Sound output control method based on multiple game levels
By providing an entry library and a basic music library in the game, and using random algorithms to combine level music to generate, the problems of complex and costly production of existing game music are solved, efficient and random music generation is achieved, and the game experience is improved.
Patent Information
- Application Number
- CN202510459967.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-14
- Publication Date
- 2025-06-17
- Estimated Expiration
- 2045-04-14
AI Technical Summary
The music production of existing games is expensive and complex, making it difficult to ensure music quality and non-conflictment in multi-level games.
Provide a sound output control method based on multiple game levels. Select specific entries through the entry library to randomly generate levels, and extract music from the basic music library for combination to generate background music, ambient sound effects, atmosphere sound effects and level-through music, and adjust the music playback strategy in real time according to the entries and level progress selected by the player.
It greatly reduces the workload of game music production, reduces the consumption of resources and time, and improves the randomness of the game's music generation and player experience, meeting the music needs of multi-level games.
Smart Images

Figure CN120154906A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the technical field of sound output control, and particularly to a sound output control method based on multiple game levels. Background Art
[0002] Currently, the sound output control of game levels is not only a technical implementation issue, but also a core element affecting the player experience, game immersion, and interactive feedback. Good sound control can significantly improve the game quality, enhance immersion and atmosphere creation, optimize game guidance and information transmission, improve interactive feedback and game rhythm, ensure accessibility and personalized experience, and optimize performance and resource management.
[0003] On the other hand, the current game graphics are becoming more and more gorgeous, and the gameplay is becoming more and more complex. Players' requirements for the plot and even the overall game are also getting higher and higher, which poses challenges to the sound performance in the game. The sound performance in existing games on the market is becoming more and more sophisticated both artistically and technically. Game sound has become an important part of improving the game experience, and in some cases, the changes in sound itself are regarded as part of the game gameplay.
[0004] However, the all-round complication of game music poses challenges to game producers. Not only does it need to ensure that the game music can always match the game scene, but for some multi-level games, it also needs to ensure the quantity of game music quality while ensuring that the game music does not conflict with each other, which makes the production cost of game music continue to rise.
[0005] Regarding the above related technologies, the inventor believes that the existing game music has the defects of complex production and high cost. Summary of the Invention
[0006] To solve the above technical problems, this application provides a sound output control method based on multiple game levels.
[0007] The sound output control method based on multiple game levels provided by this application adopts the following technical solutions: Provide a term library for players in the game. Players select specific terms from the term library. The game randomly generates levels according to the terms selected by the players and extracts the basic music library corresponding to the specific terms; Randomly select a fixed number of basic music from the extracted basic music library and use a random algorithm to combine them into background music, environmental sound effects, atmosphere sound effects, and clearance music, and generate a music playback strategy according to the terms selected by the players; After the player selects a playable character, pre-load the voice, background music, environmental sound effects, atmosphere sound effects, clearing music, and creature sound effects corresponding to the character; after the player enters the level, play the combined background music and combined environmental sound effects, and play the combined atmosphere sound effects every once in a while. Play the corresponding voice when the character performs different actions, and play the corresponding creature sound effects when the character has different interactions with the creatures in the level; According to the current music playback strategy, the following content is applicable within the level: read the behavior pattern of the character and the interaction state of the character within the level, adjust the environmental sound effects in real time according to the behavior pattern and the game rhythm, and adjust the playback state of the background music according to the level progress; When the player clears the current level, terminate the background music, environmental sound effects, atmosphere sound effects, and creature sound effects and play the clearing music.
[0008] By adopting the above technical solution, the game music production party only needs to produce a small amount of basic music and specify the styles and types of the basic music. After a certain number of training combinations, it can meet the music requirements of multi-level games. The randomly optimized algorithm will be used by players in the game, allowing players to generate the music used in the level according to their own needs, thereby greatly improving the game playability and randomness on the premise of consuming less resources and time.
[0009] Preferably, the entries are classified into emotional entries, environmental entries, and difficulty entries according to their functions. The generation of the background music is affected by the environmental entries and difficulty entries. The generation of the environmental sound effects is affected by the emotional entries and environmental entries. The generation of the clearing music is affected by the emotional entries and difficulty entries. The atmosphere sound effects are affected by the emotional entries. When the player selects conflicting entries, the random algorithm preferentially selects entries with similar entries.
[0010] By adopting the above technical solution, the basic music in the basic music library is classified, enabling players to intuitively and quickly select the required music styles according to their own needs. On the other hand, the player's needs are determined, making the adjustment and playback of music within the level of the game more in line with the player's preferences.
[0011] Preferably, the steps of using the random algorithm to generate music are as follows: S1. Produce the basic music for the game according to the requirements; S2. Classify the basic music according to the pre-determined differences for the background music, environmental sound effects, or status sound effects, and set the entries that the basic music has according to the game style; S3. Select the combination of the basic music by itself according to the set entries as a sample; S4. Train the random algorithm using a plurality of samples, and screen the combinations of the basic music obtained from the training to establish the ability of the random algorithm to select reasonable music combinations according to the entries. S5. Smoothly optimize the background music, environmental sound effects, or status sound effects generated by the random algorithm according to the samples.
[0012] S6. Determine the music playback strategy of the background music, environmental sound effects, or status sound effects generated according to the game rhythm in the game.
[0013] By adopting the above technical solution, the repetitive working time is significantly reduced on the premise of ensuring the unchanged game music style and quality. The different music for different occasions is decomposed and combined into a common basic music library and different entries, making the selection and production of music clear and intuitive.
[0014] Preferably, the random algorithm obtains the function of adjusting the music playback method according to the game rhythm and the behavior pattern by machine learning the scores of game music on the market; the algorithm establishes a connection between the entries corresponding to the samples provided by the game producer and the finally determined music playback method, so that the game producer and the player can determine the music playback strategy of the background music, environmental sound effects, or status sound effects in the game by selecting the entries. The music playback strategy is used to determine the number of music played, the playback speed, the playback frequency, and the pitch.
[0015] By adopting the above technical solution, the step of adapting the music to the game by the game producer is eliminated, the speed of calling music during the game is increased, it is convenient for the player to quickly obtain the preferred music playback strategy in the level, and the game experience is improved.
[0016] Preferably, the behaviors of the character include basic behaviors and trigger behaviors. The character has different basic behaviors and trigger behaviors when in different behavior patterns, and corresponding voices are played when the character performs basic behaviors; the behavior patterns include the trimming state, the exploration state, and the combat state. When the character executes the trigger behavior corresponding to the current behavior pattern, the current behavior pattern is changed or a special event is triggered.
[0017] By adopting the above technical solution, the voices used by the character are segmented according to the behavior pattern, and only the voices corresponding to the behavior pattern are loaded in a specific behavior pattern, thereby reducing the load of the voices in the game; the behavior pattern, as a part of describing the state of the character, is also used as a judgment condition in the music playback strategy, so that the music playback strategy fits the progress of the level.
[0018] Preferably, there are different game terrains inside the level. The background music varies in tempo and volume accordingly and loops when the character is in different game terrains. According to the process design of different levels, the background music performs corresponding variations when the character reaches different stages of the level.
[0019] By adopting the above technical solution, the fit between the background music and the surrounding environment is improved, and the immersion in the game level is enhanced.
[0020] Preferably, the environmental sound effects include auxiliary sound effects, status sound effects, and rendering sound effects. Among them, the auxiliary sound effects are common sound effects in different real-world environments, and the auxiliary sound effects are dynamically played in different terrains inside the level; the status sound effects are the sounds that the human body makes in different states in reality, and the status sound effects are generated in real time according to the behavior pattern; the rendering sound effects are accompaniment music, which is selectively played according to the current interaction state of the character with the environment or when the special event is triggered.
[0021] By adopting the above technical solution, the environmental sound effects are further subdivided and simplified. While reducing the combination difficulty of the environmental sound effects by the random algorithm, the environmental sound effects have a sense of hierarchy and can show sufficiently complex and realistic sound details.
[0022] Preferably, the creature sound effects are used for interactive objects in the game. The creature sound effects include creature default sound effects and creature interaction sound effects. The interactive objects in the game play the creature default sound effects irregularly and change to creature interaction sound effects when interacting with the character. The types of creature interaction sound effects change with the change of the behavior pattern.
[0023] By adopting the above technical solution, the creatures in the game level can all respond to the behavior of the character, improving the immersion of the game; separating the creature sound effects from the environmental sound effects makes the creature sound effects have the effect of emphasizing and providing atmosphere, improving the flexibility of the performance of creatures in the game.
[0024] Preferably, the interaction state represents the parameters of the environment around the character when performing the basic behavior. The types of effective behaviors that the character performs on the interactive object are different in different behavior patterns. The rendering sound effects screen out the data related to the current character from the interaction state and adjust the type and playback mode of the rendering sound effects according to the screened data.
[0025] By adopting the above technical solution, the rendering sound effects highlight the important events in the level; adjusting the type and playback mode of the rendering sound effects according to the screened character-related data also facilitates game makers to design important events that match the rendering music.
[0026] Preferably, the ambient sound effects include a group of melodies expressing various emotions. When the character is in the exploration state, the game reads the environment around the character and accumulates an ambient value. When the ambient value reaches a threshold, the ambient sound effects are randomly played. When the character is in the combat state, the background music is stopped, and the ambient sound effects are selected and played in a loop according to the music playing strategy until the character exits the combat state.
[0027] By adopting the above technical solutions, randomness is added to the exploration part that accounts for the largest proportion in the level, enriching the layering of the game; exclusive music is added for the combat state, enhancing the combat experience of the game.
[0028] In summary, the present application includes at least one of the following beneficial technical effects: Using machine learning to intelligently generate a large number of random music to meet the needs of multiple game levels, greatly reducing the workload of game music production; providing players with entries for generating random music, simplifying the generation steps while providing more playability for the game.
[0029] The music used in the game is split into basic music that can be freely combined according to types and usage occasions, and the characteristics of specific occasions within the level are split through entries, game character states, and level environments. The basic music is combined according to the split characteristics, so as to quickly obtain music suitable for specific occasions in multiple game levels, meeting the game's music requirements on the premise of saving resources and costs. BRIEF DESCRIPTION OF THE DRAWINGS
[0030] Figure 1 is the sound output control flowchart of the sound output control method based on multiple game levels in an embodiment of the present invention.
[0031] Figure 2 is the schematic diagram of the level clearance process of the sound output control method based on multiple game levels in an embodiment of the present invention.
[0032] Figure 3 is the entry classification diagram of the sound output control method based on multiple game levels in an embodiment of the present invention.
[0033] Figure 4 is the schematic diagram of the basic music combination method of the sound output control method based on multiple game levels in an embodiment of the present invention.
[0034] Figure 5 is the ambient sound effect judgment flowchart of the sound output control method based on multiple game levels in an embodiment of the present invention.
[0035] Figure 6Schematic diagram of the music playback strategy of the sound output control method based on multiple game levels in the embodiments of the present invention. Detailed implementation manners
[0036] The following further elaborates on this application in conjunction with the attached Figures 1-6 drawings.
[0037] Embodiments of this application disclose a sound output control method based on multiple game levels. Refer to Figures 1-6 and it is applied to the sound output control scenario of multiple game levels. Its content includes: Provide a term library for players in the game. Players select specific terms from the term library. The game randomly generates levels according to the terms selected by the players and extracts the corresponding basic music library for the specific terms; Randomly select a fixed number of basic music from the extracted basic music library and use a random algorithm to combine them into background music, environmental sound effects, atmosphere sound effects, and clearance music, and generate a music playback strategy according to the terms selected by the players; Pre-load the corresponding voice, background music, environmental sound effects, atmosphere sound effects, clearance music, and creature sound effects for the character after the player selects the playable character; after the player enters the level, play the combined background music and combined environmental sound effects and play the combined atmosphere sound effects at regular intervals, play the corresponding voice when the character makes different actions, and play the corresponding creature sound effects when the character has different interactions with the creatures in the level; The following content is applicable within the level according to the current music playback strategy: read the behavior pattern of the character and the interaction state of the character in the level, adjust the environmental sound effects in real time according to the behavior pattern and the game rhythm, and adjust the playback state of the background music according to the level progress; Terminate the background music, environmental sound effects, atmosphere sound effects, and creature sound effects and play the clearance music when the player passes the current level.
[0038] In the specific implementation process of the present invention, the specific steps are as follows: S1: The player opens the game, selects the character to be used in the game, and calls the corresponding voice package according to the different characters used by the player; S2. The game provides a term library for the player. The terms in the term library are related to the variable content in the level. The player determines the generation of different levels by selecting different terms, and the number of variable content in the level is determined by the basic settings of the game; S3. After the player has selected the entries, the game selects from the basic music library a basic music combination that has the same entries as those selected by the player to generate the background music, environmental sounds, and rendering sounds in the game. The background music conforms to the entries related to the level style selected by the player. The environmental sounds include the voices played when the character performs different actions in the level and the environmental sounds used to reflect the geographical environment in the level. The rendering sounds are played irregularly according to the type of the current level to add a sense of immersion to the game level; S4. The player controls the character to continuously reach specific locations in the level and complete the tasks in the level to advance the level progress. According to the change of the current level progress, the rhythm of the background music changes to reflect the clearance situation of the level. The player controls the character to fight, explore, and rest in the level, and the environmental sounds change slightly accordingly. The rendering sounds change the sound types to set off the current scene in the level; S5. After the player clears the level, stop the playback of all music of the current actions of the character and then play the clearance music.
[0039] In the embodiments of the present invention, each character has its own corresponding voice pack, including the voices of the character performing various actions and the sound effects of interacting with the creatures in the level. The appearance of the character itself can be changed according to the needs of the player, and the player can also import the character appearance designed by himself; After selecting the game character, the game provides the player with an entry library for generating levels. The entry library is divided into 5 categories according to the degree of association: difficulty-related, emotion-related, environment-related, level mode-related, and level purpose-related. By selecting in the entry library, the player can quickly determine and select the characteristics of the level he wants to play, and these characteristics determine the gameplay of the level while also determining the music combined for the generated level.
[0040] Specifically, assume there is a roguelike game called "CraftMine". After player Steven enters the game, he selects the appearance skin of the character he controls in the game. Before entering the level generation, the game provides Steven with a lexicon library containing a series of entries. Steven wants to relieve the fatigue brought by work, so he selects medium difficulty, brisk, snowfield, adventure mode, and reach the designated location within the specified time in the lexicon library. The game randomly generates a snow map according to Steven's selection. The player needs to ride a horse through the medium-level hostile biomes and reach the village within the specified time. At the same time, the game selects from the medium-difficulty base music according to the entries selected by the player, combines it with a snowfield-style accompaniment, and after tuning in line with brisk and adventure mode, selects a suitable instrument to play to generate the background music in the game. Select the snowfield environment sound group in the base music library as the environmental sound effect in the level, and transition within the snowfield environment sounds in the snowfield environment sound group as the time and geographical environment change in the level. At the same time, call the sound group that interacts with the snowfield from the character's voice pack to further satisfy Steven's immersion in the snowfield. The atmosphere sound effects include howling sound effects, avalanche sound effects, the sound of creatures stepping on the snow, and the sound of glaciers cracking. The sound effects in the atmosphere sound effects all have an atmosphere value. The closer the player is to the terrain where specific sound effects may occur in the level, the faster the atmosphere value of the corresponding atmosphere sound effects rises. When the atmosphere value reaches the threshold, the atmosphere sound effect is played and the atmosphere value is accumulated again. When the character enters combat, the atmosphere value is ignored and the atmosphere sound effect corresponding to the current environment where the character is located is played in a loop. For example, when Steven controls the character to continuously move and explore on the glacier, the atmosphere sound effect will play the sound effect of the glacier cracking at a high frequency and play the howling sound effect, avalanche sound effect, and the sound of creatures stepping on the snow at a low frequency. When the character encounters a hostile creature on the glacier and enters the combat behavior, only the sound effect of the glacier cracking will be played in a loop until the combat behavior of the character ends.
[0041] As Steven gets closer and closer to the village in the level, the number of hostile biomes he encounters also increases. The background music varies or changes the instrument to enhance the brisk feeling in the background music. The environmental sound effect enhances the volume of the surrounding environmental sound effects while reducing the volume of the interaction between Steven's controlled character and the hostile creatures to adapt to the change of the increasing hostile creatures.
[0042] After Steven reaches the village, the level is officially cleared. The game stops playing the background music, environmental sound effects, atmosphere sound effects, and creature sound effects. All creatures in the level, including the character controlled by Steven, stop moving. The game plays the clearance sound effect and enters the clearance plot.
[0043] Reference Figure 3, in a specific embodiment of the present invention, all the entries in the entry library are divided into five categories: difficulty-related, emotion-related, environment-related, level mode-related, and level objective-related. The entries determine the gameplay, style, process of the level, and the generation of the music within the level. It is allowed that one entry belongs to multiple entry categories. When generating a level, the player must select at least one from the five categories. The player can select multiple entries belonging to the same entry category. When there is a conflict between the entries belonging to the same entry category, the game selects the entry that is unified with the styles of other entries to generate the game level, and the conflicting entry is abandoned and explained to the player. The abandoned entry only participates in the generation of the game music.
[0044] Reference Figure 4 , in a specific embodiment of the present invention, the music used in the game level is generated by a random algorithm through training using a basic music library. The basic music in the basic music library comes from natural real environments and simple sound effects or melodies made by game producers. The game producer selects and adds the entries in the entry library to the basic music in the basic music library. The random algorithm for music generation includes five steps: the purpose of the target music, style, main melody, accompaniment, and musical instruments. Among them, the purpose of the target music is the type of music that can be generated within the level: background music, environmental sound effects, and atmosphere sound effects; the main melody and accompaniment are obtained by screening and selecting the basic music in the basic music library through the entries selected by the player; the style of the generated music is determined by the entries selected by the player, and the basic music combination is tuned according to the style of the generated music, and the musical instruments for playing the generated music within the level are determined according to the style of the generated music. Different musical instruments are implemented by the mixer built into the game; in addition, the music for training the random algorithm comes from the music of other games on the Internet. The game producer screens the game music on the Internet according to the expected game style, splits the selected game music, and adds the entries in the entry library to the split music in detail and then adds it to the training set to train the random algorithm, so as to establish the ability of the random algorithm to organically combine the basic music according to the entries.
[0045] Reference Figure 5, in a specific embodiment of the present invention, as the player-controlled character gets closer to achieving the clearance goal specified in the level, the clearance progress increases, and the background music varies to render the mood terms selected by the player; and according to the in-level state of the current character, including the character's behavior mode, health status, and goals achieved by the character, where the character's behavior mode includes a combat state, an exploration state, and a rest state, and the actions that the character can perform are different in different behavior modes, and thus the corresponding voices are also different. The character's health status is used to describe the physical condition of the character when in a combat state. When the character is in a low blood volume state or enters an abnormal state, a crisis-symbolizing sound effect is enabled in the environmental sound effects to alert the player and render the crisis atmosphere in the battle. Similarly, when the character has an advantage, a sound effect symbolizing the advantage is enabled in the environmental sound effects; The game also includes collecting achievements. When the character is in a rest behavior, a treasure music symbolizing achievements is enabled in the environmental sound effects, and the treasure music varies with the number of achievements achieved by the player. The more achievement goals the player has achieved, the more exciting the treasure music becomes; The level also has the concepts of weather, terrain, and time. The environmental sound effects describing the environment vary or the reverberation is increased or decreased with the changes in weather, terrain, and time, and some of the character's voices also change partially with the changes in weather, terrain, and time; Ambient sound effects are used to describe special sound effects that do not occur periodically in nature. Ambient sound effects are used to add randomness and authenticity to the in-level experience; Different ambient sound effects are played when the corresponding ambient value reaches a threshold and are cleared after playback. The ambient value increases as the game time progresses. When the character is in a specific terrain, the growth rate of the ambient value corresponding to the ambient sound effect is accelerated, and the threshold of the ambient value fluctuates within a certain range to simulate the randomness of the appearance of ambient sound effects in reality; When the character enters a combat behavior, considering that the character in a combat behavior will significantly affect the surrounding environment, when the character is in a combat state, the ambient sound effect corresponding to the terrain where the character is currently located is selected for loop playback to fit the reality and at the same time highlight the intensity of the battle.
[0046] Reference Figure 6, in a specific embodiment of the present invention, in the level, according to the level progress, the player's state, the environment where the character is in the level, the background music, the environmental sound effects, the atmosphere sound effects, and the voices of the character and other creatures will be adjusted or changed at any time; there is a music adjuster built into the game to adjust all the sounds and sound effects in the level in real time. The game producer uses a random algorithm to simulate the strategies for the variations, volume changes, and smooth transitions between different music and sound effects, and organizes them into a music playback strategy. The music adjuster adjusts the music, sound effects, and voice playback in the game in real time according to the music playback strategy; the music playback strategy includes the adjustment of volume, rhythm, and playback switch. For the voices of the characters and the creature sound effects, the music player realizes the voice switching of the characters and the volume adjustment of the creature sound effects by adjusting the volume and the playback switch; by adjusting the playback volume and rhythm of the basic music that composes the environmental music, the adjustment of the change of the environmental music is realized; by adjusting the volume, rhythm, and playback switch, the adjustment of the environmental sound effects that describe the environment to reflect different environmental conditions is realized; by adjusting the volume and the playback switch and referring to the current behavior of the character and the environment where the character is located, the conversion of the atmosphere sound effects from intermittent to loop playback is realized; in addition, the music adjuster also uses the connection method trained by the random algorithm to realize the music variation and the smooth transition between different music pieces.
[0047] The game also provides an adjustment menu for adjusting all the basic music used. Players can freely combine or add the basic music according to their own needs. The random algorithm judges the entries of the music added by the players according to the entries of the existing music in the training set, and adds the added music to the basic music library.
[0048] In addition, the present invention can also be only used to batch generate the music for a single level without opening the function of combining music to players, so as to avoid installing the music adjuster, the algorithm, the entry library, and the basic music library in the game.
[0049] It should be understood that although each step in the flowchart of the accompanying drawings is shown in sequence according to the indication of the arrow, these steps are not necessarily executed in the order indicated by the arrow. Unless there is a clear indication in this article, the execution of these steps has no strict order restriction, and they can be executed in other orders. Moreover, at least a part of the steps in the flowchart of the accompanying drawings may include multiple sub-steps or multiple stages. These sub-steps or stages are not necessarily executed at the same moment, but can be executed at different moments, and their execution order is not necessarily sequential, but can be executed alternately or in turn with at least a part of other steps or sub-steps or stages of other steps.
[0050] The above are only some embodiments of the present application. It should be noted that for those of ordinary skill in the art, without departing from the principle of the present application, several improvements and refinements can be made, and these improvements and refinements should also be regarded as the protection scope of the present application.
[0051] The above are all preferred embodiments of the present application, and do not limit the protection scope of the present application accordingly. Therefore, all equivalent changes made according to the structure, shape, and principle of the present application should be covered within the protection scope of the present application.
Claims
1. A sound output control method based on multiple game levels, characterized in that: The method comprises: Establishing a vocabulary library, selecting a specific vocabulary from the vocabulary library, randomly generating a level according to the selected vocabulary, and extracting a basic music library corresponding to the specific vocabulary; Randomly select a fixed number of basic music from the extracted basic music library and use a random algorithm to combine them into background music, environmental sound effects, atmospheric sound effects, and clearance music, and generate a music playback strategy based on the selected entries; After selecting a playable character, preload the character's corresponding voice, background music, environmental sound effects, atmosphere sound effects, clearance music, and creature sound effects; after entering a level, play the combined background music and combined environmental sound effects, and play the combined atmosphere sound effects at regular intervals; play the corresponding voice when the character performs different actions; and play the corresponding creature sound effects when the character interacts with creatures in the level in different ways; According to the current music playback strategy, the following applies to the level: read the character's behavior pattern and the character's interaction status in the level, adjust the ambient sound effects in real time according to the behavior pattern and game rhythm, and adjust the background music playback status according to the level progress; When you pass the current level, the background music, environmental sound effects, atmospheric sound effects, and biological sound effects will be terminated and the clearance music will be played.
2. The sound output control method based on multiple game levels according to claim 1, characterized in that: The entries are divided into emotional entries, environmental entries and difficulty entries according to their functions. The generation of the background music is affected by the environmental entries and the difficulty entries, the generation of the environmental sound effects is affected by the emotional entries and the environmental entries, the generation of the clearance music is affected by the emotional entries and the difficulty entries, the atmospheric sound effects are affected by the emotional entries. When selecting conflicting entries, the random algorithm gives priority to entries with similar entries.
3. The sound output control method based on multiple game levels according to claim 1, characterized in that: The steps of using the random algorithm to generate music are: S1. Produce the basic music for the game according to demand; S2. The basic music is classified according to the difference between the background music, the ambient sound effect or the status sound effect, and the entries of the basic music are set according to the game style; S3. Select the combination of the basic music as a sample according to the set entry; S4. Use a plurality of samples to train the random algorithm, and screen the combination of the trained basic music to establish the ability of the random algorithm to select a reasonable music combination according to the entry; S5. The random algorithm performs smooth optimization on the background music, ambient sound or status sound generated according to the sample; S6. Determine the music playing strategy of the background music, environmental sound effects or status sound effects generated according to the game rhythm in the game.
4. The sound output control method based on multiple game levels according to claim 1, characterized in that: The random algorithm acquires the function of adjusting the music playing mode according to the game rhythm and the behavior pattern by machine learning the music scores of game music on the market; the algorithm establishes a connection between the entry corresponding to the provided sample and the final music playing mode, thereby allowing the music playing strategy of the background music, environmental sound effect or status sound effect in the game to be determined by selecting the entry, and the music playing strategy is used to determine the number of music plays, the playing speed, the playing frequency and the frequency.
5. The sound output control method based on multiple game levels according to claim 1, characterized in that: The character's behavior includes basic behavior and trigger behavior. The character has different basic behaviors and trigger behaviors when in different behavior modes, and corresponding voice is played when the character performs basic behavior; the behavior mode includes repair state, exploration state, and combat state. When the character executes the trigger behavior corresponding to the current behavior mode, the character changes the current behavior mode or triggers a special event.
6. The sound output control method based on multiple game levels according to claim 1, characterized in that: There are different game terrains inside the level. The background music performs corresponding variations and volume changes and is played in a loop when the character is in different game terrains. According to the process design of different levels, the background music performs corresponding variations when the character reaches different stages of the level.
7. The sound output control method based on multiple game levels according to claim 1, characterized in that: The environmental sound effects include auxiliary sound effects, status sound effects and rendering sound effects, among which auxiliary sound effects are common sound effects in different environments in reality, and auxiliary sound effects are played dynamically in different terrains inside the level; status sound effects are sounds made by the human body in different states in reality, and status sound effects are generated in real time according to the behavior pattern; rendering sound effects are accompaniment music, which are selectively played according to the current interaction state of the character with the environment or when the special event is triggered.
8. The method for controlling sound output based on multiple game levels according to claim 1, characterized in that: The biological sound effects are used for interactive objects in the game. The biological sound effects include biological default sound effects and biological interaction sound effects. The interactive objects in the game play biological default sound effects from time to time, and change to biological interaction sound effects when interacting with the character. The type of biological interaction sound effects changes with the change of the behavior pattern.
9. The method for controlling sound output based on multiple game levels according to claim 1, characterized in that: The interaction state represents the parameters of the character's surrounding environment when the character performs the basic behavior. In different behavior modes, the types of effective behaviors performed by the character on the interactive objects are different. The rendering sound effect filters out data related to the current character from the interaction state, and adjusts the type and playback mode of the rendering sound effect according to the filtered data.
10. The sound output control method based on multiple game levels according to claim 1, characterized in that: The ambient sound effects include a group of melodies that express a variety of emotions. When the character is in the exploration state, the game reads the environment around the character and accumulates the atmosphere value. When the atmosphere value reaches a threshold, the ambient sound effects are played randomly. When the character is in the combat state, the ambient sound effects are selected according to the music playback strategy and played in a loop until the character exits the combat state.
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