Sound output control method based on multiple game levels

By generating game music using a dictionary and random algorithms, the problem of complex and costly music production in multi-level games has been solved, achieving efficient and flexible music generation and playback, and enhancing the gaming experience.

CN120154906BActive Publication Date: 2025-11-25BEIJING CHUANDU HAPPY TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202510459967.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-04-14
Publication Date
2025-11-25
Estimated Expiration
2045-04-14

AI Technical Summary

Technical Problem

Existing game music production is complex and costly, making it difficult to maintain consistency in music quality and rhythm in multi-level games.

Method used

The game uses a vocabulary library to randomly generate levels and combines a basic music library using a random algorithm. It generates background music, environmental sound effects, ambient sound effects, and level completion music based on the vocabulary selected by the player, and adjusts the music in real time to adapt to the game rhythm and player behavior.

Benefits of technology

It significantly reduces the workload of game music production, improves the randomness and playability of game music, meets the music needs of multi-level games, and reduces resource and time costs.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application relates to a sound output control method based on multiple game levels, and relates to the field of sound output control of cloud games. A term library is established, a specific term is selected from the term library, a level is randomly generated according to the selected term, and a basic music library corresponding to the specific term is extracted; a fixed number of basic musics are randomly selected from the extracted basic music library and combined into background music, environmental sound effects, atmosphere sound effects and pass music by using a random algorithm, and a music playing strategy generated according to the selected term; a large amount of random music is intelligently generated by using machine learning to meet the demand of multiple game levels, and the workload of game music production is greatly reduced; the music used in the game is split into basic musics which can be freely combined according to types and use occasions, and the demand of the game for music is met under the premise of saving resources and costs.
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Description

Technical Field

[0001] This application relates to the technical field of sound output control, and in particular to a sound output control method based on multiple game levels. Background Technology

[0002] Currently, sound output control in game levels is not only a technical implementation issue, but also a core element affecting player experience, game immersion, and interactive feedback. Good sound control can significantly improve game quality, enhance immersion and atmosphere, optimize game guidance and information delivery, improve interactive feedback and game pacing, ensure accessibility and personalized experience, and optimize performance and resource management.

[0003] On the other hand, current games boast increasingly stunning graphics and complex gameplay, leading to higher expectations from players for the storyline and overall experience. These factors present challenges to the audio-visual presentation of games. Existing games on the market are increasingly sophisticated in their sound design, both artistically and technically, making sound a crucial element of the gaming experience. Some games even incorporate sound variations themselves as part of the gameplay mechanics.

[0004] However, the increasing complexity of game music presents challenges for game producers. They not only need to ensure that the game music matches the game scene at all times, but for some multi-level games, they also need to ensure the quality and quantity of game music without conflict between different pieces. This has led to a continuous increase in the production cost of game music.

[0005] Regarding the aforementioned technologies, the inventors believe that existing game music suffers from drawbacks such as complex production and high costs. Summary of the Invention

[0006] To address the aforementioned technical issues, 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 in this application adopts the following technical solution:

[0008] The game provides players with a vocabulary library. Players select specific vocabulary from the library, and the game randomly generates levels based on the selected vocabulary and extracts the basic music library corresponding to the specific vocabulary.

[0009] A fixed number of basic music tracks are randomly selected from the extracted basic music library and combined using a random algorithm to create background music, ambient sound effects, ambient sound effects, and level completion music. A music playback strategy is generated based on the keywords selected by the player.

[0010] After the player selects a character, the system preloads the character's voice lines, background music, environmental sound effects, ambient sound effects, level completion music, and creature sound effects. After the player enters a level, the system plays a combination of background music and environmental sound effects, and plays a combination of ambient sound effects at regular intervals. The system also plays corresponding voice lines when the character performs different actions and corresponding creature sound effects when the character interacts with different creatures in the level.

[0011] Based on the current music playback strategy, the following applies within the level: read the character's behavior pattern and the character's interaction state within the level, adjust the ambient sound effects in real time according to the behavior pattern and game rhythm, and adjust the background music playback state according to the level progress.

[0012] When the player completes the current level, the background music, environmental sound effects, ambient sound effects, and creature sound effects will stop, and the level completion music will play.

[0013] By adopting the above technical solution, game music producers only need to create a small amount of basic music and specify the style and type of the basic music. After a certain number of training combinations, the music needs of multi-level games can be met. The music will be provided to players in the game through a certain optimized random algorithm, allowing players to generate the music used in the levels according to their own needs. This greatly improves the gameplay and randomness while consuming a small amount of resources and time.

[0014] Preferably, the terms are divided into emotional terms, environmental terms, and difficulty terms according to their functions. The generation of background music is affected by environmental terms and difficulty terms. The generation of environmental sound effects is affected by emotional terms and environmental terms. The generation of level completion music is affected by emotional terms and difficulty terms. The generation of ambient sound effects is affected by emotional terms. When a player selects conflicting terms, the random algorithm prioritizes terms with similar terms.

[0015] By adopting the above technical solution, the basic music in the basic music library is classified, allowing players to intuitively and quickly select the music style they need according to their own needs. On the other hand, by determining the players' needs, the game's adjustment and playback of music within the levels can better suit the players' preferences.

[0016] Preferably, the steps for generating music using the aforementioned random algorithm are as follows:

[0017] S1. Create the base music for the game as required;

[0018] S2. The basic music is pre-classified according to its purpose as background music, environmental sound effects, or status sound effects, and the basic music is assigned terms according to the game style.

[0019] S3. Select a combination of the basic music as a sample according to the set terms;

[0020] S4. The random algorithm is trained using complex samples, and the combinations of the trained basic music are filtered to establish the ability of the random algorithm to select reasonable music combinations based on the words.

[0021] S5. The random algorithm performs smooth optimization on the generated background music, environmental sound effects, or status sound effects based on the samples.

[0022] S6. Determine the music playback strategy for the generated background music, environmental sound effects, or status sound effects based on the game rhythm within the game.

[0023] By adopting the above technical solution, the repetitive work time is greatly reduced while ensuring that the style and quality of the game music remain unchanged. Different music used in different occasions is decomposed and merged into a common basic music library and different entries, making the selection and production of music clear and intuitive.

[0024] Preferably, the random algorithm uses machine learning to obtain the function of adjusting the music playback method according to the game rhythm and the behavior pattern by learning the musical scores of game music on the market; the algorithm establishes a connection between the entries corresponding to the samples provided by the game developers and the finally determined music playback method, thereby allowing the game developers and players to determine the music playback strategy of the background music, environmental sound effects or status sound effects in the game by selecting the entries, and the music playback strategy is used to determine the number of times the music is played, the playback speed, the playback frequency and the frequency.

[0025] By adopting the above technical solution, game developers are spared the step of adapting music to the game, which increases the speed of calling music during the game, makes it easier for players to quickly obtain the music playback strategy in their preferred level, and improves the game experience.

[0026] Preferably, the character's behavior includes basic behavior and triggered behavior. The character has different basic behavior and triggered behavior when it is in different behavior modes. When the character performs a basic behavior, the corresponding voice is played. The behavior modes include rest state, exploration state, and combat state. When the character performs the triggered behavior corresponding to the current behavior mode, it changes the current behavior mode or triggers a special event.

[0027] By adopting the above technical solution, the voice used by the character is segmented according to the behavior pattern. When a specific behavior pattern is used, only the voice corresponding to that behavior pattern is loaded, thereby reducing the voice load in the game. The behavior pattern, as part of describing the character's state, is also used in the judgment condition of the music playback strategy, so that the music playback strategy is aligned with the level progress.

[0028] Preferably, the level contains different game terrains, and the background music varies in tone and volume 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.

[0029] By adopting the above technical solutions, the background music can be better integrated with the surrounding environment, thereby enhancing the immersive experience within the game levels.

[0030] Preferably, the environmental sound effects include auxiliary sound effects, status sound effects, and rendering sound effects. The auxiliary sound effects are common sound effects in different environments in reality, and the auxiliary sound effects are dynamically changed and played in different terrains within the level. The status sound effects are the sounds that a 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 background music, which is selectively played according to the current interaction state between the character and the environment or when the special event is triggered.

[0031] By adopting the above technical solution, the environmental sound effects are further subdivided and simplified. While reducing the difficulty of the random algorithm in combining the environmental sound effects, the environmental sound effects are made to have a sense of layering and can express sufficiently complex and realistic sound effect details.

[0032] Preferably, the biological sound effects are used for interactive objects in the game. The biological sound effects include default biological sound effects and interactive biological sound effects. Interactive objects in the game play default biological sound effects at irregular intervals, and switch to interactive biological sound effects when interacting with the character. The types of interactive biological sound effects change with the change of the behavior pattern.

[0033] By adopting the above technical solution, the creatures in the game levels can respond to the character's actions, enhancing the game's immersion; by separating the creature sound effects from the environmental sound effects, the creature sound effects have the effect of emphasizing and providing atmosphere, increasing the flexibility of the creatures' performance in the game.

[0034] Preferably, the interaction state represents the parameters of the environment surrounding the character when the character performs the basic behavior. In different behavior modes, the types of effective behaviors that the character can perform on the interactive object 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.

[0035] By adopting the above technical solution, the rendered sound effects highlight important events within the level; adjusting the types and playback modes of the rendered sound effects based on the selected character-related data also makes it easier for game developers to design important events that match the rendered music.

[0036] Preferably, the ambient sound effects include a set of melodies expressing various emotions. When the character is in the exploration state, the game reads the environment around the character and accumulates an 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 background music is stopped and the ambient sound effects are selected and played in a loop according to the music playback strategy until the character exits the combat state.

[0037] By adopting the above technical solutions, randomness was added to the exploration part, which accounts for the largest proportion of the level, enriching the game's sense of layering; exclusive music was added to the combat state, enhancing the game's combat experience.

[0038] In summary, this application includes at least one of the following beneficial technical effects:

[0039] Machine learning is used to intelligently generate a large number of random music tracks to meet the needs of multiple game levels, greatly reducing the workload of game music production; players are provided with entries for generating random music, simplifying the generation process while providing more playability to the game.

[0040] The music used in the game is broken down into basic music that can be freely combined according to its type and usage occasion. The characteristics of specific occasions in the level are further broken down by keywords, game character status and level environment. The basic music is then combined according to the broken-down characteristics, so as to quickly obtain music suitable for specific occasions in multiple game levels. This satisfies the game's music needs while saving resources and costs. Attached Figure Description

[0041] Figure 1 This is a flowchart illustrating the sound output control method based on multiple game levels in an embodiment of the present invention.

[0042] Figure 2 This is a schematic diagram of the level completion process of the sound output control method based on multiple game levels in an embodiment of the present invention.

[0043] Figure 3 This is a glossary diagram of the sound output control method based on multiple game levels in an embodiment of the present invention.

[0044] Figure 4 This is a 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.

[0045] Figure 5 This is a flowchart illustrating the environmental sound effect judgment process of the sound output control method based on multiple game levels in this embodiment of the invention.

[0046] Figure 6 A schematic diagram of the music playback strategy of the sound output control method based on multiple game levels in this embodiment of the invention. Detailed Implementation

[0047] The following is in conjunction with the appendix Figure 1-6 This application will be described in further detail.

[0048] This application discloses a sound output control method based on multiple game levels. (Refer to...) Figure 1-6 This is applied to sound output control scenarios across multiple game levels. Its content includes:

[0049] The game provides players with a vocabulary library. Players select specific vocabulary from the library, and the game randomly generates levels based on the selected vocabulary and extracts the basic music library corresponding to the specific vocabulary.

[0050] A fixed number of basic music tracks are randomly selected from the extracted basic music library and combined using a random algorithm to create background music, ambient sound effects, ambient sound effects, and level completion music. A music playback strategy is generated based on the keywords selected by the player.

[0051] After the player selects a character, the system preloads the character's voice lines, background music, environmental sound effects, ambient sound effects, level completion music, and creature sound effects. After the player enters a level, the system plays a combination of background music and environmental sound effects, and plays a combination of ambient sound effects at regular intervals. The system also plays corresponding voice lines when the character performs different actions and corresponding creature sound effects when the character interacts with different creatures in the level.

[0052] Based on the current music playback strategy, the following applies within the level: read the character's behavior pattern and the character's interaction state within the level, adjust the ambient sound effects in real time according to the behavior pattern and game rhythm, and adjust the background music playback state according to the level progress.

[0053] When the player completes the current level, the background music, environmental sound effects, ambient sound effects, and creature sound effects will stop, and the level completion music will play.

[0054] In the specific implementation of this invention, the specific steps are as follows:

[0055] S1: Players open the game, select the character they want to use, and the corresponding voice pack is invoked depending on the character they are using;

[0056] S2. The game provides players with a vocabulary library. The vocabulary in the library is related to the variable content within the level. Players determine the generation of different levels by selecting different vocabulary. The amount of variable content within the level is determined by the game's basic settings.

[0057] S3. After the player selects a term, the game selects a combination of basic music from the basic music library that matches the player's selected term to generate the game's background music, environmental sound effects, and rendering sound effects. The background music matches the player's selected term that is related to the level's style. The environmental sound effects include voice lines that reflect the character's different actions within the level and ambient sounds that represent the geographical environment within the level. The rendering sound effects play intermittently based on the type of the current level to add immersion to the game level.

[0058] S4. Players control their characters to reach specific locations and complete tasks within the level to advance the level's progress. The background music rhythm changes according to the current level progress to reflect the level's completion status. Players control their characters to fight, explore, and rest within the level, and the environmental sound effects change slightly accordingly. The rendering sound effects change the type of sound effects to complement the current level's scene.

[0059] S5. After the player completes the level, stop the character's current action, stop playing all music, and then play the level completion music.

[0060] In embodiments of the present invention, each character has its own corresponding voice pack, including voices for the character to perform various actions and sound effects for interacting with creatures in the level. The appearance of the character itself can be changed according to the player's needs, and the player can also import their own designed character appearance.

[0061] After selecting a game character, the game provides players with a vocabulary library for generating levels. The vocabulary library is divided into five categories based on relevance: difficulty-related, emotion-related, environment-related, level mode-related, and level objective-related. By selecting from the vocabulary library, players can quickly determine and choose the characteristics of the level they want to play. These characteristics determine the gameplay of the level and also the music that will be used to create the generated level.

[0062] Specifically, suppose there's a roglike game called "CraftMine." After entering the game, player Steven chooses the appearance skin for his character. Before level generation, the game provides Steven with a database of keywords. Steven, wanting to relieve work fatigue, selects medium difficulty, upbeat, snowy, and adventure mode, with the goal of reaching a designated location within a time limit. The game randomly generates a snowy map based on Steven's selection, requiring the player to ride a horse through a group of medium-level hostile mobs to reach a village within the time limit. Simultaneously, the game selects background music from the medium difficulty's base music based on the player's chosen keywords, combines it with snowy-themed accompaniment, and after tuning to suit upbeat and adventure modes, selects appropriate instruments to create the game's background music. Finally, the game selects a snowy environment sound group from the base music library as the level's environmental sound effects, changing the environment as time and location change within the level. The sound effects transition within the snowfield environment sound group, while also drawing on the character's voice pack to interact with the snowfield and further enhance Steven's immersion in the snowfield. The ambient sound effects include howling, avalanche, creature stomping through the snow, and glacier cracking. Each of these ambient sound effects has an ambient value. The closer the player is to the terrain that may produce a specific sound effect, the faster the ambient value increases. When the ambient value reaches a threshold, the ambient sound effect is played and the ambient value is re-accumulated. When the character enters combat, the ambient value is ignored, and the ambient sound effect corresponding to the current environment is played in a loop. For example, when Steven controls the character to continuously move and explore on the glacier, the ambient sound effect will play the glacier cracking sound at a high frequency and the howling, avalanche, and creature stomping through the snow sound at a low frequency. When the character encounters a hostile creature on the glacier and enters combat, only the glacier cracking sound will be played in a loop until the character's combat ends.

[0063] As Steven gets closer to the village within the level, the number of hostile creatures he encounters also increases. The background music is varied or instruments are changed to enhance its upbeat feel. The ambient sound effects are enhanced to reflect the volume of the surrounding environment, while the volume of Steven's interactions with the hostile creatures is reduced to accommodate the increase in hostile creatures.

[0064] After Steven arrives at the village, the level is officially completed. The game stops playing background music, environmental sound effects, ambient sound effects, and creature sound effects. All creatures in the level, including the character controlled by Steven, stop moving. The game plays the level completion sound effect and enters the level completion story.

[0065] refer to Figure 3In a specific embodiment of the present invention, all 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, and music generation of the level. It is allowed for an entry to belong to multiple entry categories. When generating a level, the player must select at least one of the five categories. The player can select multiple entries belonging to the same entry category. When there is a conflict between entries belonging to the same entry category, the game selects an entry with a consistent style with other entries to generate the game level. The conflicting entries are abandoned and explained to the player. The abandoned entries only participate in the generation of game music.

[0066] refer to Figure 4 In a specific embodiment of the present invention, the music used in the game levels is generated using a random algorithm trained on a basic music library. The basic music in the basic music library comes from natural real-world environments and simple sound effects or melodies created by the game developers. The game developers select and add entries from the lexicon to the basic music in the basic music library. The random algorithm for music generation includes five steps: target music purpose, style, main melody, accompaniment, and instruments. The target music purpose refers to the type of music that can be generated in the level: background music, environmental sound effects, and ambient sound effects. The main melody and accompaniment are selected from the basic music in the basic music library by the player's selected entries. The process involves: determining the style of generated music based on player-selected terms; tuning the base music based on this style; and determining the instruments that play the generated music within a level, with different instruments implemented using the game's built-in mixer. Additionally, the music used to train the random algorithm comes from other games online. The game developers select online game music based on the desired game style, break down the selected music, add the detailed sub-words to the terminology library, and then add it to the training set to train the random algorithm. This establishes the algorithm's ability to organically combine base music based on terms.

[0067] refer to Figure 5In a specific embodiment of the present invention, as the player's character gets closer to achieving the level's objective, the progress increases, and the background music changes to reflect the player's emotional choices. The current level status of the character includes character behavior patterns, character health status, and achieved objectives. Character behavior patterns include combat, exploration, and rest states. Different behaviors are possible under different behavior patterns, and the corresponding voice lines also differ. Character health status describes the character's physical condition in combat. When the character is low on health or enters an abnormal state, ambient sound effects symbolizing danger are used to alert the player and create a sense of crisis in the battle. Similarly, when the character is in an advantageous position, ambient sound effects symbolizing advantage are used. The game also includes achievement collection. When the character is in a rest state, ambient sound effects use treasure music symbolizing achievements. This treasure music changes based on the number of achievements the player has achieved. The more achievement goals you complete, the more exhilarating the treasure music becomes. The levels also incorporate weather, terrain, and time concepts; environmental sound effects vary or have increased / decreased reverb depending on the weather, terrain, and time. Some character voice lines also change accordingly. Ambient sound effects describe special sounds that don't occur periodically in nature, adding randomness and realism to the level experience. Different ambient sound effects play when their corresponding ambient value reaches a threshold and are reset afterward. The ambient value increases as the game progresses, and the character's location on specific terrain accelerates the growth of the corresponding ambient sound effect's value. The threshold for the ambient value fluctuates within a certain range to simulate the randomness of ambient sound effects in reality. When a character enters combat, considering that combat significantly impacts the surrounding environment, ambient sound effects corresponding to the character's current terrain are played in a loop to maintain realism and highlight the intensity of the battle.

[0068] refer to Figure 6In a specific embodiment of the present invention, the background music, environmental sound effects, ambient sound effects, and voices of the character and other creatures are constantly adjusted or changed based on the level progress, player status, and the environment in which the character is located. The game includes a built-in music adjuster that adjusts all sounds and sound effects within the level in real time. The game developers use random algorithms to simulate strategies for varying the variation of music and sound effects, volume changes, and smooth transitions between music tracks under different conditions, and organize these strategies into a music playback strategy. The music adjuster adjusts the music, sound effects, and voice playback in the game in real time according to this music playback strategy. The music playback strategy includes adjustments to volume, rhythm, and playback on / off states. For character voice acting and bio-sound effects, the music player adjusts the volume and play / pause settings to switch between voice acting and adjust the volume of bio-sound effects. It also adjusts the volume and rhythm of the background music to reflect changes in the ambient sound. Furthermore, by adjusting the volume, rhythm, and play / pause settings, it adjusts the ambient sound effects to reflect different environmental conditions. By adjusting the volume and play / pause settings and considering the character's behavior and environment, it transitions ambient sound effects from intermittent to looping playback. Additionally, the music adjuster uses a random algorithm-trained transition method to achieve musical variations and smooth transitions between musical pieces.

[0069] The game also provides an adjustment menu for all the basic music used. Players can freely combine or add basic music according to their own needs. The random algorithm determines the lyrics of the music added by the player based on the lyrics of the music already in the training set, and adds the music to the basic music library.

[0070] Alternatively, this invention can also be used to generate music in batches for a single level without providing players with the function of combining music, thereby avoiding the need to install a music tuner, the algorithm, the dictionary, and the basic music library in the game.

[0071] It should be understood that although the steps in the flowcharts of the accompanying figures are shown sequentially as indicated by the arrows, these steps are not necessarily executed in the order indicated by the arrows. Unless explicitly stated herein, there is no strict order restriction on the execution of these steps, and they can be executed in other orders. Moreover, at least some steps in the flowcharts of the accompanying figures may include multiple sub-steps or multiple stages. These sub-steps or stages are not necessarily completed at the same time, but can be executed at different times, and their execution order is not necessarily sequential, but can be performed alternately or in turn with other steps or at least some of the sub-steps or stages of other steps.

[0072] The above description is only a partial embodiment of this application. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principle of this application, and these improvements and modifications should also be considered within the scope of protection of this application.

[0073] The above are all preferred embodiments of this application, and are not intended to limit the scope of protection of this application. Therefore, all equivalent changes made in accordance with the structure, shape and principle of this application should be covered within the scope of protection of this application.

Claims

1. A sound output control method based on multiple game levels, characterized in that, The method includes: The game provides players with a vocabulary library. Players select vocabulary from the library, and the game randomly generates levels based on the selected vocabulary and extracts the corresponding basic music library. A fixed number of basic music tracks are randomly selected from the extracted basic music library and combined using a random algorithm to create background music, ambient sound effects, ambient sound effects, and level completion music. A music playback strategy is generated based on the keywords selected by the player. After the player selects a character, the system preloads the character's voice lines, background music, environmental sound effects, ambient sound effects, level completion music, and creature sound effects. After the player enters a level, the system plays a combination of background music and environmental sound effects, and plays a combination of ambient sound effects at regular intervals. The system also plays corresponding voice lines when the player-controlled character performs different actions, and plays corresponding creature sound effects when the player-controlled character interacts with different creatures in the level. Based on the current music playback strategy, the following applies within the level: read the behavior pattern of the player-controlled character and the character's interaction state within the level; adjust the ambient sound effects in real time according to the behavior pattern and game rhythm; and adjust the background music playback state according to the level progress. The steps for generating music using the aforementioned random algorithm are as follows: S1. The game creators produce the aforementioned basic music for the game according to their own needs; S2. The basic music is pre-classified according to its use as background music, environmental sound effects, or status sound effects, and the game creator sets the vocabulary of the basic music according to the game style; S3. The game developers select a combination of the basic music as a sample according to the set terms; S4. The random algorithm is trained using a complex number of samples, and the game developer filters the combinations of the trained basic music to establish the ability of the random algorithm to select reasonable music combinations based on the keywords. S5. The random algorithm performs smooth optimization on the generated background music, environmental sound effects, or status sound effects based on the samples; S6. Determine the music playback strategy for the generated background music, environmental sound effects, or status sound effects based on the game rhythm within the game.

2. The sound output control method based on multiple game levels according to claim 1, characterized in that, The terms are categorized into emotional terms, environmental terms, and difficulty terms based on their function. The generation of background music is influenced by environmental and difficulty terms. The generation of ambient sound effects is influenced by emotional and environmental terms. The generation of level completion music is influenced by emotional and difficulty terms. The generation of ambient sound effects is influenced by emotional terms. When a player selects conflicting terms, the random algorithm prioritizes terms with similar terms.

3. The sound output control method based on multiple game levels according to claim 1, characterized in that, The random algorithm uses machine learning to obtain the function of adjusting the music playback method according to the game rhythm and the behavior pattern of game music in the market. The algorithm establishes a connection between the entries corresponding to the samples provided by the game developers and the finally determined music playback method, thereby allowing the game developers and players to 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 times the music is played, the playback speed, the playback frequency and the frequency.

4. 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 triggered behavior. The character has different basic behavior and triggered behavior when it is in different behavior modes. When the player-controlled character performs a basic behavior, the corresponding voice is played. The behavior modes include rest state, exploration state, and combat state. When the character performs the triggered behavior corresponding to the current behavior mode, the current behavior mode is changed or a special event is triggered.

5. The sound output control method based on multiple game levels according to claim 1, characterized in that, The levels contain different game terrains. The background music varies in tone and volume as the character is in different game terrains and plays in a loop. According to the process design of different levels, the background music performs corresponding variations when the character reaches different stages of the level.

6. The sound output control method based on multiple game levels according to claim 4, characterized in that, The environmental sound effects include auxiliary sound effects, status sound effects, and rendering sound effects. The auxiliary sound effects are common sound effects in different environments in reality, and the auxiliary sound effects are dynamically changed and played in different terrains within the level. The status sound effects are the sounds that a 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 background music, which is selectively played according to the character's current interaction state with the environment or when the special event is triggered.

7. The sound output control method based on multiple game levels according to claim 6, characterized in that: The biological sound effects are used for interactive objects in the game. The biological sound effects include default biological sound effects and biological interactive sound effects. Interactive objects in the game play default biological sound effects at irregular intervals, and change to biological interactive sound effects when interacting with the character. The types of biological interactive sound effects change with the change of the behavior pattern.

8. The sound output control method based on multiple game levels according to claim 7, characterized in that: The interaction state represents the parameters of the environment surrounding the character when the character performs the basic behavior. Under different behavior modes, the types of effective behaviors that the character can perform on the interactive object 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.

9. The sound output control method based on multiple game levels according to claim 5, characterized in that: When the player completes the current level, the background music, environmental sound effects, ambient sound effects, and creature sound effects will stop and the level completion music will play. The ambient sound effects include a set of melodies that express a variety of emotions. When the character is in an exploration state, the game reads the environment around the character and accumulates an atmosphere value. When the atmosphere value reaches a threshold, the ambient sound effects are played randomly. When the character is in a combat state, the ambient sound effects are selected and played in a loop according to the music playback strategy until the character exits the combat state.

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