Audio processing method

Through layered design and dynamic adjustment of the sound effect hierarchical weights, combining multiple sound effect styles and background music, the problem of failure to consider individual players in game audio design is solved, personalized audio processing is realized, and immersion and user experience are enhanced.

CN120279867APending Publication Date: 2025-07-08ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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Patent Information

Application Number
CN202510439946.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-09
Publication Date
2025-07-08

AI Technical Summary

Technical Problem

The existing game audio design fails to fully consider individual player differences, resulting in poor user experience.

Method used

Through layered design and dynamic adjustment of sound effect hierarchical weights, combining multiple sound effect styles and background music, personalized audio processing is achieved.

Benefits of technology

Enhance the immersion and dynamic adaptability of the game and improve the user experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides an audio processing method. The audio processing method comprises the following steps: determining a target sound effect level of a target scene sound effect; according to a preset weight range of each sound effect level in a plurality of sound effect levels and the target sound effect level, determining a target level weight of each sound effect level, the target sound effect level being any one of the plurality of sound effect levels; according to the target hierarchy weight of each sound effect hierarchy, performing audio track mixing on the target sound effect of each sound effect hierarchy to obtain a target scene sound effect of a target scene corresponding to the target sound effect hierarchy; the audio effect can be adjusted by adjusting the weight proportion of different sound effect levels, audio mixing is performed according to the target level weight of each sound effect level, dynamic audio mixing can be realized, immersion and dynamic adaptability can be enhanced, and user experience can be improved.
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Description

Technical Field

[0001] This specification relates to the technical field of audio processing, and particularly to an audio processing method. This specification also relates to an audio processing device, a computing device, a computer-readable storage medium, and a computer program product. Background Art

[0002] With the continuous popularization of electronic games, the importance of audio design in games has become increasingly prominent. Audio effects are not just a simple superposition of background music and environmental sound effects, but also an important component in enhancing players' immersive gaming experience. However, most current games still use a unified audio preset mode and do not fully consider the individual differences among players. Many players have different expectations for the audio experience in games.

[0003] Due to the lack of an audio design solution for such individual differences, some players are troubled when choosing games, which affects the user experience and market competitiveness of games. Therefore, there is an urgent need for a solution that can dynamically adapt to and meet the audio needs of different players. Summary of the Invention

[0004] In view of this, embodiments of this specification provide an audio processing method. This specification also relates to an audio processing device, a computing device, a computer-readable storage medium, and a computer program product to solve the above problems existing in the prior art.

[0005] According to the first aspect of the embodiments of this specification, an audio processing method is provided, including: Determine the target sound effect level of the target scene sound effect; According to the preset weight ranges of each sound effect level in multiple sound effect levels and the target sound effect level, determine the target level weights of each sound effect level, where the target sound effect level is any one of the multiple sound effect levels; According to the target level weights of each sound effect level, perform audio track mixing on the target sound effects of each sound effect level to obtain the target scene sound effect corresponding to the target sound effect level of the target scene.

[0006] According to the second aspect of the embodiments of this specification, another audio processing method is provided, including: Determine the target sound effect level of the target scene sound effect; According to the preset weight ranges of each sound effect level in multiple sound effect levels and the target sound effect level, determine the target level weights of each sound effect level, where the target sound effect level is any one of the multiple sound effect levels; According to the target level weights of the respective sound effect levels, perform audio track mixing on the target sound effects of the respective sound effect levels to obtain the target scene sound effects corresponding to the target sound effect levels of the target scene; Determine the target sound effect style of the reference scene sound effects, and determine the reference scene sound effects of the reference scene according to the preset sound effects corresponding to the target sound effect style.

[0007] According to the third aspect of the embodiments of the present specification, there is provided an audio processing apparatus, including: A level determination module configured to determine the target sound effect level of the target scene sound effects; A weight determination module configured to determine the target level weights of the respective sound effect levels according to the preset weight ranges of the respective sound effect levels in multiple sound effect levels and the target sound effect level, where the target sound effect level is any one of the multiple sound effect levels; A sound effect obtaining module configured to perform audio track mixing on the target sound effects of the respective sound effect levels according to the target level weights of the respective sound effect levels to obtain the target scene sound effects corresponding to the target sound effect levels of the target scene.

[0008] According to the fourth aspect of the embodiments of the present specification, there is provided another audio processing apparatus, including: A level determination module configured to determine the target sound effect level of the target scene sound effects; A weight determination module configured to determine the target level weights of the respective sound effect levels according to the preset weight ranges of the respective sound effect levels in multiple sound effect levels and the target sound effect level, where the target sound effect level is any one of the multiple sound effect levels; A target sound effect obtaining module configured to perform audio track mixing on the target sound effects of the respective sound effect levels according to the target level weights of the respective sound effect levels to obtain the target scene sound effects corresponding to the target sound effect levels of the target scene; A reference sound effect obtaining module configured to determine the target sound effect style of the reference scene sound effects, and determine the reference scene sound effects of the reference scene according to the preset sound effects corresponding to the target sound effect style.

[0009] According to the fifth aspect of the embodiments of the present specification, there is provided a computing device, including a memory, a processor, and a computer program / instructions stored in the memory and executable on the processor, and when the processor executes the computer program / instructions, the steps of the audio processing method are implemented.

[0010] According to the sixth aspect of the embodiments of the present specification, there is provided a computer-readable storage medium storing computer program / instructions, and when the computer program / instructions are executed by a processor, the steps of the audio processing method are implemented.

[0011] According to a seventh aspect of the embodiments of the present specification, there is provided a computer program product including computer programs / instructions, which implement the steps of the above audio processing method when executed by a processor.

[0012] The audio processing method provided in the present specification includes determining a target sound effect level of a target scene sound effect; determining a target level weight of each sound effect level according to a preset weight range of each sound effect level in a plurality of sound effect levels and the target sound effect level, where the target sound effect level is any one of the plurality of sound effect levels; and performing audio track mixing on the target sound effects of each sound effect level according to the target level weights of each sound effect level to obtain a target scene sound effect corresponding to the target sound effect level of the target scene.

[0013] The audio processing method provided in an embodiment of the present specification determines a target sound effect level of a target scene sound effect to determine the audio presentation effect desired by a player. According to the preset weight range of each sound effect level in a plurality of sound effect levels and the target sound effect level, the target level weight of each sound effect level is determined. In the case where the target scene sound effect is divided into multiple sound effect levels, the audio effect can be adjusted by adjusting the weight ratio of different sound effect levels. Performing audio track mixing on the target sound effects of each sound effect level according to the target level weights of each sound effect level to obtain a target scene sound effect corresponding to the target sound effect level of the target scene, that is, performing audio mixing according to the target level weights of each sound effect level can achieve dynamic mixing, enhance the immersion and dynamic adaptability, and improve the user experience. Description of the Drawings

[0014] Figure 1 is a flowchart of an audio processing method provided in an embodiment of the present specification; Figure 2 is a flowchart of an audio processing method applied to a game scene provided in an embodiment of the present specification; Figure 3a is a schematic diagram of a processing process for determining a target scene sound effect in an audio processing method provided in an embodiment of the present specification; Figure 3b is a schematic diagram of a processing process for determining background music in an audio processing method provided in an embodiment of the present specification; Figure 4 is a schematic structural diagram of an audio processing device provided in an embodiment of the present specification; Figure 5 is a structural block diagram of a computing device provided in an embodiment of the present specification. Detailed Embodiments

[0015] Numerous specific details are set forth in the following description to facilitate a full understanding of this specification. However, this specification can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the connotation of this specification. Therefore, this specification is not limited by the specific implementations disclosed below.

[0016] The terms used in one or more embodiments of this specification are for the purpose of describing specific embodiments only and are not intended to limit one or more embodiments of this specification. The singular forms "a", "the", and "said" used in one or more embodiments of this specification and the appended claims are also intended to include the plural forms unless the context clearly dictates otherwise. It should also be understood that the term "and / or" used in one or more embodiments of this specification refers to and encompasses any and all possible combinations of one or more of the associated listed items.

[0017] It should be understood that although the terms first, second, etc. may be used in one or more embodiments of this specification to describe various information, such information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of one or more embodiments of this specification, the first may also be referred to as the second, and similarly, the second may also be referred to as the first. Depending on the context, the word "if" as used herein may be interpreted as "when" or "while" or "in response to determining".

[0018] The expectations of many players for the game audio experience vary. For example: Groups that prefer intense sound effects: These players usually like high-intensity sound effects, such as shocking battle music, rapid drumbeats, and intense ambient sounds, which can enhance their combat experience.

[0019] Groups that prefer soft sound effects: Relatively speaking, some players tend to enjoy a melodious and soothing music atmosphere, such as light music or natural sounds, which can provide a more relaxing gaming environment.

[0020] In this specification, an audio processing method is provided. This specification also relates to an audio processing device, a computing device, a computer-readable storage medium, and a computer program product, which will be described in detail one by one in the following embodiments.

[0021] Figure 1 The flowchart of an audio processing method provided according to an embodiment of this specification is shown, which specifically includes the following steps: Step 102: Determine the target sound effect level of the target scene sound effect.

[0022] Among them, the target scene sound effect can be understood as the sound effect that needs to be played in a specific scene. Taking a game as an example, for instance, when the target scene is a combat scene, the target scene sound effects can include weapon collision sounds, skill sound effects, explosion sounds, etc. The target sound effect level can be understood as the sound effect level that the user wants the target scene sound effect to reach; and usually, the target scene is a scene that can be dynamically loaded, and different scene sound effects can be configured in these dynamically loaded scenes from the basic global scene.

[0023] Specifically, different scenes require different scene sound effects to enhance the player's immersion. However, players have unique preferences for scene sound effects. For example, even in a combat scene, some users prefer relatively gentle scene sound effects, while some prefer more intense scene sound effects; a hierarchical design can be carried out for the target scene sound effects, and sound effects at different levels can present different degrees of intensity effects. Therefore, before generating the target scene sound effect, it is possible to determine the sound effect level that the user wants the target scene sound effect to reach.

[0024] In one or more embodiments of this specification, the sound effects can be divided into multiple sound effect levels according to the intensity or other criteria. Different sound effect levels correspond to different effects and include different sound effect types. The specific implementation is as follows: Before determining the target sound effect level of the target scene sound effect, it further includes: Dividing the target scene sound effect into the multiple sound effect levels, and setting the corresponding relationship between each sound effect level and each sound effect type according to the effect type corresponding to each sound effect level.

[0025] Among them, the multiple sound effect levels can be understood as dividing the target scene sound effect into multiple levels according to the intensity or other criteria, for example, divided into three levels: low, medium, and high.

[0026] Taking the example of dividing the target scene sound effect into three levels: low-intensity level, medium-intensity level, and high-intensity level according to the intensity, the effect type corresponding to the low-intensity level is low-intensity, so it can correspond to basic sound effect types such as environmental sounds and soothing background music. The effect type corresponding to the medium-intensity level is medium-intensity, and it can correspond to basic sound effect types and combat sound effect types (for example, the sound effects of the combat sound effect type include weapon collision sounds, skill sound effects, etc.). The effect type corresponding to the high-intensity level is high-intensity, and it can correspond to basic sound effect types, combat sound effect types, and dynamic sound effect types (such as explosion sounds, character shouts) and high-intensity background music.

[0027] Specifically, first, the target scene sound effects need to be divided into multiple levels according to the intensity. For example, the low-intensity level (Layer1) may only include ambient sounds and soothing background music; the medium-intensity level (Layer2) can combine basic sound effects and additional combat sound effects, such as weapon collision sounds and skill sound effects; the high-intensity level (Layer3) may include explosion sounds and character shouts, which is suitable for players who like a passionate and intense combat experience.

[0028] Through this hierarchical design, the system can dynamically adjust the sound effects according to the scene and the user's selection.

[0029] In one or more embodiments of this specification, according to the preset effect type that the user selects for the target scene sound effects, the corresponding target sound effect level is determined, and then the sound effects are mixed using the target sound effect level and the weights of multiple sound effect levels. The specific implementation is as follows: Determining the target sound effect level of the target scene sound effects includes: In response to the effect selection operation for the target scene sound effects, determining the preset effect type of the target scene sound effects, and determining the target sound effect level according to the preset effect type, where the multiple sound effect levels respectively correspond to different effect types.

[0030] Among them, the effect selection operation can be understood as the operation of the player or the system to select the sound effect. For example, the player selects the "high-intensity" sound effect in the game settings, or the system automatically selects the "high-intensity" sound effect according to the current combat scene; of course, in the embodiments of this specification, the effect selection operation is the operation of the player when the user's needs are to be met.

[0031] The preset effect type can be understood as the preset sound effect type, such as "low-intensity", "medium-intensity", "high-intensity", etc. In fact, audio preference setting options can be provided in the user interface to allow the user to select the preset effect type that they want the target scene sound effects to achieve.

[0032] Specifically, in the game, the player can select the intensity of the sound effect they like through the audio preference setting options in the user interface. For example, the player can select the "high-intensity" sound effect, indicating that they hope to hear shocking combat music and richer sound effects in the combat scene. The system will determine the target sound effect level of the combat scene as the high-intensity level according to the player's selection. Similarly, if the player selects the "low-intensity" sound effect, the target sound effect level of the combat scene is determined as the low-intensity level.

[0033] Of course, in practical applications, a selection slider for the target scene sound effect can be displayed in the user interaction interface. For example, the range set for this slider is 0 - 100%. When the player slides the slider within the range of 0 - 30%, it is determined that the player selects the "low intensity" sound effect. When the player slides the slider within the range of 31 - 60%, it is determined that the player selects the "medium intensity" sound effect. When the player slides the slider within the range of 61 - 100%, it is determined that the player selects the "high intensity" sound effect.

[0034] The audio processing method provided in the embodiments of this specification divides the target scene sound effects into multiple levels according to the intensity through hierarchical design, and dynamically adjusts the sound effect level of the current scene according to the selection of the player or the system, which can ensure the matching degree of the target scene sound effect with the game scene and the user's selection, and enhance the player's immersion.

[0035] Step 104: Determine the target level weights of the sound effect levels according to the preset weight ranges of the sound effect levels in the multiple sound effect levels and the target sound effect level, where the target sound effect level is any one of the multiple sound effect levels.

[0036] Among them, each sound effect level has a preset weight range in the system. For example, the weight range of the low intensity layer is 0.1 - 0.3, the weight range of the medium intensity layer is 0.4 - 0.6, and the weight range of the high intensity layer is 0.7 - 1.0. The target level weight can be understood as the final weight value of each sound effect level calculated by the system according to the target sound effect level and the preset weight range.

[0037] Specifically, according to the intensity desired by the player, determine the target sound effect level. For example, if the player selects the "low intensity" sound effect, then the target sound effect level is the low intensity layer (Layer1), so as to increase the weight value within the preset weight range corresponding to the low intensity layer, and select the corresponding weight values from the other two sound effect levels; these weight values determine the volume and importance of the sound effects of each layer.

[0038] In one or more embodiments of this specification, according to the preset weight ranges of the sound effect levels, determine the primary level weights of the sound effect levels, and then obtain the target level weights of the sound effect levels through normalization processing. The specific implementation is as follows: The determining the target level weights of the sound effect levels according to the preset weight ranges of the sound effect levels in the multiple sound effect levels and the target sound effect level includes: Determine the primary level weights of the sound effect levels according to the preset weight ranges of the sound effect levels in the multiple sound effect levels and the target sound effect level; Normalize according to the primary level weights of each sound effect level to obtain the target level weights of each sound effect level.

[0039] Among them, the primary level weight can be understood as the initial weight value assigned by the system to each sound effect level according to the target sound effect level and the preset weight range. Normalization processing refers to normalizing the primary weights of each sound effect level to ensure that the sum of the weights of all levels is 1.0. The target level weight can be understood as the final weight value of each sound effect level after normalization processing.

[0040] For example, assume that the target sound effect level is the low-intensity layer (Layer1). The system will assign initial weights to each level according to the preset weight range: when the intensity selected by the player is low (e.g., 20%), the weight of the low-intensity layer will increase to near the upper limit (e.g., 0.3) and become the dominant layer, which means that the sound effects of the low-intensity layer (such as ambient sounds and soothing background music) will occupy the main sound output. The weight of the medium-intensity layer will decrease to below 0.1 (e.g., 0.05), only retaining a small amount of sound effects to ensure the naturalness of the sound effect transition, which means that the sound effects of the medium-intensity layer (such as weapon collision sounds) will be played at a lower volume; the weight of the high-intensity layer will approach 0 (e.g., 0.01), but will not be completely turned off to avoid the abruptness of the sound effect, which means that the sound effects of the high-intensity layer (such as explosion sounds) will be played at an extremely low volume and can hardly be heard.

[0041] In fact, the target scene sound effects played will be mainly the low-intensity layer, and only extremely low-volume or low-frequency sound effects are retained in the medium-intensity layer and the high-intensity layer to ensure a smooth transition of the sound effects from the high-intensity state to the low-intensity state.

[0042] Assume that the intensity selected by the player is 20%. The system will calculate as follows according to the preset weight range: Initial weight assignment: low-intensity layer: 0.2; medium-intensity layer: 0.05; high-intensity layer: 0.01; the sum is 0.26. After normalization, the weight of the low-intensity layer = 0.2 / 0.26 ≈ 0.77; the weight of the medium-intensity layer = 0.05 / 0.26 ≈ 0.19; the weight of the high-intensity layer = 0.01 / 0.26 ≈ 0.04; after normalization, the weight ratio of the low-intensity layer is the largest (77%), and the weight ratios of the medium-intensity layer and the high-intensity layer are very small (19% and 4%), ensuring that the sound effects are mainly the low-intensity layer, while retaining a small amount of the medium and high-level sound effects to avoid abruptness.

[0043] The audio processing method provided by the embodiments of this specification dynamically adjusts the weights of each sound effect layer through weight assignment and normalization to ensure smooth transitions and naturalness of the sound effects. Regardless of the intensity level selected by the player, the system calculates the final weight value of each sound effect layer according to the preset weight range and the target sound effect layer to ensure smooth transitions of the sound effects.

[0044] Step 106: According to the target layer weights of the respective sound effect layers, perform audio track mixing on the target sound effects of the respective sound effect layers to obtain the target scene sound effects corresponding to the target sound effect layer for the target scene.

[0045] Among them, the target scene sound effects can be understood as the final sound effects of the target scene generated after mixing the target sound effects of each sound effect layer according to the target layer weights of each sound effect layer.

[0046] Specifically, each sound effect layer has a corresponding target sound effect. For example, the low-intensity layer includes environmental sounds (such as wind sounds, bird chirping) and soothing background music, the medium-intensity layer includes combat sound effects such as weapon collision sounds, skill sound effects, etc., and the high-intensity layer includes dynamic sound effects such as explosion sounds, character shouts, etc. Adjust the volume of each sound effect layer according to the target layer weights. For example, the larger the weight value, the higher the volume; the smaller the weight value, the lower the volume.

[0047] In fact, in order to avoid conflicts in frequency bands among the sound effects of different sound effect layers, the system can use a frequency band splitting filter to allocate the sound effects of different sound effect layers to different frequency bands, that is, the sound effects of the low-intensity layer can be concentrated in the low-frequency band, the sound effects of the medium-intensity layer can be concentrated in the medium-frequency band, and the sound effects of the high-intensity layer can be concentrated in the high-frequency band.

[0048] The system dynamically adjusts the volume and frequency band distribution of each sound effect layer according to the intensity level selected by the player to ensure smooth transitions and naturalness of the sound effects. After audio track mixing, the system generates the final target scene sound effects, which can well match the atmosphere of the current game scene and the intensity level selected by the player.

[0049] In one or more embodiments of this specification, audio track mixing is performed on the target sound effects of each sound effect layer through a layer control module in the audio engine. The specific implementation is as follows: Performing audio track mixing on the target sound effects of the respective sound effect layers according to the target layer weights of the respective sound effect layers to obtain the target scene sound effects corresponding to the target sound effect layer for the target scene includes: Sending the target layer weights of the respective layer sound effects to the sound effect engine; Using the hierarchical control module of the sound effect engine and the target hierarchical weights of each sound effect layer, perform audio track mixing on the target sound effects of each sound effect layer to obtain the target scene sound effects corresponding to the target sound effect layer of the target scene, where the target sound effects of each sound effect layer are determined from the sound effect types corresponding to each sound effect layer.

[0050] Among them, the sound effect engine can be understood as the core module responsible for processing sound effects in a game or audio system, capable of real-time mixing, playing, and controlling sound effects; the hierarchical control module can be understood as a sub-module in the sound effect engine, used to dynamically adjust the sound effects of each sound effect layer according to the target hierarchical weights.

[0051] Specifically, the game engine calls the hierarchical control module of the audio engine through the application programming interface and passes the target hierarchical weights of each layer of sound effects to the hierarchical control module as the intensity parameter selected by the player, so that the hierarchical control module can perform audio track mixing on the target sound effects of each sound effect layer according to the target hierarchical weights of the sound effect layer, obtain the target scene sound effects, and trigger the switching of the sound effect layer.

[0052] In the audio processing method provided by the embodiments of this specification, the hierarchical control module will mix the target sound effects of each sound effect layer according to the target hierarchical weights, realizing dynamic adjustment of the volume and frequency band distribution of each sound effect layer, and ensuring the smooth transition and naturalness of the sound effects.

[0053] In one or more embodiments of this specification, in the reference scene, a variety of preset sound effects with different sound effect styles are provided to the user, so that the reference scene sound effects corresponding to the target sound effect style can be played in the reference scene. The specific implementation is as follows: This audio processing method further includes: Determine the target sound effect style of the reference scene sound effects; According to the preset sound effects corresponding to the target sound effect style, determine the reference scene sound effects of the reference scene.

[0054] Among them, the reference scene can be understood as the basic global scene. Still taking the game as an example, the reference scene is the basic scene that is always loaded during the entire game operation, such as map browsing, menus and settings, character customization, etc.; while the target scene is the scene dynamically loaded according to the target event on the reference scene. For example, in the game scene, the target scene is the combat scene, which is dynamically loaded when entering the combat map or when the user triggers the combat behavior. The reference scene sound effects can be understood as the sound effects used to play in the reference scene.

[0055] The target sound effect style can be understood as the sound effect style selected by the player, such as classical style, electronic style, natural style, future technology style, etc. The preset sound effects can be understood as the specific sound effect content corresponding to each sound effect style. For example, the preset sound effects corresponding to the classical style include the sound effects of using classical musical instruments (such as piano, violin), the preset sound effects corresponding to the electronic style include the sound effects of using electronic synthesizers (such as electronic pulse sounds, synthetic sound effects), the preset sound effects corresponding to the natural style include the sound effects of using natural environments (such as wind sounds, bird chirping), and the preset sound effects corresponding to the future technology style include the sound effects of using science fiction styles (such as mechanical operation sounds, laser sounds).

[0056] Specifically, the player selects their favorite sound effect style in the game settings. For example, the player can select the "classical + natural" style, indicating that they hope to hear the sounds of classical musical instruments and natural environments in the reference scene; the system obtains the corresponding sound effects from the preset sound effect library according to the target sound effect style. For example, the classical style includes the sounds of piano and violin, and the natural style includes the sounds of wind and bird chirping.

[0057] In fact, the preset sound effects corresponding to the target sound effect style include multiple types. On the basis that the player has selected the target sound effect style, multiple preset sound effects corresponding to the target sound effect style are displayed for the user to select, so as to generate other scene sound effects corresponding to the target sound effect style according to the target sound effect style and the preset sound effects. The system applies the generated other scene sound effects to the corresponding non-core scenes. For example, when the player moves the cursor on the map, the wind sound of the natural style is played.

[0058] It should be noted that the target sound effect style also affects the user interface operation sound effects (such as button click sounds, menu switching sounds). For example, when the player clicks the button control on the user interface, the sound of pressing a piano key in the classical style is played.

[0059] In one or more embodiments of this specification, when the player selects the target sound effect style, they can select one or more, so as to generate other scene sound effects with different effects. The specific implementation is as follows: Determining the reference scene sound effect of the reference scene according to the preset sound effects corresponding to the target sound effect style includes: In the case where the target sound effect style includes one sound effect style, determining the preset sound effects corresponding to the target sound effect style as the reference scene sound effect of the reference scene; In the case where the target sound effect style includes at least two sound effect styles, integrating the preset sound effects corresponding to the target sound effect style according to the target ratio to obtain the reference scene sound effect of the reference scene.

[0060] Specifically, if the player only selects one sound effect style (e.g., "classical style"), the system will directly determine the preset sound effect corresponding to the target sound effect style as the reference scene sound effect; if the player selects multiple sound effect styles (e.g., "70% classical + 30% natural"), the system will integrate the preset sound effects of each sound effect style according to the target ratio to generate the reference scene sound effect. Specifically, when implementing, obtain the sound effects corresponding to each sound effect style from the preset sound effect library and integrate them according to the target ratio, that is, mix the sound effects of each sound effect style according to the ratio selected by the player. For example, if the classical style accounts for 70% and the natural style accounts for 30%, the system will mix the piano sound and violin sound (classical style) with the wind sound and bird sound (natural style) in a ratio of 70:30, and the mixed sound effect is the reference scene sound effect.

[0061] In the audio processing method provided by the embodiments of this specification, players can select sound effect styles according to their own preferences, and can even mix multiple styles to obtain a highly personalized sound effect experience. Moreover, by supporting the mixing of multiple sound effect styles, the system can generate a rich variety of sound effects and avoid monotonous and repetitive sound effects.

[0062] In one or more embodiments of this specification, when the player selects two or more sound effect styles, the system separates the sound effects of different frequency bands through a band-splitting filter. The low-frequency band (e.g., 20 Hz - 250 Hz) focuses on percussion and rhythm sound effects and retains the common frequency bands; the mid-high frequency band (e.g., 251 Hz - 20 kHz) is independently processed according to the sound effect styles to avoid frequency band conflicts. The specific implementation method is as follows: Integrating the preset sound effects corresponding to the target sound effect style according to the target ratio to obtain the reference scene sound effect of the reference scene includes: Responding to the ratio setting operation for the at least two sound effect styles, determining the target ratio of each sound effect style in the at least two sound effect styles; Performing band splitting on the preset sound effects corresponding to the target sound effect style to obtain common frequency band sound effects and personalized frequency band sound effects, and adjusting the amplitudes of the personalized frequency band sound effects of each sound effect style according to the target ratio to obtain the personalized frequency band sound effects with adjusted amplitudes; Obtaining the reference scene sound effect of the reference scene by integrating the common frequency band sound effects and the personalized frequency band sound effects with adjusted amplitudes.

[0063] Among them, the ratio setting operation can be understood as an operation in which the player sets the ratio of each sound effect style through a slider or other interface operations. For example, the player can select "70% classical + 30% natural"; band splitting can be understood as splitting the sound effect into different frequency bands according to the frequency range, such as dividing it into low-frequency band, mid-frequency band, and high-frequency band.

[0064] The common - frequency - band sound effect can be understood as the part of the sound effect that multiple sound - effect styles share in a certain frequency band. In the embodiments of this specification, it refers to the sound effect in the low - frequency band. The personalized - frequency - band sound effect can be understood as the part of the sound effect of each sound - effect style in the non - common - frequency band. In the embodiments of this specification, it refers to the sound effect in the medium - and high - frequency band. Amplitude adjustment can be understood as adjusting the volume (amplitude) of each sound - effect style in other frequency bands according to the target ratio. For example, if the classical style accounts for 70%, the amplitude of its sound effect will be larger; if the natural style accounts for 30%, the amplitude of its sound effect will be smaller.

[0065] Specifically, the player sets the ratio of each sound - effect style through a slider or other interface operations. For example, the player selects "70% classical + 30% natural"; the system determines the target ratio of each sound - effect style according to the player's operation, that is, the target ratio of the classical style is 70% and the target ratio of the natural style is 30%.

[0066] The system performs frequency - band segmentation on the preset sound effects corresponding to multiple target sound - effect styles, and divides them into common - frequency - band sound effects and personalized - frequency - band sound effects. For example, the personalized - frequency - band sound effects can include the piano sound in the middle - frequency band corresponding to the classical style and the violin sound in the high - frequency band, and the bird chirping sound in the high - frequency band and the wind sound in the middle - frequency band corresponding to the natural style.

[0067] The system adjusts the amplitude (volume) of each sound - effect style in the personalized - frequency band according to the target ratio. For example, since the classical style accounts for 70%, the amplitude of the piano sound in the middle - frequency band and the violin sound in the high - frequency band of the classical style will be larger; since the natural style accounts for 30%, the amplitude of the bird chirping sound in the high - frequency band and the wind sound in the middle - frequency band of the natural style will be smaller; the final generated sound effect for other scenarios is the mixed result of these frequency - band sound effects, that is, the system integrates the common - frequency - band sound effects and the personalized - frequency - band sound effects with adjusted amplitudes to generate the final reference scene sound effect.

[0068] In practical applications, the player can adjust the ratio of the sound - effect styles at any time, and the system will generate new sound effects in real - time according to the player's selection, providing a highly flexible sound - effect adjustment function.

[0069] The audio - processing method provided by the embodiments of this specification can smoothly mix the sound effects of multiple sound - effect styles through frequency - band segmentation and amplitude adjustment, avoiding sound - effect conflicts and abruptness. And through frequency - band segmentation, the system can retain the unique sound - effect parts of each sound - effect style while mixing the sound effects in the common - frequency band, enhancing the layering of the sound effects.

[0070] In one or more embodiments of this specification, whether to load the target scene is determined according to the current scene and whether the user behavior triggers the target event, so as to output the scene sound effects corresponding to different game scenes according to the actual situation. The specific implementation is as follows: The audio - processing method further includes: Determine user behavior; When the current scene does not contain the target scene and it is determined that the user behavior triggers a target event, load the target scene and output the target scene sound effect.

[0071] Among them, user behavior can be understood as the operations or behaviors of players in the game, such as behaviors like attacking, moving, opening the menu, etc.; the current scene can be understood as the game scene where the player is currently located. The current scene may contain the target scene (such as a combat scene, a mission scene), or may not contain the target scene (for example, in a map browsing scene, a menu setting scene, etc., it is determined that the current scene does not contain the target scene); the target event can be understood as the key event that triggers scene switching, for example, entering a combat area, triggering a combat event, etc.

[0072] Actually, when the current scene contains the target scene and it is determined that the user behavior has not triggered the target event for a preset time, exit the target scene, thereby stopping the playback of the target scene sound effect. This preset time can be understood as the time threshold set by the system for determining whether the user behavior has not triggered the target event for a continuous period. For example, no attack operation is performed within 5 seconds.

[0073] Specifically, the situation of loading the target scene is described. When the current scene does not contain the target scene and the user behavior triggers a target event (such as entering a combat area, triggering a combat event), the target scene is loaded.

[0074] In specific implementation, when the system detects that the user behavior triggers a target event, it loads the target scene (such as a combat scene) and outputs the target scene sound effect (such as combat sound effects, skill sound effects, etc.); for example, when the player is browsing the map and suddenly enters a combat area, the system detects that the combat event is triggered, loads the combat scene on the basis of the map browsing scene, and plays the target scene sound effect on the basis of the reference scene sound effect according to the intensity of the sound effect selected by the player. For example, combat sound effects (such as weapon collision sounds, explosion sounds) and high-intensity background music can be played.

[0075] The situation of exiting the target scene is described. When the current scene contains the target scene and the user behavior has not triggered the target event for a preset time (such as no attack operation is performed within 5 seconds), the target scene is exited.

[0076] In specific implementation, when the system detects that the user behavior has not triggered the target event within the preset time, it exits the target scene and stops playing the target scene sound effect; for example, when the player is in the combat scene and does not perform any attack operation within 5 seconds, the system determines the current scene as the map browsing scene and plays the reference scene sound effect according to the sound effect style selected by the player, such as a classical style sound effect.

[0077] The audio processing method provided by the embodiments of this specification enables the system to dynamically load the target scene according to the user's behavior, ensuring the matching degree of the sound effect with the current scene. Thus, by dynamically switching the scene and the sound effect, the system can provide a more immersive gaming experience for players.

[0078] In one or more embodiments of this specification, according to the target sound effect style, determine the interface interaction operation sound effect of the reference scene, and adjust the volume or frequency band of the target scene sound effect, the reference scene sound effect, and the interface interaction operation sound effect according to the priority or frequency band separation, and finally output the adjusted sound effect. The specific implementation is as follows: Determine the interface interaction operation sound effect of the reference scene according to the target sound effect style, where the interface interaction operation sound effect is played when an interface interaction operation is triggered; According to the priority between the interface interaction operation sound effect and the target scene sound effect and / or the reference scene sound effect, adjust the volume of the interface interaction operation sound effect, and the target scene sound effect and / or the reference scene sound effect, and output the interface interaction operation sound effect, and the target scene sound effect and / or the reference scene sound effect with the volume adjusted, or Perform frequency band separation on the interface interaction operation sound effect, and the target scene sound effect and / or the reference scene sound effect, and output the interface interaction operation sound effect, and the target scene sound effect and / or the reference scene sound effect in different frequency bands.

[0079] Among them, the interface interaction operation sound effect is also applied to the basic global scene (i.e., the reference scene). The interface interaction operation sound effect can be understood as the sound effect played when the player triggers an interface interaction operation (such as clicking a button, switching a menu). For example, button click sound, menu switching sound. The priority refers to the volume priority between the interface interaction operation sound effect and the target scene sound effect, the reference scene sound effect. Usually, the priority of the interface interaction operation sound effect is higher to ensure that the player's operation can be timely feedback.

[0080] Specifically, according to the target sound effect style, determine the interface interaction operation sound effect of the reference scene. For example, if the target sound effect style is "electronic style", the interface interaction operation sound effect can be an electronic pulse sound. If the target sound effect style is "classical style", the interface interaction operation sound effect can be the sound of a piano key being pressed.

[0081] When playing the scene sound effects of the current scene and triggering the interface interaction operation sound effects, the volume can be adjusted according to the priority. Specifically, the priority of the interface interaction operation sound effects is usually higher than that of the target scene sound effects and / or reference scene sound effects to ensure that the player's operations can be timely feedback; when the interface interaction operation sound effects are triggered, the system will automatically reduce the volume of the target scene sound effects and / or reference scene sound effects (such as using Ducking technology, which is a method where the volume change of one audio signal is affected by the volume of another audio signal) to highlight the interface interaction operation sound effects. That is, in a combat scene, when the player clicks a button, the system will reduce the volume of the combat sound effects to ensure that the button click sound is clear.

[0082] When playing the scene sound effects of the current scene and triggering the interface interaction operation sound effects, it can also be processed according to the method of frequency band separation. Specifically, the system separates the target scene sound effects and / or reference scene sound effects from the interface interaction operation sound effects to ensure that they are played in different frequency bands and avoid conflicts. For example, the target scene sound effects (such as explosion sounds) can be concentrated in the low frequency band, while the interface interaction operation sound effects (such as electronic pulse sounds) can be concentrated in the high frequency band. The system outputs the sound effects of different frequency bands separately to ensure that they do not interfere with each other. That is, in a combat scene, the explosion sounds in the low frequency band and the electronic pulse sounds in the high frequency band will be played simultaneously but will not interfere with each other.

[0083] The audio processing method provided by the embodiments of this specification ensures that the interface interaction operation sound effects are clearly audible and enhances the player's operation feedback feeling by adjusting the volume or frequency band separation. In the case of using the frequency band separation method, the system can allocate different sound effects to different frequency bands to avoid sound effect conflicts and enhance the sense of hierarchy of the sound effects. And when the system can dynamically adjust the sound effect volume according to the priority, it ensures that the interface interaction operation sound effects can be highlighted at critical moments.

[0084] In one or more embodiments of this specification, the recommended background music is determined from the music database according to the user information, and the recommended background music is stored in the audio resource cache so that when the user selects the recommended background music, it can be quickly obtained and played from the cache. The specific implementation is as follows: Obtain the music database and determine the recommended background music from the music database according to the user information; Store the recommended background music in the audio resource cache to obtain and play the recommended background music from the audio resource cache in response to the user's selection operation for the recommended background music.

[0085] Among them, the music database can be understood as a database containing a large number of music resources. Each piece of music has relevant attribute tags, such as rhythm (BPM), mood tags (such as "exciting" or "soothing"), instrument types, etc.; user information can include the user's audio preferences, listening history, etc. The system recommends appropriate background music for the user based on this information.

[0086] Recommending background music can be understood as the background music suitable for the current user and scenario screened by the system according to the user information and the attribute tags in the music database; the audio resource cache can be understood as a local cache system for storing audio clips of the recommended background music for quick access and playback. The user selection operation can be understood as the operation where the user selects the recommended background music in the game, such as clicking the play button.

[0087] Specifically, using cloud streaming technology to provide players with access to a real-time music library, the system can provide personalized recommendations based on the players' audio preferences and listening history. The specific implementation process includes: integrating a large amount of audio sources from multiple music platforms to establish a comprehensive music database, analyzing the players' playback habits and preferences, automatically recommending matching background music, and downloading it to the local for playback after the player selects it. It should be noted that the system can store audio clips of the recommended background music (such as 30-second preview clips) in the audio resource cache. The purpose of storing in the cache is to quickly obtain and play from the cache when the user selects the recommended background music, avoiding lags caused by network delays. When the user selects the recommended background music (such as clicking the play button), the system will obtain the audio clip of this music from the audio resource cache and play it immediately.

[0088] The audio processing method provided in the embodiments of this specification, the system recommends suitable background music according to the user information, enhancing the personalized experience of the player. Through the audio cache technology, the smoothness of audio playback can be provided, reducing the buffering time and ensuring seamless switching can be achieved immediately.

[0089] In one or more embodiments of this specification, obtain the attribute information of each music from the music database, and generate a first recommendation result and a second recommendation result according to the user information (such as historical playback data) and the scenario type information of the current scenario, and finally determine the recommended background music by combining these two recommendation results. The specific implementation is as follows: Determining the recommended background music from the music database according to the user information includes: Obtain the attribute information of each music in the music database; Obtain a first recommendation result from the music database according to the historical playback data in the user information; Obtain the scene type information of the current scene, and based on the attribute information of each piece of music, screen out the second recommended result that matches the scene type information from the music database; Based on the first recommended result and the second recommended result, obtain the recommended background music.

[0090] Among them, historical play data can be understood as the music records that the user has played in the game in the past. The system can infer the user's music preferences based on these data; scene type information can be understood as the type of the current game scene, such as "main city exploration", "battle scene", "exploration scene", etc.

[0091] The first recommended result can be understood as a list of recommended music screened out from the music database according to the user's historical play data; the second recommended result can be understood as a list of recommended music that matches the scene screened out from the music database according to the scene type information of the current scene; the recommended background music can be understood as the final background music recommendation list generated according to the first recommended result and the second recommended result.

[0092] Specifically, the system obtains the attribute information of each piece of music from the music database. For example, Music A: fast rhythm (BPM = 120), emotion label is "exciting", and instrument type is electronic synthesizer; Music B: slow rhythm (BPM = 60), emotion label is "soothing", and instrument type is piano.

[0093] Based on the user's historical play data, the listening history of similar user groups can be determined, and the tracks frequently played by similar user groups can be recommended to determine the first result; or the system recommends music with similar styles to the music that the user has played in the past.

[0094] According to the scene type information (such as "monster fighting" and "main city exploration"), the scene emotion label corresponding to the scene type information can be obtained, and the scene emotion label is matched with the attribute information of the music, and the tracks that match the scene emotion label are preferably recommended. For example, in the "monster fighting" scene, the system will recommend music with a fast rhythm and an exciting emotion; in the "main city exploration" scene, the system will recommend music with a slow rhythm and a soothing emotion. The first recommended result and the second recommended result are merged to generate the final recommended background music list.

[0095] Specifically, the obtaining of the recommended background music according to the first recommended result and the second recommended result includes: Based on the first weight of the first recommended result and the second weight of the second recommended result, the first recommended result and the second recommended result are merged to obtain the recommended background music.

[0096] Among them, the first weight can be understood as the weight of the first recommended result in the final recommended background music. For example, the first weight is 60%; the second weight can be understood as the weight of the second recommended result in the final recommended background music. For example, the second weight is 40%. It should be noted that the allocation of the first and second weights can be adjusted according to specific requirements. For example, if the system pays more attention to the user's historical play data, the first weight can be increased; if the system pays more attention to scene matching, the second weight can be increased.

[0097] The system can assign different weights to the first recommended result and the second recommended result (such as 6:4), and then merge the two recommended lists according to the weights. Specifically, for each piece of music in the first recommended result, its recommended score is: the first weight × the score of this music in the first recommended result; for each piece of music in the second recommended result, its recommended score is: the second weight × the score of this music in the second recommended result; if a piece of music appears in both the first recommended result and the second recommended result, its final recommended score is the sum of the two, and if a piece of music only appears in one of the recommended results, its final recommended score is the score in that recommended result multiplied by the corresponding weight. The system sorts the music in the first recommended result and the second recommended result according to the final recommended score to generate the final recommended background music list.

[0098] The audio processing method provided by the embodiments of this specification recommends music that the user may like according to the user's historical play data, improving the personalized experience. And the system can recommend background music that matches the scene mood according to the type of the current game scene, enhancing the immersion of the game. Thus, it can dynamically adjust the recommended results according to the user's historical play data and the current scene, ensuring that the recommended background music not only conforms to the user's preferences but also suits the current scene.

[0099] In one or more embodiments of this specification, it is also possible to recommend background music for predicting the next scene, and cache an audio segment (such as a 30-second audio segment) locally in advance to ensure that the switching delay is less than 50 ms. The specific implementation is as follows: After storing the recommended background music in the audio resource cache, it further includes: Predict the recommended background music for the next scene according to a preset algorithm, and store the recommended background music for the next scene in the audio resource cache.

[0100] Among them, the prediction algorithm can be the LRU algorithm (Least Recently Used), a cache eviction algorithm that preferentially evicts the least recently used data. In the scenario of music recommendation, the LRU algorithm can be used to predict the music that may be played in the next scene.

[0101] Specifically, the system records the usage of each piece of music in the recent period (such as the number of plays, the most recent play time, etc.). Based on the current scenario and user behavior, the system predicts the background music that may be needed in the next scenario. For example, if the player is currently in the "main city exploration" scenario, the system may predict that the next scenario is "monster battle" and recommend exciting background music.

[0102] According to the LRU algorithm, the system preferentially selects the music that has been least recently used as the recommended background music to ensure the full utilization of music resources in the cache, and stores the recommended background music for the predicted next scenario in the audio resource cache. For example, the system stores the audio clip (such as a 30-second preview clip) of the recommended background music in the cache.

[0103] By loading the audio clip of the recommended background music into the cache in advance before the scene switch, it can be played quickly when the scene switches. That is, when the player switches to the next scene, the system obtains the audio clip of the recommended background music from the audio resource cache and plays it immediately.

[0104] The audio processing method provided in the embodiments of this specification combines intelligent recommendation algorithms with streaming music services to provide players with diverse background music options, and realizes seamless switching through pre-caching technology, reducing loading latency and improving fluency; system resource optimization and pre-caching technology significantly reduce the audio loading time (40%-60%), improve system performance, and ensure the fluency and stability of audio playback.

[0105] The following combines the attached Figure 2 , taking the application of the audio processing method provided in this specification in the game scenario as an example, to further illustrate the audio processing method. Among them, Figure 2 FIG. shows the processing flow chart of an audio processing method applied to a game scenario provided in an embodiment of this specification, which specifically includes the following steps: Step 202: Determine the target sound effect level of the target scene sound effect; Step 204: Determine the target level weight of each sound effect level according to the preset weight range of each sound effect level in multiple sound effect levels and the target sound effect level, where the target sound effect level is any one of the multiple sound effect levels; Step 206: Perform audio track mixing on the target sound effects of each sound effect level according to the target level weight of each sound effect level to obtain the target scene sound effect corresponding to the target sound effect level of the target scene; Step 208: Determine the target sound effect style of the reference scene sound effect, and determine the reference scene sound effect of the reference scene according to the preset sound effects corresponding to the target sound effect style.

[0106] Specifically, in a game scenario, the target scenario can be understood as the core game scenario in the game, that is, the scenario where players actually conduct game activities, such as combat scenarios, mission scenarios, etc.; the reference scenario can be understood as the basic scenario that is always loaded during the entire game operation, and can involve scenarios for players' game management, customization, or social interaction, such as map browsing scenarios, menu and settings scenarios, character customization scenarios, etc.

[0107] In the reference scenario, preset sound effects with different target sound effect styles are used to obtain the reference scenario sound effect. In the case of loading the target scenario, target sound effects with multiple sound effect levels of different intense effects are used to obtain the target scenario sound effect. Thus, the target scenario sound effect can be superimposed on the basis of the reference scenario sound effect, so as to achieve the playback of scenario sound effects with different effects.

[0108] For the specific implementation manner, reference can be made to the above embodiments, which will not be elaborated here.

[0109] See Figure 3a , Figure 3a shows a schematic diagram of the processing process for determining the target scenario sound effect in an audio processing method provided by an embodiment of this specification.

[0110] Specifically, when a user first enters the game, audio preference setting options are provided, including the selection of the intensity level of the core game scenario (target scenario) and the selection of the sound effect style for the global scenario (i.e., reference scenario). The user's selections will be recorded and applied to the audio performance during the game.

[0111] Actually, when a player first enters the game, they can be forced to enter the sound effect preference setting wizard. For example, a "Intensity" slider (level 1 - 10, default level 5) is displayed on the interface, and when sliding, the audition clips of the corresponding level sound effects can be played in real time; a "Sound Effect Style Audition" interface is also provided, supporting clicking on buttons to cycle through and audition the core clips of each style (for example, the core clip is a clip with a duration of 3 seconds).

[0112] Specifically, the user determines the selected level by sliding the "Intensity" slider, so that the server can determine the target sound effect level based on the selected level; of course, the corresponding relationship between the level and the sound effect level can be set on the client side, so that the client determines the target sound effect level according to the level selected by the user and sends the determined target sound effect level to the server, which is not limited here.

[0113] Moreover, in this embodiment, a "Quick Sound Effect Adjustment" floating window can be embedded in the game pause menu, supporting players to directly adjust the sound effect level (such as temporarily reducing the intensity) during the battle break, and in the game settings menu, a sound effect style selection function is added, so that players can audition and select the sound effects of each style, and at the same time, players are allowed to adjust at any time during the game process to meet more flexible requirements.

[0114] Specifically, the game engine configuration can quickly switch the sound effect levels in different game scenarios according to the intensity selected by the user. It is dynamically adjusted based on the user's selection and the game situation (whether entering the target scenario) to maximize the enhancement of the game atmosphere, which is specifically achieved by the hierarchical sound effect design and multi-style sound effect compatibility technology, relying on the weight mixing model and frequency band segmentation technology of the local audio engine.

[0115] In practical applications, the skill sound effects and combat sound effects in the target scenario of the game will adopt the hierarchical design principle. The specific process is as follows: The sound effects are divided into multiple levels (for example: low, medium, and high intensity). The system determines the number of sound effect levels used according to the sound effect intensity selected by the player in the settings. For example, the low-intensity level (Layer1): uses basic sound effects (such as environmental sounds, soothing background music); the medium-intensity level (Layer2): superimposes additional combat sound effects (such as weapon collision sounds, skill sound effects) on the basic sound effects, and specifically controls the superimposition ratio of specific departmental modules through the weight mixing model; the high-intensity level (Layer3): further superimposes dynamic sound effects (such as explosion sounds, character shouts) and high-intensity background music (such as epic battle background music) on the medium-intensity level. Among them, the level weights achieve smooth transitions through dynamic superposition, rather than simple on-off switching.

[0116] The dynamic superposition of the hierarchical sound effects adopts a weight mixing algorithm. The system pre-assigns weight coefficients to each sound effect level. According to the intensity selected by the user, based on the weight distribution algorithm, the total weight of each layer is automatically calculated and normalized to 1.0 to obtain the target layer weight of the sound effect level, and the audio engine is used to mix multiple audio tracks in real time to achieve smooth transitions.

[0117] The game engine calls the sound effect engine through the application programming interface and sends the target layer weights of the above-determined sound effect levels as the intensity parameters selected by the player to the layer control module of the sound effect engine, so as to use the audio engine to mix the sound effects of multiple audio tracks in real time (where the low-intensity level corresponds to audio track 1 of low-frequency sound effects, the medium-intensity level corresponds to audio track 2 of medium-frequency sound effects, and the high-intensity level corresponds to audio track 3 of high-frequency sound effects) to achieve smooth transitions; in practical applications, the switching response time is less than 200ms to ensure no perceivable delay.

[0118] That is, the sound effects of the audio track can be dynamically mixed and output through the target layer weights of each sound effect level to obtain the sound effects of the target scenario and played through the user's device.

[0119] For the user interface operation sound effects and various non-combat environment sound effects (i.e., the reference scene sound effects in the above embodiments), multiple (such as 4 to 5) styles of sound effects can be designed for players to choose from; each style of sound effect should have its unique rhythm and atmosphere. For example: the classical style, using string music and light music, provides an elegant background for the game; the electronic style, combining synthesizer sound effects, creates a modern and technological feeling; the natural style, introducing natural elements such as bird songs and running water sounds to enhance the player's immersion; the future technology style, using futuristic rhythms and mechanical sound effects to strengthen the atmosphere of science fiction games.

[0120] When players select more than two sound effect styles (such as "classical + natural"), the system separates the sound effects of different frequency bands through a band splitting filter. For example, in the low frequency band, it focuses on percussion and rhythm sound effects and retains the common frequency bands; in the mid-high frequency band, it is independently processed according to styles to avoid frequency band conflicts; players can adjust the mixing ratio (such as 70% classical + 30% natural) through a slider (operation control), and the system dynamically adjusts the amplitude ratio of the frequency band output according to the ratio.

[0121] That is, in practical applications, for the target scene (combat / task scene), based on the hierarchical sound effect design (low / medium / high intensity), the intensity of the sound effect can be adjusted in real time through a weight mixing model to adapt to the player's preferences and scene requirements; for the reference scene (map browsing, menu operation, etc. scenes), based on the multi-style sound effect selection (classical / electronic / natural / future technology, etc. styles), the free combination of multi-style sound effects can be achieved through band splitting and mixing ratio control.

[0122] In the case where the target scene can be dynamically loaded, the sound effect layer can be dynamically adjusted. The event listening module of the game engine is used to monitor the player's behavior in real time. For example, when the player continuously does not perform combat operations (such as no attack behavior within 5 seconds) and exits the target scene, the playback of the target scene sound effect is stopped in the current scene sound effect. And when the player enters the combat area or triggers a combat event, the target scene is loaded, and the target scene sound effect is determined and played according to the hierarchical sound effect design.

[0123] It should be noted that scene sound effects and interface interaction operation sound effects are allowed to overlap. That is, interface interaction operation sound effects (such as button clicks) also belong to the global sound effects and can be triggered in any scene. However, the style selection is controlled by the multi-style sound effect module. When the player triggers an interface interaction operation (such as opening the backpack) in the core scene (such as the battle scene), the two types of sound effects can exist simultaneously. For example, when the player opens the backpack during the battle, the battle sound effect (high-intensity level) and the interface interaction operation sound effect (electronic style) will play in parallel. When playing specifically, the system can automatically reduce the volume of the battle sound effect to give priority to highlighting the UI operation feedback sound effect to achieve dynamic volume balance; or through frequency band separation technology, the interface interaction operation sound effect focuses on the high-frequency band (such as electronic pulse sounds), and the battle sound effect focuses on the low-frequency band (such as explosion sounds), and a frequency band splitting filter is used to avoid conflicts.

[0124] In practical applications, players can also use the social function to share the sound effect schemes and background music they configured to promote interaction among players.

[0125] The audio processing method provided by the embodiments of this specification, through hierarchical sound effect design and dynamic weight mixing technology, allows players to adjust the intensity of the sound effects in real time according to the game scene, enhancing the immersion and dynamic adaptability; the multi-style sound effect selection and frequency band splitting technology avoid frequency band conflicts between different sound effects, and at the same time support players to freely match sound effect styles according to their personal preferences. By dynamically adjusting the mixing ratio, the sound effect compatibility is enhanced, the personalized experience is significantly improved, and the dynamic mixing technology can adjust the volume between different sound effects or between sound effects and background music to ensure volume balance, reduce auditory fatigue, and improve the user experience.

[0126] See Figure 3b , Figure 3b shows a schematic diagram of the processing process for determining background music in an audio processing method provided by an embodiment of this specification.

[0127] The system adopts cloud streaming technology to provide players with access to a real-time music library for background music recommendation.

[0128] Specifically, a large number of sound sources are integrated from multiple music platforms to establish a comprehensive music database (hereinafter referred to as the music library). The music in the music library is tagged to mark the attributes of each piece of music (such as the rhythm BPM, the emotion label "exciting / soothing", and the instrument type); the collaborative filtering engine filters the tracks that are frequently played by similar user groups according to the historical play data of the player and the attribute information of the music, and the scene matching engine matches the scene emotion label with the attribute information of the music through the metadata of the current scene (event type / environment label), and preferentially recommends the tracks that match the scene emotion label.

[0129] Send the recommendation results of the two engines and the preset weights (such as 6:4) to the recommendation generator, so as to generate the final recommendation list by fusing the recommendation results of the two engines based on the preset weights, and store it in the pre-cache module. Use the LRU (Least Recently Used) algorithm to predict the tracks that may be played in the next scene, and 30-second audio clips can be cached locally in advance.

[0130] It should be noted that the background music also runs through all scenes. The background music is independent of the scene sound effects and is globally played through the streaming service, but will be dynamically recommended according to the scene tags.

[0131] The audio processing method provided in the embodiments of this specification automatically recommends matching background music according to the player's audio preferences and scene requirements, and realizes seamless switching through the pre-cache technology to ensure a smooth playback experience; pre-cache audio clips in advance according to the scene requirements, reduce the loading time, ensure the seamless connection of audio playback, and optimize the system performance.

[0132] Corresponding to the above method embodiments, this specification also provides embodiments of an audio processing device. Figure 4 The structural schematic diagram of an audio processing device provided by an embodiment of this specification is shown. As Figure 4 shown, the device includes: A level determination module 402, configured to determine the target sound effect level of the target scene sound effect; A weight determination module 404, configured to determine the target level weights of the respective sound effect levels according to the preset weight ranges of the respective sound effect levels in multiple sound effect levels and the target sound effect level, where the target sound effect level is any one of the multiple sound effect levels; A sound effect obtaining module 406, configured to perform audio track mixing on the target sound effects of the respective sound effect levels according to the target level weights of the respective sound effect levels to obtain the target scene sound effect corresponding to the target sound effect level of the target scene.

[0133] Optionally, the level determination module 402 is further configured to: In response to an effect selection operation for the target scene sound effect, determine the preset effect type of the target scene sound effect, and determine the target sound effect level according to the preset effect type, where the multiple sound effect levels respectively correspond to different effect types.

[0134] Optionally, the weight determination module 404 is further configured to: Determine the primary level weights of the respective sound effect levels according to the preset weight ranges of the respective sound effect levels in multiple sound effect levels and the target sound effect level; Normalize according to the primary level weights of the respective sound effect levels to obtain the target level weights of the respective sound effect levels.

[0135] Optionally, the sound effect obtaining module 406 is further configured to: Send the target level weights of the respective level sound effects to the sound effect engine; Use the level control module of the sound effect engine and the target level weights of the respective sound effect levels to perform audio track mixing on the target sound effects of the respective sound effect levels to obtain the target scene sound effects corresponding to the target sound effect levels of the target scene, where the target sound effects of the respective sound effect levels are determined from the sound effect types corresponding to the respective sound effect levels.

[0136] The device further includes: A division module configured to divide the target scene sound effects into the multiple sound effect levels and set the corresponding relationships between the respective sound effect levels and the respective sound effect types according to the effect types corresponding to the respective sound effect levels.

[0137] The device further includes: A reference sound effect obtaining module configured to determine the target sound effect style of the reference scene sound effect; determine the reference scene sound effect of the reference scene according to the preset sound effects corresponding to the target sound effect style.

[0138] Optionally, the reference sound effect obtaining module is further configured to: When the target sound effect style includes one sound effect style, determine the preset sound effect corresponding to the target sound effect style as the reference scene sound effect of the reference scene; When the target sound effect style includes at least two sound effect styles, integrate the preset sound effects corresponding to the target sound effect style according to the target ratio to obtain the reference scene sound effect of the reference scene.

[0139] Optionally, the reference sound effect obtaining module is further configured to: In response to a ratio setting operation for the at least two sound effect styles, determine the target ratio of each sound effect style in the at least two sound effect styles; Perform frequency band segmentation on the preset sound effects corresponding to the target sound effect style to obtain common frequency band sound effects and personalized frequency band sound effects, and adjust the amplitudes of the respective sound effect styles in the personalized frequency band sound effects according to the target ratio to obtain the personalized frequency band sound effects with adjusted amplitudes; Obtain the reference scene sound effect of the reference scene by integrating the common frequency band sound effects and the personalized frequency band sound effects with adjusted amplitudes.

[0140] The device further includes: An interactive sound effect acquisition module, configured to determine an interface interaction operation sound effect of the reference scene according to the target sound effect style, where the interface interaction operation sound effect is played when an interface interaction operation is triggered; adjust the volume of the interface interaction operation sound effect, and the target scene sound effect and / or the reference scene sound effect according to the priority between the interface interaction operation sound effect and the target scene sound effect and / or the reference scene sound effect, output the interface interaction operation sound effect, and the target scene sound effect and / or the reference scene sound effect with adjusted volume, or perform frequency band separation on the interface interaction operation sound effect, and the target scene sound effect and / or the reference scene sound effect, and output the interface interaction operation sound effect, and the target scene sound effect and / or the reference scene sound effect of different frequency bands.

[0141] The apparatus further includes: A background music acquisition module, configured to acquire a music database, and determine recommended background music from the music database according to user information; store the recommended background music in an audio resource cache, so as to acquire and play the recommended background music from the audio resource cache in response to a selection operation of the user for the recommended background music.

[0142] Optionally, the background music acquisition module is further configured to: Acquire attribute information of each music in the music database; obtain a first recommendation result from the music database according to historical playback data in the user information; acquire scene type information of the current scene, and screen out a second recommendation result that matches the scene type information from the music database according to the attribute information of each music; obtain the recommended background music according to the first recommendation result and the second recommendation result.

[0143] The audio processing apparatus provided in the embodiments of this specification determines the target sound effect level of the target scene sound effect, determines the audio rendering effect desired by the player, determines the target level weight of each sound effect level according to the preset weight range of each sound effect level in multiple sound effect levels and the target sound effect level. When the target scene sound effect is divided into multiple sound effect levels, the adjustment of the audio effect can be realized by adjusting the weight ratio of different sound effect levels. According to the target level weight of each sound effect level, perform audio track mixing on the target sound effects of each sound effect level to obtain the target scene sound effect corresponding to the target sound effect level of the target scene, that is, perform audio mixing according to the target level weight of each sound effect level, which can achieve dynamic mixing, enhance the immersion and dynamic adaptability, and improve the user experience.

[0144] The above is a schematic solution of an audio processing device according to this embodiment. It should be noted that the technical solution of this audio processing device and the technical solution of the above audio processing method belong to the same concept. For the details not described in detail in the technical solution of the audio processing device, reference can be made to the description of the technical solution of the above audio processing method. In addition, each component in the device embodiment should be understood as a functional module that must be established to implement each step of the program flow or each step of the method. Each functional module is not an actual functional division or separation limitation. The device claim defined by such a set of functional modules should be understood as mainly implementing the functional module framework of the solution through the computer program recorded in the specification, rather than mainly implementing the physical device of the solution through hardware means.

[0145] Figure 5 FIG. shows a block diagram of a computing device 500 according to an embodiment of the present specification. The components of the computing device 500 include, but are not limited to, a memory 510 and a processor 520. The processor 520 is connected to the memory 510 through a bus 530, and a database 550 is used to store data.

[0146] The computing device 500 further includes an access device 540, which enables the computing device 500 to communicate via one or more networks 560. Examples of these networks include PSTN (Public Switched Telephone Network), LAN (Local Area Network), WAN (Wide Area Network), PAN (Personal Area Network), or a combination of communication networks such as the Internet. The access device 540 may include one or more of any type of wired or wireless network interface (e.g., NIC (Network Interface Controller)), such as an IEEE 802.11 WLAN (Wireless Local Area Network) wireless interface, a Wi-MAX (Worldwide Interoperability for Microwave Access) interface, an Ethernet interface, a USB (Universal Serial Bus) interface, a cellular network interface, a Bluetooth interface, an NFC (Near Field Communication).

[0147] In an embodiment of the present application, the above components of the computing device 500 and Figure 5 other components not shown in the figure may also be connected to each other, for example, through a bus. It should be understood thatFigure 5 The block diagram of the computing device shown is for illustrative purposes only and is not a limitation on the scope of the present application. Those skilled in the art can add or replace other components as needed.

[0148] The computing device 500 can be any type of stationary or mobile computing device, including mobile computers or mobile computing devices (e.g., tablet computers, personal digital assistants, laptop computers, notebook computers, netbooks, etc.), mobile phones (e.g., smartphones), wearable computing devices (e.g., smartwatches, smart glasses, etc.) or other types of mobile devices, or stationary computing devices such as desktop computers or PCs (Personal Computers). The computing device 500 can also be a mobile or stationary server.

[0149] Among them, the processor 520 is used to execute the computer-executable instructions of the audio processing method.

[0150] The above is a schematic solution of a computing device in this embodiment. It should be noted that the technical solution of the computing device and the technical solution of the above audio processing method belong to the same concept. For the details not described in detail in the technical solution of the computing device, reference can be made to the description of the technical solution of the above audio processing method.

[0151] An embodiment of the present application also provides a computer-readable storage medium, which stores computer programs / instructions that, when executed by a processor, are used for the audio processing method.

[0152] The above is a schematic solution of a computer-readable storage medium in this embodiment. It should be noted that the technical solution of the storage medium and the technical solution of the above audio processing method belong to the same concept. For the details not described in detail in the technical solution of the storage medium, reference can be made to the description of the technical solution of the above audio processing method.

[0153] An embodiment of the present application also provides a computer program product, including computer programs / instructions that, when executed by a processor, are used for the audio processing method.

[0154] The above is a schematic solution of a computer program product in this embodiment. It should be noted that the technical solution of the computer program product and the technical solution of the above audio processing method belong to the same concept. For the details not described in detail in the technical solution of the computer program product, reference can be made to the description of the technical solution of the above audio processing method.

[0155] The computer program / instructions include computer program code, which may be in the form of source code, object code, executable files, or some intermediate forms, etc. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording media, USB flash drives, external hard drives, magnetic disks, optical discs, computer memories, ROM (Read-Only Memory), RAM (Random Access Memory), electrical carrier signals, telecommunication signals, and software distribution media, etc. It should be noted that the content included in the computer-readable medium may be appropriately increased or decreased according to the requirements of legislation and patent practice within the jurisdiction. For example, in some jurisdictions, according to legislation and patent practice, the computer-readable medium does not include electrical carrier signals and telecommunication signals.

[0156] It should be noted that for the foregoing method embodiments, for the sake of simple description, they are all expressed as a series of action combinations. However, those skilled in the art should be aware that the present application is not limited by the described order of actions, because according to the present application, some steps may be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily essential to the present application.

[0157] In the above embodiments, the descriptions of the respective embodiments have their own emphases. For parts not detailed in a certain embodiment, reference may be made to the relevant descriptions of other embodiments.

[0158] The preferred embodiments of the present application disclosed above are only used to help explain the present application. The optional embodiments do not elaborate on all the details, nor do they limit the invention to the specific embodiments described. Obviously, many modifications and variations can be made according to the content of the present application. The present application selects and specifically describes these embodiments to better explain the principles and practical applications of the present application, so that those skilled in the art can understand and utilize the present application well. The present application is only limited by the claims and their full scope and equivalents.

Claims

1. An audio processing method, characterized in that, Including: Determine the target sound effect level of the target scene sound effect; According to the preset weight ranges of each sound effect level in multiple sound effect levels and the target sound effect level, determine the target level weights of each sound effect level, where the target sound effect level is any one of the multiple sound effect levels; According to the target level weights of each sound effect level, perform audio track mixing on the target sound effects of each sound effect level to obtain the target scene sound effect corresponding to the target sound effect level of the target scene.

2. The audio processing method according to claim 1, wherein The determining the target sound effect level of the target scene sound effect includes: In response to an effect selection operation for the target scene sound effect, determine the preset effect type of the target scene sound effect, and according to the preset effect type, determine the target sound effect level, where the multiple sound effect levels respectively correspond to different effect types.

3. The audio processing method according to claim 1, wherein The determining the target level weights of each sound effect level according to the preset weight ranges of each sound effect level in multiple sound effect levels and the target sound effect level includes: According to the preset weight ranges of each sound effect level in multiple sound effect levels and the target sound effect level, determine the primary level weights of each sound effect level; Perform normalization processing according to the primary level weights of each sound effect level to obtain the target level weights of each sound effect level.

4. The audio processing method according to any one of claims 2-3, characterized in that, The performing audio track mixing on the target sound effects of each sound effect level according to the target level weights of each sound effect level to obtain the target scene sound effect corresponding to the target sound effect level of the target scene includes: Send the target level weights of each level of sound effects to the sound effect engine; Use the level control module of the sound effect engine and the target level weights of each sound effect level to perform audio track mixing on the target sound effects of each sound effect level to obtain the target scene sound effect corresponding to the target sound effect level of the target scene, where the target sound effects of each sound effect level are determined from the sound effect types corresponding to each sound effect level.

5. The audio processing method according to any one of claims 1-3, characterized in that Before determining the target sound effect level of the target scene sound effect, it further includes: Divide the target scene sound effect into the multiple sound effect levels, and set the corresponding relationship between each sound effect level and each sound effect type according to the effect type corresponding to each sound effect level.

6. The audio processing method according to claim 1, wherein It further includes: Determine the target sound effect style of the reference scene sound effect; According to the preset sound effect corresponding to the target sound effect style, determine the reference scene sound effect of the reference scene.

7. The audio processing method according to claim 6, wherein The determining the reference scene sound effect of the reference scene according to the preset sound effect corresponding to the target sound effect style includes: In the case where the target sound effect style includes one sound effect style, determine the preset sound effect corresponding to the target sound effect style as the reference scene sound effect of the reference scene; In the case where the target sound effect style includes at least two sound effect styles, integrate the preset sound effects corresponding to the target sound effect style according to a target ratio to obtain the reference scene sound effect of the reference scene.

8. The audio processing method according to claim 7, characterized in that, Integrating the preset sound effects corresponding to the target sound effect style according to a target ratio to obtain the reference scene sound effect of the reference scene includes: In response to a ratio setting operation for the at least two sound effect styles, determine the target ratio of each sound effect style among the at least two sound effect styles; Perform frequency band segmentation on the preset sound effects corresponding to the target sound effect style to obtain common frequency band sound effects and personalized frequency band sound effects, and adjust the amplitudes of the personalized frequency band sound effects of each sound effect style according to the target ratio to obtain the personalized frequency band sound effects with adjusted amplitudes; Obtain the reference scene sound effect of the reference scene by integrating the common frequency band sound effects and the personalized frequency band sound effects with adjusted amplitudes.

9. The audio processing method according to claim 6, wherein Further includes: Determine the interface interaction operation sound effect of the reference scene according to the target sound effect style, where the interface interaction operation sound effect is played when an interface interaction operation is triggered; According to the priority between the interface interaction operation sound effect and the target scene sound effect and / or the reference scene sound effect, adjust the volumes of the interface interaction operation sound effect, and the target scene sound effect and / or the reference scene sound effect, and output the interface interaction operation sound effect with adjusted volume, and the target scene sound effect and / or the reference scene sound effect, or Perform frequency band separation on the interface interaction operation sound effect, and the target scene sound effect and / or the reference scene sound effect, and output the interface interaction operation sound effect, and the target scene sound effect and / or the reference scene sound effect of different frequency bands.

10. The audio processing method according to any one of claims 1-3, 6-9, characterized in that, Further includes: Obtain a music database, and determine recommended background music from the music database according to user information; Store the recommended background music in the audio resource cache, so as to obtain and play the recommended background music from the audio resource cache in response to a selection operation of the user for the recommended background music.

11. The audio processing method according to claim 10, characterized in that, The determining the recommended background music from the music database according to user information includes: Obtain the attribute information of each music in the music database; Obtain a first recommendation result from the music database according to the historical play data in the user information; Obtain the scene type information of the current scene, and screen out a second recommendation result that matches the scene type information from the music database according to the attribute information of each music; Obtain the recommended background music according to the first recommendation result and the second recommendation result.

12. An audio processing method, characterized in that, Includes: Determine the target sound effect level of the target scene sound effect; According to the preset weight range of each sound effect level among multiple sound effect levels and the target sound effect level, determine the target level weight of each sound effect level, where the target sound effect level is any one of the multiple sound effect levels; Perform audio track mixing on the target sound effects of each sound effect level according to the target level weight of each sound effect level to obtain the target scene sound effect corresponding to the target sound effect level of the target scene; Determine the target sound effect style of the reference scene sound effect, and determine the reference scene sound effect of the reference scene according to the preset sound effects corresponding to the target sound effect style.

13. A computing device, comprising a memory, a processor, and a computer program / instructions stored on the memory and executable on the processor, characterized in that, When the processor executes the computer program / instructions, the steps of the method according to any one of claims 1-12 are implemented.

14. A computer-readable storage medium storing computer programs / instructions, characterized in that, When the computer program / instructions are executed by a processor, the steps of the method according to any one of claims 1-12 are implemented.

15. A computer program product, comprising a computer program / instructions, characterized in that, When the computer program / instructions are executed by a processor, the steps of the method according to any one of claims 1-12 are implemented.

Citation Information

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