display interface.
[0207] In one embodiment, controlling the playing of the target voice includes:
[0208] Set the sound source position of the target voice to the position of the target scene component and play the target voice.
[0209] In one embodiment, the editing interface is the editing interface of the control for displaying the information to be edited; determining the target voice as the voice corresponding to the control for displaying the information to be edited includes:
[0210] When the target voice is generated according to the first editing operation, determine the target voice as the voice corresponding to the control for displaying the information to be edited.
[0211] In one embodiment, the editor of the game program includes an interface editor; displaying the control for displaying the information to be edited in the graphical user interface corresponding to the editor of the game program includes:
[0212] Display the control for displaying the information to be edited in the interface editing interface; the interface editing interface is the graphical user interface corresponding to the interface editor; the editing interface of the control for displaying the information to be edited is a sub-interface in the interface editing interface.
[0213] In one embodiment, the control display module 910 is further configured to:
[0214] When the game editing scene is displayed in the graphical user interface, in response to the interface editing trigger operation, jump from the game editing scene to the interface editing interface.
[0215] In one embodiment, the editing interface is a general voice editing interface; determining the target voice as the voice corresponding to the control for displaying the information to be edited includes:
[0216] In response to a voice binding operation specifying an information display control to be edited, determine the target voice as the voice corresponding to the information display control to be edited.
[0217] The specific details of each part in the above device have been described in detail in the implementation manner of the method part. For the details not disclosed, refer to the implementation manner content of the method part, so they will not be elaborated here.
[0218] Exemplary embodiments of the present disclosure also provide a computer-readable storage medium, which can be implemented in the form of a program product. The program product includes program code. When the program product runs on an electronic device, the program code is used to cause the electronic device to execute (more specifically, cause the processor of the electronic device to execute) the steps according to various exemplary embodiments of the present disclosure described in the above "Exemplary Method" part of this specification. For example, it can execute the game voice editing method in this exemplary embodiment, which includes the following steps: display an information display control to be edited in the graphical user interface corresponding to the editor of the game program; wherein, the editor provides one or more editable game controls, and the information display control to be edited is a control among the one or more editable game controls; display an editing interface; in response to a first editing operation in the editing interface, generate a target voice according to the first editing operation, and determine the target voice as the voice corresponding to the information display control to be edited; in response to a second editing operation, associate the target scene component corresponding to the second editing operation with the information display control to be edited, and determine the activation condition for triggering the information display control to be edited based on the target scene component; the target scene component is a scene component in the game editing scene; the scene component is configured to generate a corresponding virtual model during the game running stage; the virtual model is configured with the following presentation effects: visual presentation effect and non-visual presentation effect; during the game running stage, in response to the activation condition for triggering the information display control to be edited, control the playback of the target voice.
[0219] In one implementation manner, the method further includes: during the game running stage, in response to the activation condition for triggering the information display control to be edited, control the target scene component to play a preset target animation.
[0220] In one implementation manner, in response to a first editing operation in the editing interface, generating a target voice according to the first editing operation includes: in response to an information editing operation in the editing interface, obtain the information to be displayed; obtain the target voice parameters; in response to a voice generation confirmation operation in the editing interface, generate a target voice according to the information to be displayed and the target voice parameters.
[0221] In one embodiment, generating a target voice according to the information to be displayed and the target voice parameters includes: sending a voice generation request including the information to be displayed and the target voice parameters to a server, so that the server generates a target voice according to the voice generation request when the information to be displayed passes the review; and receiving the target voice returned by the server.
[0222] In one embodiment, obtaining the target voice parameters includes: responding to a voice parameter setting operation in an editing interface, and determining the target voice parameters from multiple preset voice parameters according to the voice parameter setting operation; wherein the voice parameters that can be set include one or more of the following parameters: timbre, voice emotion, playback speed, volume.
[0223] In one embodiment, responding to a first editing operation in an editing interface and generating a target voice according to the first editing operation includes: when the available number of times of the voice generation function of the currently logged-in game account is greater than 0, responding to the first editing operation in the editing interface, generating a target voice according to the first editing operation, and reducing the available number of times of the voice generation function of the currently logged-in game account by one.
[0224] In one embodiment, after responding to a first editing operation in an editing interface and generating a target voice according to the first editing operation, the method further includes: responding to an audition operation for the target voice and playing the target voice.
[0225] In one embodiment, responding to a second editing operation and associating a target scene component corresponding to the second editing operation with a control for displaying information to be edited includes: responding to a first control association operation for the target scene component, and displaying a control association setting interface for the target scene component; responding to a second control association operation in the control association setting interface, and providing one or more candidate controls; the one or more candidate controls include a control for displaying information to be edited; and responding to an operation of selecting the control for displaying information to be edited from the candidate controls, and associating the target scene component with the control for displaying information to be edited.
[0226] In one embodiment, responding to a first control association operation for a target scene component and displaying a control association setting interface for the target scene component includes: responding to a first control association operation for the target scene component, determining a target trigger type from multiple control trigger types according to the first control association operation, and displaying the control association setting interface for the target scene component based on the target trigger type; a condition setting control corresponding to the target trigger type is provided in the control association setting interface; determining an activation condition for triggering the control for displaying information to be edited based on the target scene component includes: responding to a condition setting operation performed through the condition setting control, and determining the activation condition for the control for displaying information to be edited according to the condition setting operation; the activation condition is a condition under the target trigger type.
[0227] In one implementation, the target trigger type is an area trigger type. The condition setting control corresponding to the target trigger type includes an area setting control, and the condition setting operation is an area setting operation. Responding to the condition setting operation performed through the condition setting control, determining the effective condition of the information display control to be edited, includes: Responding to the area setting operation performed through the area setting control, determining the trigger area according to the area setting operation, and determining the effective condition of the information display control to be edited as: the virtual object controlled by the player enters the trigger area.
[0228] In one implementation, responding to the first control association operation for the target scene component, determining the target trigger type among multiple control trigger types according to the first control association operation, and displaying the control association setting interface of the target scene component based on the target trigger type, includes: Responding to the control addition trigger operation for the target scene component, displaying the control trigger type selection interface; the control trigger type selection interface provides options corresponding to multiple control trigger types; Responding to the selection operation performed among the options corresponding to multiple control trigger types, determining the target trigger type, and displaying the control association setting interface of the target scene component based on the target trigger type.
[0229] In one implementation, providing one or more candidate controls, includes: displaying the control selection interface, and the control selection interface provides one or more candidate controls.
[0230] In one implementation, the control selection interface includes a control list and a control canvas; the control list includes the identifiers of the candidate controls; the control canvas includes the visual candidate controls; the operation of selecting the information display control to be edited from the candidate controls includes: the operation of selecting the identifier of the information display control to be edited in the control list, or the operation of selecting the visual information display control to be edited in the control canvas.
[0231] In one implementation, the method further includes: when selecting the identifier of the information display control to be edited in the control list, displaying the visual information display control to be edited in the control canvas as the selected state; and / or when selecting the visual information display control to be edited in the control canvas, displaying the identifier of the information display control to be edited in the control list as the selected state.
[0232] In one implementation, the method further includes: obtaining the first playback parameter set for the target voice; during the process of controlling the playback of the target voice, when triggering the invalidation condition of the information display control to be edited, if the first playback parameter is to continue playing when the control is invalid, then continue to play the target voice; if the first playback parameter is not to continue playing when the control is invalid, then stop playing the target voice.
[0233] In one implementation, the method further includes: obtaining a second playback parameter set for the target voice; during the process of controlling the playback of the target voice, when the playback condition of another voice is triggered, if the second playback parameter is to continue playing when another voice is triggered, continue playing the target voice and set the playback order of the other voice after the target voice; if the second playback parameter is not to continue playing when another voice is triggered, stop playing the target voice.
[0234] In one implementation, when the activation condition of the control to display the information to be edited is triggered, controlling the playback of the target voice includes: when the activation condition of the control to display the information to be edited is triggered, adding the target voice to the voice playback queue, and when the playback order in the voice playback queue reaches the target voice, controlling the target scene component to play the target voice.
[0235] In one implementation, when the activation condition of the control to display the information to be edited is triggered, controlling the playback of the target voice further includes: when the activation condition of the control to display the information to be edited is triggered, when a playback operation for the target voice is received, controlling the playback of the target voice and deleting the target voice from the voice playback queue.
[0236] In one implementation, the method further includes: when the activation condition of the control to display the information to be edited is triggered, displaying the information display interface corresponding to the control to display the information to be edited, and displaying the information to be displayed in text form in the information display interface.
[0237] In one implementation, the method further includes: displaying the playback progress information of the target voice in the information display interface.
[0238] In one implementation, controlling the playback of the target voice includes: setting the sound source position of the target voice to the position of the target scene component and playing the target voice.
[0239] In one implementation, the editing interface is the editing interface of the control to display the information to be edited; determining the target voice as the voice corresponding to the control to display the information to be edited includes: when the target voice is generated according to the first editing operation, determining the target voice as the voice corresponding to the control to display the information to be edited.
[0240] In one implementation, the editor of the game program includes an interface editor; displaying the control to display the information to be edited in the graphical user interface corresponding to the editor of the game program includes: displaying the control to display the information to be edited in the interface editing interface; the interface editing interface is the graphical user interface corresponding to the interface editor; the editing interface of the control to display the information to be edited is a sub-interface in the interface editing interface.
[0241] In one implementation, the method further includes: when a game editing scene is displayed in a graphical user interface, in response to an interface editing trigger operation, jumping from the game editing scene to an interface editing interface.
[0242] In one implementation, the editing interface is a general voice editing interface; determining the target voice as the voice corresponding to the information display control to be edited includes: in response to a voice binding operation for specifying the information display control to be edited, determining the target voice as the voice corresponding to the information display control to be edited.
[0243] Implementing the above method based on a computer-readable storage medium, on the one hand, provides a solution for a user to edit and generate game voices, which can improve the diversity of game voices. On the other hand, binding the target voice to the information display control to be edited and determining the playback timing of the target voice by editing the effective conditions of the information display control to be edited, thereby reducing the difficulty of voice editing. On yet another hand, by associating the target scene component with the information display control to be edited and determining the effective conditions for triggering the information display control to be edited based on the target scene component, the user can set relatively complex and diverse logics for the scene components in the game, which is beneficial to enhancing the game expressiveness and user experience.
[0244] In an alternative implementation, the program product can be implemented as a portable compact disc read-only memory (CD-ROM) and includes program code, and can be run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited thereto. In this document, the readable storage medium can be any tangible medium that contains or stores a program, and the program can be used by or in combination with an instruction execution system, apparatus, or device.
[0245] The program product can adopt any combination of one or more readable media. The readable media can be a readable signal medium or a readable storage medium. The readable storage medium can be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the above. More specific examples (non-exhaustive list) of the readable storage medium include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.
[0246] A computer-readable signal medium may include a data signal propagated in a baseband or as part of a carrier wave, in which readable program code is carried. Such a propagated data signal may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the foregoing. The readable signal medium may also be any readable medium other than a readable storage medium, which can send, propagate, or transmit a program for use by or in conjunction with an instruction execution system, apparatus, or device.
[0247] The program code contained on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wired, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
[0248] The program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, etc., and also including conventional procedural programming languages such as the "C" language or similar programming languages. The program code may be executed entirely on the user's computing device, partially on the user's device, executed as a stand-alone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device may be connected to the user's computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., by connecting through the Internet using an Internet service provider).
[0249] Exemplary embodiments of the present disclosure also provide an electronic device, such as the terminal device 110 or the server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor executes the method in the exemplary embodiments by executing the executable instructions. In addition, the electronic device may further include a display for displaying a graphical user interface.
[0250] Reference is made below Figure 10 , and the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Figure 10 the shown electronic device 1000 is merely an example and should not impose limitations on the functions and usage scope of the embodiments of the present disclosure.
[0251] As Figure 10 shown, the electronic device 1000 may include: a processor 1010, a memory 1020, a bus 1030, an I / O (input / output) interface 1040, a network adapter 1050, and a display 1060.
[0252] The memory 1020 may include volatile memory such as RAM 1021 and cache unit 1022, and may also include non-volatile memory such as ROM 1023. The memory 1020 may further include one or more program modules 1024. Such program modules 1024 include but are not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include the implementation of a network environment. For example, the program module 1024 may include each module in the above device.
[0253] The processor 1010 may include one or more processing units. For example, the processor 1010 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit), etc.
[0254] The processor 1010 can be used to execute executable instructions stored in the memory 1020. For example, it can execute the game voice editing method in this exemplary embodiment, which includes the following steps: displaying a control for displaying information to be edited in the graphical user interface corresponding to the editor of the game program; wherein the editor provides one or more editable game controls, and the control for displaying information to be edited is a control among the one or more editable game controls; displaying an editing interface; in response to a first editing operation in the editing interface, generating a target voice according to the first editing operation and determining the target voice as the voice corresponding to the control for displaying information to be edited; in response to a second editing operation, associating the target scene component corresponding to the second editing operation with the control for displaying information to be edited and determining an activation condition for triggering the control for displaying information to be edited based on the target scene component; the target scene component is a scene component in the game editing scene; the scene component is configured to generate a corresponding virtual model during the game running stage; the virtual model is configured with the following performance effects: a visual performance effect and a non-visual performance effect; during the game running stage, in response to the activation condition for triggering the control for displaying information to be edited, controlling the playback of the target voice.
[0255] In one embodiment, the method further includes: during the game running stage, in response to the activation condition for triggering the control for displaying information to be edited, controlling the target scene component to play a preset target animation.
[0256] In one embodiment, in response to a first editing operation in an editing interface, generating a target voice according to the first editing operation includes: in response to an information editing operation in the editing interface, obtaining information to be displayed; obtaining target voice parameters; and in response to a voice generation confirmation operation in the editing interface, generating a target voice according to the information to be displayed and the target voice parameters.
[0257] In one embodiment, generating a target voice according to the information to be displayed and the target voice parameters includes: sending a voice generation request including the information to be displayed and the target voice parameters to a server, so that the server generates a target voice according to the voice generation request when the information to be displayed passes the review; and receiving the target voice returned by the server.
[0258] In one embodiment, obtaining target voice parameters includes: in response to a voice parameter setting operation in the editing interface, determining target voice parameters from multiple preset voice parameters according to the voice parameter setting operation; wherein the voice parameters that can be set include one or more of the following parameters: timbre, voice emotion, playback speed, volume.
[0259] In one embodiment, in response to a first editing operation in an editing interface, generating a target voice according to the first editing operation includes: when the available number of times of the voice generation function of the currently logged-in game account is greater than 0, in response to the first editing operation in the editing interface, generating a target voice according to the first editing operation, and reducing the available number of times of the voice generation function of the currently logged-in game account by one.
[0260] In one embodiment, after generating a target voice according to a first editing operation in response to the first editing operation in the editing interface, the method further includes: in response to an audition operation for the target voice, playing the target voice.
[0261] In one embodiment, in response to a second editing operation, associating a target scene component corresponding to the second editing operation with an information display control to be edited includes: in response to a first control association operation for the target scene component, displaying a control association setting interface for the target scene component; in response to a second control association operation in the control association setting interface, providing one or more candidate controls; the one or more candidate controls include the information display control to be edited; and in response to an operation of selecting the information display control to be edited from the candidate controls, associating the target scene component with the information display control to be edited.
[0262] In one implementation, in response to a first control association operation for a target scene component, a control association setting interface for the target scene component is displayed, including: in response to the first control association operation for the target scene component, determining a target trigger type from multiple control trigger types according to the first control association operation, and displaying the control association setting interface for the target scene component based on the target trigger type; providing a condition setting control corresponding to the target trigger type in the control association setting interface; determining an activation condition for triggering a to-be-edited information display control based on the target scene component, including: in response to a condition setting operation performed through the condition setting control, determining the activation condition for the to-be-edited information display control according to the condition setting operation; the activation condition is a condition under the target trigger type.
[0263] In one implementation, the target trigger type is an area trigger type, the condition setting control corresponding to the target trigger type includes an area setting control, and the condition setting operation is an area setting operation; in response to the condition setting operation performed through the condition setting control, determining the activation condition for the to-be-edited information display control according to the condition setting operation, including: in response to the area setting operation performed through the area setting control, determining a trigger area according to the area setting operation, and determining the activation condition for the to-be-edited information display control as: a virtual object controlled by a player enters the trigger area.
[0264] In one implementation, in response to a first control association operation for a target scene component, determining a target trigger type from multiple control trigger types according to the first control association operation, and displaying the control association setting interface for the target scene component based on the target trigger type, including: in response to a control addition trigger operation for the target scene component, displaying a control trigger type selection interface; providing options corresponding to multiple control trigger types in the control trigger type selection interface; in response to a selection operation performed among the options corresponding to the multiple control trigger types, determining the target trigger type, and displaying the control association setting interface for the target scene component based on the target trigger type.
[0265] In one implementation, providing one or more candidate controls, including: displaying a control selection interface, and providing one or more candidate controls in the control selection interface.
[0266] In one implementation, the control selection interface includes a control list and a control canvas; the control list includes identifiers of candidate controls; the control canvas includes visual candidate controls; the operation of selecting a to-be-edited information display control from the candidate controls includes: an operation of selecting the identifier of the to-be-edited information display control in the control list, or an operation of selecting the visual to-be-edited information display control in the control canvas.
[0267] In one embodiment, the method further includes: when the identifier of the information display control to be edited is selected in the control list, displaying the information display control to be edited that is visualized in the control canvas as a selected state; and / or when the information display control to be edited that is visualized is selected in the control canvas, displaying the identifier of the information display control to be edited in the control list as a selected state.
[0268] In one embodiment, the method further includes: obtaining first playback parameters set for the target voice; during the process of controlling the playback of the target voice, when the failure condition of the information display control to be edited is triggered, if the first playback parameter is to continue playing when the control fails, then continue playing the target voice; if the first playback parameter is not to continue playing when the control fails, then stop playing the target voice.
[0269] In one embodiment, the method further includes: obtaining second playback parameters set for the target voice; during the process of controlling the playback of the target voice, when the playback condition of other voices is triggered, if the second playback parameter is to continue playing when other voices are triggered, then continue playing the target voice and set the playback order of other voices after the target voice; if the second playback parameter is not to continue playing when other voices are triggered, then stop playing the target voice.
[0270] In one embodiment, when the effective condition of the information display control to be edited is triggered, controlling the playback of the target voice includes: when the effective condition of the information display control to be edited is triggered, adding the target voice to the voice playback queue, and when the playback order in the voice playback queue reaches the target voice, controlling the target scene component to play the target voice.
[0271] In one embodiment, when the effective condition of the information display control to be edited is triggered, controlling the playback of the target voice further includes: when the effective condition of the information display control to be edited is triggered, when a playback operation for the target voice is received, controlling the playback of the target voice and deleting the target voice from the voice playback queue.
[0272] In one embodiment, the method further includes: when the effective condition of the information display control to be edited is triggered, displaying the information display interface corresponding to the information display control to be edited, and displaying the information to be displayed in text form in the information display interface.
[0273] In one embodiment, the method further includes: displaying the playback progress information of the target voice in the information display interface.
[0274] In one embodiment, controlling the playback of the target voice includes: setting the sound source position of the target voice to the position of the target scene component and playing the target voice.
[0275] In one embodiment, the editing interface is the editing interface of the information display control to be edited; determining the target voice as the voice corresponding to the information display control to be edited includes: when generating the target voice according to the first editing operation, determining the target voice as the voice corresponding to the information display control to be edited.
[0276] In one embodiment, the editor of the game program includes an interface editor; displaying the information display control to be edited in the graphical user interface corresponding to the editor of the game program includes: displaying the information display control to be edited in the interface editing interface; the interface editing interface is the graphical user interface corresponding to the interface editor; the editing interface of the information display control to be edited is a sub-interface in the interface editing interface.
[0277] In one embodiment, the method further includes: when displaying the game editing scene in the graphical user interface, in response to the interface editing trigger operation, jumping from the game editing scene to the interface editing interface.
[0278] In one embodiment, the editing interface is a general voice editing interface; determining the target voice as the voice corresponding to the information display control to be edited includes: in response to the voice binding operation specifying the information display control to be edited, determining the target voice as the voice corresponding to the information display control to be edited.
[0279] Implementing the above method based on the electronic device 1000, on the one hand, provides a solution for users to edit and generate game voices, which can improve the diversity of game voices. On the other hand, binding the target voice to the information display control to be edited and determining the playback timing of the target voice by editing the effective conditions of the information display control to be edited, thereby reducing the difficulty of voice editing. On the other hand, by associating the target scene component with the information display control to be edited and determining the effective conditions for triggering the information display control to be edited based on the target scene component, users can set more complex and diverse logics for the scene components in the game, which is beneficial to enhancing the game expressiveness and user experience.
[0280] The bus 1030 is used to implement the connection between different components of the electronic device 1000 and may include a data bus, an address bus, and a control bus.
[0281] The electronic device 1000 can communicate with one or more external devices 1100 (such as a keyboard, a mouse, an external controller, etc.) through the I / O interface 1040.
[0282] The electronic device 1000 can communicate with one or more networks through the network adapter 1050. For example, the network adapter 1050 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless local area network, Bluetooth, near field communication, etc. The network adapter 1050 can communicate with other modules of the electronic device 1000 through the bus 1030.
[0283] The electronic device 1000 can display a graphical user interface through the display 1060, such as displaying a game editing scene, an editing interface, etc.
[0284] Although Figure 10 not shown in the figure, other hardware and / or software modules can also be provided in the electronic device 1000, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.
[0285] It should be noted that although several modules or units of the devices for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of the two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0286] Those skilled in the art can understand that various aspects of the present disclosure can be implemented as a system, a method, or a program product. Therefore, various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which can be collectively referred to as "circuits", "modules", or "systems" here. After considering the specification and practicing the invention disclosed herein, those skilled in the art will easily think of other embodiments of the present disclosure. This application aims to cover any variations, uses, or adaptations of the present disclosure, which follow the general principles of the present disclosure and include common general knowledge or conventional technical means in the technical field not disclosed in the present disclosure. The specification and embodiments are only regarded as exemplary, and the true scope and spirit of the present disclosure are pointed out by the claims.
[0287] It should be understood that the present disclosure is not limited to the exact structures already described and shown in the drawings, and various modifications and changes can be made without departing from its scope. The scope of the present disclosure is only defined by the appended claims.
Claims
1. A game voice editing method, characterized in that, the method includes: displaying a control for displaying information to be edited in a graphical user interface corresponding to an editor of a game program; wherein, the editor provides one or more editable game controls, and the control for displaying information to be edited is a control among the one or more editable game controls; displaying an editing interface; responding to a first editing operation in the editing interface, generating a target voice according to the first editing operation, and determining the target voice as the voice corresponding to the control for displaying information to be edited; responding to a second editing operation, associating a target scene component corresponding to the second editing operation with the control for displaying information to be edited, and determining an activation condition for triggering the control for displaying information to be edited based on the target scene component; the target scene component is a scene component in a game editing scene; the scene component is configured to generate a corresponding virtual model during the game running stage; the virtual model is configured with the following performance effects: visual performance effects and non-visual performance effects; during the game running stage, in response to triggering the activation condition of the control for displaying information to be edited, controlling the playback of the target voice.
2. The method according to claim 1, characterized in that, the method further includes: during the game running stage, in response to triggering the activation condition of the control for displaying information to be edited, controlling the target scene component to play a preset target animation.
3. The method according to claim 1, characterized in that, the responding to a first editing operation in the editing interface and generating a target voice according to the first editing operation includes: responding to an information editing operation in the editing interface, and obtaining information to be displayed; obtaining target voice parameters; responding to a voice generation confirmation operation in the editing interface, and generating the target voice according to the information to be displayed and the target voice parameters.
4. The method according to claim 3, characterized in that, the generating the target voice according to the information to be displayed and the target voice parameters includes: sending a voice generation request including the information to be displayed and the target voice parameters to a server, so that the server generates the target voice according to the voice generation request when the information to be displayed is audited and approved; receiving the target voice returned by the server.
5. The method according to claim 3, characterized in that, the obtaining target voice parameters includes: responding to a voice parameter setting operation in the editing interface, and determining target voice parameters from a plurality of preset voice parameters according to the voice parameter setting operation; wherein, the voice parameters that can be set include one or more of the following parameters: timbre, voice emotion, playback speed, volume.
6. The method according to claim 1, characterized in that, the responding to a first editing operation in the editing interface and generating a target voice according to the first editing operation includes: When the available number of times of the voice generation function of the currently logged-in game account is greater than 0, in response to a first editing operation in the editing interface, generate a target voice according to the first editing operation, and decrement the available number of times of the voice generation function of the currently logged-in game account by one.
7. The method according to claim 1, wherein, after generating the target voice according to the first editing operation in response to the first editing operation in the editing interface, the method further includes: responding to an audition operation for the target voice and playing the target voice.
8. The method according to claim 1, wherein, the responding to the second editing operation and associating the target scene component corresponding to the second editing operation with the control for displaying the information to be edited includes: responding to a first control association operation for the target scene component and displaying a control association setting interface for the target scene component; responding to a second control association operation in the control association setting interface and providing one or more candidate controls; the one or more candidate controls include the control for displaying the information to be edited; responding to an operation of selecting the control for displaying the information to be edited from the candidate controls and associating the target scene component with the control for displaying the information to be edited.
9. The method according to claim 8, wherein, the responding to a first control association operation for the target scene component and displaying a control association setting interface for the target scene component includes: responding to a first control association operation for the target scene component, determining a target trigger type from multiple control trigger types according to the first control association operation, and displaying a control association setting interface for the target scene component based on the target trigger type; a condition setting control corresponding to the target trigger type is provided in the control association setting interface; the determining the effective condition for triggering the control for displaying the information to be edited based on the target scene component includes: responding to a condition setting operation performed through the condition setting control and determining the effective condition for the control for displaying the information to be edited according to the condition setting operation; the effective condition is a condition under the target trigger type.
10. The method according to claim 9, wherein, the target trigger type is an area trigger type, the condition setting control corresponding to the target trigger type includes an area setting control, and the condition setting operation is an area setting operation; the responding to a condition setting operation performed through the condition setting control and determining the effective condition for the control for displaying the information to be edited according to the condition setting operation includes: responding to an area setting operation performed through the area setting control, determining a trigger area according to the area setting operation, and determining the effective condition for the control for displaying the information to be edited as: the virtual object controlled by the player enters the trigger area.
11. The method according to claim 9, wherein, The response is for the first control association operation of the target scenario component. Determine a target trigger type among multiple control trigger types according to the first control association operation, and display a control association setting interface of the target scenario component based on the target trigger type, including: Respond to the control addition trigger operation for the target scenario component, and display a control trigger type selection interface; options corresponding to the multiple control trigger types are provided in the control trigger type selection interface; Respond to the selection operation among the options corresponding to the multiple control trigger types, determine the target trigger type, and display a control association setting interface of the target scenario component based on the target trigger type.
12. The method according to claim 8, wherein, The providing one or more candidate controls includes: Displaying a control selection interface, and the one or more candidate controls are provided in the control selection interface.
13. The method according to claim 12, wherein, The control selection interface includes a control list and a control canvas; the control list includes identifiers of the candidate controls; the control canvas includes visual candidate controls; the operation of selecting the control for displaying the information to be edited from the candidate controls includes: the operation of selecting the identifier of the control for displaying the information to be edited in the control list, or the operation of selecting the visual control for displaying the information to be edited in the control canvas.
14. The method according to claim 13, wherein, The method further includes: When the identifier of the control for displaying the information to be edited is selected in the control list, the visual control for displaying the information to be edited in the control canvas is displayed as the selected state; and / or when the visual control for displaying the information to be edited is selected in the control canvas, the identifier of the control for displaying the information to be edited in the control list is displayed as the selected state.
15. The method according to claim 1, wherein, The method further includes: Obtaining first playback parameters set for the target voice; During the process of controlling the playback of the target voice, when the failure condition of the control for displaying the information to be edited is triggered, if the first playback parameter is to continue playing when the control fails, then continue to play the target voice; if the first playback parameter is not to continue playing when the control fails, then stop playing the target voice.
16. The method according to claim 1, wherein, The method further includes: Obtaining second playback parameters set for the target voice; During the process of controlling the playback of the target voice, when the playback condition of other voices is triggered, if the second playback parameter is to continue playing when other voices are triggered, then continue to play the target voice and set the playback order of the other voices after the target voice; if the second playback parameter is not to continue playing when other voices are triggered, then stop playing the target voice.
17. The method according to claim 1, wherein, The controlling the playback of the target voice in the case of triggering the effective condition of the control for displaying the information to be edited includes: When the activation condition of the to-be-edited information display control is triggered, add the target voice to the voice playback queue, and when the playback order in the voice playback queue reaches the target voice, control the target scene component to play the target voice.
18. The method according to claim 17, wherein, controlling the playback of the target voice when the activation condition of the to-be-edited information display control is triggered further includes: When the activation condition of the to-be-edited information display control is triggered, when a playback operation for the target voice is received, control the playback of the target voice and delete the target voice from the voice playback queue.
19. The method according to claim 1, wherein, the method further includes: When the activation condition of the to-be-edited information display control is triggered, display the information display interface corresponding to the to-be-edited information display control, and display the to-be-displayed information in text form in the information display interface.
20. The method according to claim 19, wherein, the method further includes: Display the playback progress information of the target voice in the information display interface.
21. The method according to claim 1, wherein, controlling the playback of the target voice includes: Set the sound source position of the target voice to the position of the target scene component and play the target voice.
22. The method according to claim 1, wherein, the editing interface is the editing interface of the to-be-edited information display control; determining the target voice as the voice corresponding to the to-be-edited information display control includes: When the target voice is generated according to the first editing operation, determine the target voice as the voice corresponding to the to-be-edited information display control.
23. The method according to claim 22, wherein, the editor of the game program includes an interface editor; displaying the to-be-edited information display control in the graphical user interface corresponding to the editor of the game program includes: Display the to-be-edited information display control in the interface editing interface; the interface editing interface is the graphical user interface corresponding to the interface editor; the editing interface of the to-be-edited information display control is a sub-interface in the interface editing interface.
24. The method according to claim 23, wherein, the method further includes: When the game editing scene is displayed in the graphical user interface, in response to an interface editing trigger operation, jump from the game editing scene to the interface editing interface.
25. The method according to claim 1, wherein, the editing interface is a general voice editing interface; determining the target voice as the voice corresponding to the to-be-edited information display control includes: In response to a voice binding operation specifying the to-be-edited information display control, determine the target voice as the voice corresponding to the to-be-edited information display control.
26. A game voice editing device, wherein, the device includes: A control display module, configured to display a control for displaying information to be edited in a graphical user interface corresponding to an editor of a game program; wherein, the editor provides one or more editable game controls, and the control for displaying information to be edited is one of the one or more editable game controls; An editing interface display module, configured to display an editing interface; A voice generation module, configured to respond to a first editing operation in the editing interface, generate a target voice according to the first editing operation, and determine the target voice as the voice corresponding to the control for displaying information to be edited; A component and control association module, configured to respond to a second editing operation, associate a target scene component corresponding to the second editing operation with the control for displaying information to be edited, and determine an activation condition for triggering the control for displaying information to be edited based on the target scene component; the target scene component is a scene component in a game editing scene; the scene component is configured to generate a corresponding virtual model during a game running stage; the virtual model is configured with the following performance effects: a visual performance effect and a non-visual performance effect; A voice playback control module, configured to control the playback of the target voice in response to the activation condition for triggering the control for displaying information to be edited during a game running stage.
27. A computer-readable storage medium, having a computer program stored thereon, characterized in that, when the computer program is executed by a processor, it implements the method according to any one of claims 1 to 25.
28. An electronic device, characterized in that, comprising: a processor; a memory for storing executable instructions of the processor; wherein, the processor is configured to execute the method according to any one of claims 1 to 25 by executing the executable instructions.