Virtual scene interaction method and device, electronic equipment, computer readable storage medium and computer program product
By displaying the spread range prompt information of virtual character sounds in the game map, the problem that players cannot perceive the spread range of sounds is solved, and interaction efficiency and the accuracy of strategic judgments are improved.
Patent Information
- Application Number
- CN202410122410.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-01-26
- Publication Date
- 2025-07-29
AI Technical Summary
During the game interaction process, players cannot intuitively perceive the spread range of their own voice, resulting in the strategic plan inconsistent with the interaction progress and reducing the interaction efficiency.
The propagation range prompt information of the sound associated with the first virtual character is displayed in the map of the virtual scene, prompts the propagation range of the player's sound by displaying a circle or text, and calculates the actual propagation distance according to the sound type and environmental factors, providing interactive control to perform target behavior based on the propagation range.
It improves players' perception of their own sound transmission range, helps players formulate more accurate strategic plans, and improves interaction efficiency and gaming experience.
Smart Images

Figure CN120381665A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to human-computer interaction technology, and in particular to an interaction method, device, electronic device, computer-readable storage medium, and computer program product for a virtual scene. Background Art
[0002] The display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information. In particular, the display technology for virtual scenes can realize diverse interactions between virtual objects controlled by users or artificial intelligence according to actual application requirements, and has various typical application scenarios. For example, in a virtual scene such as a game, it can simulate the real battle process between virtual characters.
[0003] In the related art, during the game interaction process, only when the enemy approaches the player within a certain distance can a prompt indicating the sound emitted by the enemy be displayed on the map to help the player roughly judge the direction of the enemy. However, the player cannot intuitively perceive the propagation range of the sound generated by themselves during the game process, resulting in the deployed strategic plan often not conforming to the current interaction progress and causing the problem of low interaction efficiency. Summary of the Invention
[0004] Embodiments of the present application provide an interaction method, device, electronic device, computer-readable storage medium, and computer program product for a virtual scene, which can improve the perception ability and interaction efficiency during the interaction process.
[0005] The technical solution of the embodiments of the present application is implemented as follows:
[0006] Embodiments of the present application provide an interaction method for a virtual scene, including:
[0007] In the interaction interface of the virtual scene, display the interaction picture of the first virtual character in the virtual scene;
[0008] In response to the first sound associated with the first virtual character appearing in the virtual scene, in the map corresponding to the first virtual character in the virtual scene, display the first prompt information corresponding to the first sound, where the first prompt information is used to prompt the propagation range of the first sound in the virtual scene;
[0009] In response to an interaction control instruction for the first virtual character, control the first virtual character to perform an interaction in the virtual scene with a target interaction behavior, where the target interaction behavior is determined based on the propagation range prompted by the first prompt information.
[0010] Embodiments of the present application provide an interaction device for a virtual scene, including:
[0011] A screen display module, configured to display an interaction screen of a first virtual character in the virtual scene on an interaction interface of the virtual scene;
[0012] A prompt display module, configured to, in response to a first sound associated with the first virtual character appearing in the virtual scene, display a first prompt message corresponding to the first sound on a map of the virtual scene corresponding to the first virtual character, where the first prompt message is used to prompt a propagation range of the first sound in the virtual scene;
[0013] An interaction control module, configured to, in response to an interaction control instruction for the first virtual character, control the first virtual character to perform an interaction in the virtual scene with a target interaction behavior, where the target interaction behavior is determined based on the propagation range prompted by the first prompt message.
[0014] In the above solution, the prompt display module is further configured to obtain a first distance that the first sound propagates in the map, and a position of the first virtual character in the map, and use the position as a sound source position of the first sound in the map; display a first circle with the sound source position as the center and the first distance as the radius, and use the first circle as the first prompt message; or, display a text prompt with the sound source position and the first distance as a carrier, and use the text prompt as the first prompt message.
[0015] In the above solution, the prompt display module is further configured to obtain a first correspondence relationship between the propagation distance of the first sound and the degree of sound attenuation, where the first degree of sound attenuation is related to the frequency of the first sound and an influence parameter of environmental factors in the virtual scene on the propagation distance of the first sound; based on the first correspondence relationship, determine a maximum distance that the first sound actually propagates in the virtual scene; determine a second correspondence relationship between the distance between the virtual scene and the map, and based on the second correspondence relationship and the maximum distance that the first sound actually propagates in the virtual scene, determine the first distance.
[0016] In the above solution, when the first sound disappears in the virtual scene, the apparatus further includes: a display adjustment module, configured to gradually reduce the transparency of the first circle until the transparency of the first circle is reduced to zero; or, cancel the display of the text prompt.
[0017] In the above solution, the prompt display module is further configured to, in response to the propagation distance of the first sound being greater than a first target distance, control the map to be in a flashing state, and display the map in the flashing state as the first prompt information; wherein, the first target distance is the maximum distance between the first virtual character and the border of the map, and the flashing frequency of the map corresponds to the occurrence frequency of the first sound.
[0018] In the above solution, the prompt display module is further configured to, in response to the propagation distance of the first sound being greater than a second target distance, highlight the character identifier of the first virtual character at the position of the first virtual character in the map, and display the highlighted character identifier as the first prompt information; wherein, the highlighted character identifier is used to remind the first virtual character that it is in a dangerous state where it is easily discovered by other virtual characters.
[0019] In the above solution, the prompt display module is further configured to, in response to the type of the first sound being at least two types, display a sound selection control; in response to a trigger operation on the sound selection control, display sound options corresponding to the at least two types of the first sound; and in response to a selection operation on a target option, display the first prompt information corresponding to the first sound of the target type corresponding to the target option.
[0020] After displaying the first prompt information corresponding to the first sound of the target type corresponding to the target option in the above solution, the device further includes: a sound switching module, configured to display a sound switching control in the map; and in response to a sound switching operation triggered based on the sound switching control, switch from displaying the first prompt information corresponding to the first sound of the target type to displaying the first prompt information corresponding to the first sound of other types.
[0021] In the above solution, the prompt display module is further configured to, in response to the type of the first sound being at least two types, obtain the display priorities corresponding to various types of the first sound; and display the first prompt information corresponding to various types of the first sound by using display styles corresponding to the respective display priorities.
[0022] In the above solution, the prompt display module is further configured to, in response to the type of the first sound being at least two types, automatically display the first prompt information corresponding to the first sound of the target type; wherein, the display priority of the first sound of the target type is higher than the display priorities of the first sounds of other types.
[0023] In the above solution, the device further includes: a prediction module configured to obtain influence parameters for affecting the display priority of various types of first sounds, where the influence parameters include at least one of the following: the type of the first sound, the maximum propagation distance of the first sound in the virtual scene, the sensitivity of the first sound relative to other virtual characters, and the historical selection rate corresponding to the first sound; based on the influence parameters, a neural network model is called to perform priority prediction to obtain the display priorities of various types of sounds, where the neural network model is trained based on sound samples, the influence parameters corresponding to the sound samples, and the display priorities annotated for the sound samples.
[0024] In the above solution, the device further includes: a timing prompt display module configured to, at the initial moment when the first sound appears, display second prompt information corresponding to the first sound in the map of the virtual scene corresponding to the first virtual character, where the second prompt information is used to prompt the appearance timing of the first sound; as the appearance duration of the first sound increases, change the display style of the second prompt information, and when the appearance duration of the first sound reaches a target duration, cancel the display of the second prompt information; where the target duration is less than the display duration of the first prompt information.
[0025] In the above solution, the timing prompt display module is further configured to display a second circle centered at the sound source position of the first sound with a second distance as the initial radius, and use the second circle as the second prompt information; as the appearance duration of the first sound increases, control the second circle to gradually expand outward from the initial radius; when the appearance duration of the first sound reaches the target duration, control the radius of the second circle to expand to a third distance, and control the second circle with the third distance as the radius to disappear; where the third distance is less than the maximum propagation distance corresponding to the propagation range.
[0026] In the above solution, the timing prompt display module is further configured to display second prompt information with an initial transparency greater than zero corresponding to the first sound at the sound source position of the first sound; gradually reduce the transparency of the second prompt information, and when the appearance duration of the first sound reaches the target duration, reduce the transparency of the second prompt information to zero.
[0027] In the above solution, after displaying the first prompt information corresponding to the first sound, the device further includes an update display module configured to update the display of the first prompt information in response to the first virtual character hearing a second sound associated with a second virtual character; where the updated first prompt information carries an indication label for indicating the sound source direction corresponding to the second sound.
[0028] In the above solution, when the first circle is used as the first prompt message, the update display module is further configured to, in response to partial overlap between the propagation ranges of the first sound and the second sound, highlight a target arc corresponding to the partial overlap in the first circle, where the target arc carries an indication label for indicating the sound source direction corresponding to the second sound; in response to the propagation range of the first sound completely covering the propagation range of the second sound, highlight the sound source position corresponding to the second sound in the first circle, and use the highlighted sound source position corresponding to the second sound as the indication label.
[0029] In the above solution, before controlling the first virtual character to perform an interaction in the virtual scene with a target interaction behavior, the device further includes: an instruction receiving module, configured to display the position information of a third virtual character in the map, where the third virtual character and the first virtual character belong to different camps; determine the relative position between the first virtual character and the third virtual character based on the first prompt message and the position information of the third virtual character; receive the interaction control instruction triggered based on the relative position, where the target interaction behavior indicated by the interaction control instruction corresponds to the relative position, and includes at least one of the following: a defense behavior for preventing the first virtual character from being exposed to the third virtual character, an attack behavior for attacking the third virtual character, and an interference behavior for interfering with the third virtual character.
[0030] In the above solution, the instruction receiving module is further configured to, in response to the relative position indicating that the relative distance between the first virtual character and the third virtual character is lower than a third target distance, receive the interaction control instruction for indicating the triggering of the interference behavior; the interaction control module is further configured to, in response to the interaction control instruction, control the first virtual character to send an interference prompt message to a fourth virtual character; where the fourth virtual character and the first virtual character belong to the same camp, and the interference prompt message is used to prompt the fourth virtual character to emit a third sound for interfering with the third virtual character.
[0031] In the above solution, the prompt display module is further configured to display a first prompt message corresponding to the first sound and a fourth prompt message corresponding to the original sound when the first sound is obtained by converting the original sound associated with the first virtual character through an analog device; wherein, the original sound is in an inaudible state relative to other virtual characters, the first sound is in an audible state relative to other virtual characters, and the propagation range of the first sound prompted by the first prompt message in the virtual scene is different from the propagation range and sound source position of the original sound prompted by the fourth prompt message in the virtual scene; before controlling the first virtual character to interact in the virtual scene with a target interaction behavior, the instruction receiving module is further configured to receive the interaction control instruction triggered based on the first prompt message and the fourth prompt message.
[0032] An embodiment of the present application provides an electronic device, including:
[0033] A memory for storing computer-executable instructions or computer programs;
[0034] A processor, when executing the computer-executable instructions or computer programs stored in the memory, implements the interaction method of the virtual scene provided by the embodiment of the present application.
[0035] An embodiment of the present application provides a computer-readable storage medium, storing computer-executable instructions or computer programs, which are used to implement the interaction method of the virtual scene provided by the embodiment of the present application when being executed by a processor.
[0036] An embodiment of the present application provides a computer program product, including a computer program or computer-executable instructions, which implement the interaction method of the virtual scene provided by the embodiment of the present application when being executed by a processor.
[0037] The embodiment of the present application has the following beneficial effects:
[0038] Applying the embodiments of the present application, during the interaction process of the first virtual character in the virtual scene, if the first sound associated with the first virtual character appears, in the map of the virtual scene corresponding to the first virtual character, a first prompt message for prompting the propagation range of the first sound in the virtual scene is displayed, which improves the perception ability of the player account corresponding to the first virtual character for the sound associated with it. In this way, the player account can trigger an interaction control instruction for the first virtual character, determine the target interaction behavior to be executed based on the propagation range of the first sound prompted by the first prompt message, and control the first virtual character to interact in the virtual scene with the target interaction behavior. Since the propagation range prompted by the first prompt message can, to a certain extent, reflect the current interaction progress, the player can judge whether other players may hear their actions based on their own position and the sound propagation range. This helps the player more accurately judge the exposure risk on the battlefield and establish a defense strategy or an offensive strategy (i.e., the target interaction behavior) corresponding to the current interaction, and can improve the interaction efficiency. BRIEF DESCRIPTION OF THE DRAWINGS
[0039] Figure 1 is a schematic structural diagram of an interaction system 100 for a virtual scene provided by an embodiment of the present application;
[0040] Figure 2 is a schematic structural diagram of an electronic device 500 provided by an embodiment of the present application;
[0041] Figure 3 is a schematic flowchart of an interaction method for a virtual scene provided by an embodiment of the present application;
[0042] Figures 4A - 4B is a schematic diagram of the display of a prompt message provided by an embodiment of the present application;
[0043] Figure 5 is a schematic diagram of the display of a prompt message provided by an embodiment of the present application;
[0044] Figure 6 is a schematic diagram of the display of a prompt message provided by an embodiment of the present application;
[0045] Figure 7 is a schematic diagram of the display of a prompt message provided by an embodiment of the present application;
[0046] Figure 8 is a schematic diagram of the display of a prompt message provided by an embodiment of the present application;
[0047] Figures 9A - 9B is a schematic diagram of the display of a prompt message provided by an embodiment of the present application;
[0048] Figure 10 is a schematic flowchart of an interaction method for a virtual scene provided by an embodiment of the present application. Detailed implementation manners
[0049] In order to make the objectives, technical solutions, and advantages of this application clearer, the following will further describe this application in detail with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those of ordinary skill in the art without creative efforts fall within the scope of protection of this application.
[0050] It can be understood that in the embodiments of this application, data related to user information (such as the user's historical selections, etc.) is involved. When the embodiments of this application are applied to specific products or technologies, user permission or consent needs to be obtained, and the collection, use, and processing of relevant data need to comply with relevant laws, regulations, and standards in relevant countries and regions.
[0051] In the following description, "some embodiments" are involved, which describe a subset of all possible embodiments. However, it can be understood that "some embodiments" can be the same subset or different subsets of all possible embodiments, and can be combined with each other without conflict.
[0052] In the following description, the terms "first / second..." only distinguish similar objects and do not represent a specific order for the objects. It can be understood that "first / second..." can be interchanged with a specific order or sequence when allowed, so that the embodiments of this application described here can be implemented in an order other than that illustrated or described here.
[0053] In the embodiments of this application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works together with other related parts to achieve a predetermined goal, and can be fully or partially implemented by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of the overall module or unit that includes the function of the module or unit.
[0054] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the technical field to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.
[0055] Before further elaborating on the embodiments of this application, the nouns and terms involved in the embodiments of this application are explained. The nouns and terms involved in the embodiments of this application are applicable to the following explanations.
[0056] 1) Client: An application program running on a terminal for providing various services, such as a video playback client, a game client, etc.
[0057] 2) Responsive to: Used to represent the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations to be executed can be real-time or can have a set delay; without special instructions, there is no restriction on the execution order of multiple operations to be executed.
[0058] 3) Virtual scene: A virtual scene displayed (or provided) when an application program runs on a terminal. This virtual scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, or a three-dimensional virtual scene. The embodiments of the present application do not limit the dimension of the virtual scene. For example, the virtual scene can include sky, land, ocean, etc. The land can include environmental elements such as deserts, cities, etc. Users can control virtual objects to move in this virtual scene.
[0059] 4) Virtual character: The images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual humans, virtual animals, anime characters, etc., such as the people, animals, etc. displayed in a virtual scene. A virtual character can be a virtual image in the virtual scene used to represent a user. The virtual scene can include multiple virtual characters, and each virtual character has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene. A virtual character can also be a game character controlled by a user (or player).
[0060] The embodiments of the present application provide an interaction method, device, electronic device, computer-readable storage medium, and computer program product for a virtual scene, which can improve the perception ability of the interaction process. The following describes an exemplary application of the electronic device provided by the embodiments of the present application. The electronic device provided by the embodiments of the present application can be implemented as various types of user terminals such as a laptop computer, a tablet computer, a desktop computer, a set-top box, a mobile device (e.g., a mobile phone, a portable music player, a personal digital assistant, a dedicated messaging device, a portable game device), a smart phone, a smart speaker, a smart watch, a smart TV, a vehicle-mounted terminal, an augmented reality (AR) device, and a virtual reality (VR) device, or can be implemented as a server. The following will describe the exemplary application when the device is implemented as a terminal.
[0061] See Figure 1 , Figure 1It is a schematic architecture diagram of the interaction system 100 for virtual scenarios provided by an embodiment of the present application. To support an exemplary application, terminals (exemplarily shown as terminal 400-1 and terminal 400-2) are connected to the server 200 through the network 300. The network 300 can be a wide area network, a local area network, or a combination of the two.
[0062] In some embodiments, the terminal can be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a vehicle-mounted terminal, etc., but is not limited thereto. A client with a live broadcast function is set on the terminal, such as a video playback client, an instant messaging client, a game client, a live broadcast client, etc. The server 200 is the background server corresponding to the client, which can be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, Content Delivery Network (CDN), and big data and artificial intelligence platforms. The terminal and the server can be directly or indirectly connected through wired or wireless communication methods, which are not limited in the embodiments of the present application.
[0063] In practical applications, in the interaction interface of the virtual scenario, the terminal displays the interaction picture of the first virtual character in the virtual scenario and sends a voice recognition request to the server 200; based on the voice recognition request, the server 200 detects the voice in the virtual scenario. When the first voice associated with the first virtual character appears in the virtual scenario, the server 200 sends the detection result of the first voice to the terminal; based on the detection result, the terminal displays the first prompt information corresponding to the first voice in the map of the virtual scenario corresponding to the first virtual character, where the first prompt information is used to prompt the propagation range of the first voice in the virtual scenario; in response to the interaction control instruction for the first virtual character, the terminal controls the first virtual character to perform interactions in the virtual scenario with a target interaction behavior, where the target interaction behavior is determined based on the propagation range prompted by the first prompt information.
[0064] See Figure 2 , Figure 2 It is a schematic structural diagram of the electronic device 500 provided by an embodiment of the present application. Taking the terminal in Figure 1 as an example, Figure 2The electronic device 500 shown includes: at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. Each component in the electronic device 500 is coupled together through a bus system 540. It can be understood that the bus system 540 is used to implement connection and communication between these components. In addition to a data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clear illustration, in Figure 2 all kinds of buses are labeled as the bus system 540.
[0065] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP, Digital Signal Processor), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Among them, the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0066] The memory 550 includes volatile memory or non-volatile memory, and can also include both volatile and non-volatile memory. Among them, the non-volatile memory can be a read-only memory (ROM, Read Only Memory), and the volatile memory can be a random access memory (RAM, Random Access Memory). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory. Optionally, the memory 550 includes one or more storage devices that are physically located far from the processor 510.
[0067] In some embodiments, the memory 550 is capable of storing data to support various operations. Examples of such data include programs, modules, and data structures, or subsets or supersets thereof, which are described below by way of example.
[0068] An operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks; a network communication module 552, for reaching other electronic devices via one or more (wired or wireless) network interfaces 520. Exemplary network interfaces 520 include: Bluetooth, Wi-Fi (Wireless Fidelity), and USB (Universal Serial Bus), etc.
[0069] In some embodiments, the interactive device for virtual scenarios provided in the embodiments of the present application can be implemented in software, and the interactive device for virtual scenarios provided in the embodiments of the present application can be provided in various software embodiments, including various forms such as application programs, software, software modules, scripts, or code. Figure 2An interaction device 555 for a virtual scene stored in a memory 550 is shown. It can be software in the form of programs and plugins, etc., and includes a series of modules, including a screen display module 5551, a prompt display module 5552, and an interaction control module 5553. These modules are logical, so they can be combined arbitrarily or further split according to the functions implemented. The functions of each module will be described below.
[0070] In some other embodiments, the device provided by the embodiments of the present application can be implemented in a hardware manner. As an example, the device provided by the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the interaction method for the virtual scene provided by the embodiments of the present application. For example, a processor in the form of a hardware decoding processor can employ one or more Application Specific Integrated Circuits (ASICs), Digital Signal Processors (DSPs), Programmable Logic Devices (PLDs), Complex Programmable Logic Devices (CPLDs), Field-Programmable Gate Arrays (FPGAs), or other electronic components.
[0071] In some embodiments, a terminal or a server can implement the interaction method for the virtual scene provided by the embodiments of the present application by running various computer-executable instructions or computer programs. For example, the computer-executable instructions can be commands at the microprogram level, machine instructions, or software instructions. The computer program can be a native program or a software module in an operating system; it can be a local (Native) application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as an instant messaging APP or a live broadcast APP; it can also be a small program that can be embedded in any APP, that is, a program that only needs to be downloaded into the browser environment to run. In short, the above computer-executable instructions can be instructions in any form, and the above computer programs can be application programs, modules, or plugins in any form.
[0072] As mentioned above, the interaction method for the virtual scene provided by the embodiments of the present application can be implemented by various types of electronic devices. For example, it can be Figure 1 executed independently by any one of the terminals and the server 200 in Figure 1 or can be executed collaboratively by the terminals and the server 200 in Figure 1Take the terminal in [the example] executing the interaction method of the virtual scene provided by the embodiments of the present application as an example for illustration. Refer to Figure 3 , Figure 3 which is a schematic flowchart of the interaction method of the virtual scene provided by the embodiments of the present application, and will be described in combination with Figure 3 the steps shown.
[0073] Step 101: The terminal displays, in the interaction interface of the virtual scene, the interaction picture of the first virtual character in the virtual scene.
[0074] In practical applications, a client supporting the virtual scene is installed on the terminal (for example, when the virtual scene is a game, the corresponding client can be a shooting game APP). When the user opens the client installed on the terminal and the terminal runs the client, the interaction picture of the first virtual character controlled by the target account (i.e., the account corresponding to the current terminal) interacting in the virtual scene (such as the first virtual object moving in the virtual scene or interacting with other virtual objects) can be displayed in the client. Among them, the interaction picture is the main user interface that always floats above the view interface during the interaction process. For example, when the virtual scene is a game, the interaction picture is the main user interface that always floats above the game picture during the game process and is the hot area for players to perform interaction behaviors.
[0075] Step 102: In response to the first sound associated with the first virtual character appearing in the virtual scene, display, in the map of the virtual scene corresponding to the first virtual character, the first prompt message corresponding to the first sound.
[0076] Among them, the first prompt message is used to prompt the propagation range of the first sound in the virtual scene.
[0077] In practical applications, during the process of the first virtual character interacting in the virtual scene, corresponding first sounds can be generated. Among them, the first sound is a sound related to the interaction elements of the first virtual character in the virtual scene, such as the sound of the first virtual character moving footsteps, the sound of the first virtual character dropping or picking up something, the sound of the first virtual character equipping virtual props, the gunshot sound of the first virtual character using virtual props to shoot at the target, the explosion sound of the first virtual character using a virtual bomb to bomb the target, the sound of the first virtual character using healing items, and so on.
[0078] When the first sound associated with the first virtual character is generated in the virtual scene, a corresponding first prompt message can be displayed on the map of the virtual scene corresponding to the first virtual character to indicate the propagation range of the first sound in the virtual scene. It can be understood that there is a certain proportional correspondence between the virtual scene and the display distance on the map, and the propagation range of the first sound in the virtual scene is obtained by converting the propagation range of the first sound displayed on the map and the proportional correspondence. For example, the proportional correspondence between the virtual scene and the display distance on the map is 20:1, and the propagation distance of the first sound displayed on the map is 10 meters, then the propagation distance of the first sound in the virtual scene is 200 meters.
[0079] It should be noted that the first prompt message is visible to the first virtual character, but invisible to other virtual characters in the virtual scene except the first virtual character. In this way, the player account corresponding to the first virtual character can have an intuitive perception of the sound associated with itself by observing the propagation range information of the sound associated with itself on the map, which helps the player formulate more effective tactics and strategies and increases the challenge and fun of the game.
[0080] In some embodiments, the terminal can display the first prompt message corresponding to the first sound in the following manner: obtain the first distance that the first sound propagates on the map and the position of the first virtual character on the map, and use the position of the first virtual character on the map as the sound source position of the first sound on the map; display a first circle with the sound source position as the center and the first distance as the radius, and use the first circle as the first prompt message; or, display a text prompt with the sound source position and the first distance as the carrier, and use the text prompt as the first prompt message.
[0081] In practical applications, at least one of graphic elements or text elements can be used to represent the first prompt message. For example, see Figures 4A - 4B , Figures 4A - 4B is a schematic diagram of the display of the prompt message in the embodiment of the present application. When the first sound appears in the virtual scene, Figure 4A , in the map of the virtual scene, a first circle 401 with the position of the first virtual character as the center and the propagation distance of the first sound (i.e., the first distance) as the radius is displayed to represent the first prompt message; Figure 4B , in the map of the virtual scene, a text prompt 402 such as "The propagation range of the sound spreads around you at 50 meters" is displayed to represent the first prompt message; in addition, the first prompt message can also be transmitted by voice playback; thus, the corresponding method can be adopted to transmit the first prompt message according to actual needs, which can improve the applicability of the transmission of the prompt message.
[0082] In some embodiments, the terminal may obtain the first distance that the first sound propagates in the map in the following manner: obtain the first correspondence between the propagation distance of the first sound and the degree of sound attenuation, where the first degree of sound attenuation is related to the frequency of the first sound and the influence parameter of environmental factors in the virtual scene on the propagation distance of the first sound; based on the first correspondence, determine the maximum distance that the first sound actually propagates in the virtual scene; determine the second correspondence between the distance between the virtual scene and the map, and based on the second correspondence and the maximum distance that the first sound actually propagates in the virtual scene, determine the first distance.
[0083] Among them, the first distance is the maximum propagation distance of the first sound in the virtual scene, which is affected by the frequency (or intensity) of the first sound, environmental factors in the virtual scene (such as the air medium for sound propagation, obstacles and reflections in a complex environment, etc.). The terminal calculates the maximum propagation distance of the first sound in the virtual scene according to the propagation principle of the first sound in the air. To simplify the calculation process, in the virtual scene, a free space path loss model (that is, without considering the influence of obstacles and reflections in a complex environment on sound propagation) can be used to calculate the maximum propagation distance of the first sound. Among them, the free space path loss model assumes that in an ideal situation without obstacles or reflections, the intensity of the sound will gradually weaken as the distance increases. This model uses the following formula (the above-mentioned first correspondence) to calculate the degree of sound attenuation: L = 20 * log10(d) + 20 * log10(f) + C, where L is the degree of sound attenuation (unit: decibel, dB), d is the maximum propagation distance of the sound (unit: meter, m), f is the frequency of the sound (unit: hertz, Hz), and C is a constant representing the influence of other factors such as air humidity and temperature on sound attenuation.
[0084] After obtaining the maximum distance that the first sound actually propagates in the virtual scene through the above formula, the proportional correspondence relationship (that is, the second correspondence) between the virtual scene and the display distance in the map can be used to convert the maximum distance that the first sound actually propagates in the virtual scene into the maximum propagation distance (that is, the first distance) that the first sound is displayed in the map.
[0085] In some embodiments, when the first sound disappears in the virtual scene, the terminal may also gradually reduce the transparency of the first circle until the transparency of the first circle is reduced to zero; or cancel the display of the text prompt.
[0086] In practical applications, the appearance and disappearance of the first prompt message can be completely synchronized with the appearance and disappearance of the first sound. That is, when the first sound disappears in the virtual scene (for example, when the first virtual character stops emitting the first sound or the player account corresponding to the first virtual character enables the mute function, and after enabling the mute function, the virtual characters in the virtual scene cannot hear the first sound), the first prompt message displayed on the map is immediately cancelled, such as controlling the transparency of the first circle to instantly become zero, or immediately cancelling the text prompt.
[0087] In addition, when the first sound disappears in the virtual scene, the process of the gradual disappearance of the first prompt message can also be displayed. For example, refer to Figure 5 , Figure 5 is a schematic diagram of the display of the prompt message provided by the embodiment of the present application. Taking the first circle as an example to represent the first prompt message, when the first sound appears and then disappears in the virtual scene, the terminal can gradually reduce the transparency of the first circle until the transparency is reduced to zero, so as to give a reminder to the player.
[0088] In some embodiments, the terminal can display the first prompt message corresponding to the first sound in the following manner: in response to the propagation distance of the first sound being greater than the first target distance, control the map to be in a flashing state, and display the flashing map as the first prompt message; wherein, the first target distance is the maximum distance between the first virtual character and the border of the map, and the flashing frequency of the map corresponds to the appearance frequency of the first sound.
[0089] Refer to Figure 6 , Figure 6 is a schematic diagram of the display of the prompt message provided by the embodiment of the present application. In practical applications, when the propagation distance of the first sound is much greater than the distance that the map of the virtual scene can present (i.e., the first target distance), display the flashing map, and the flashing frequency of the map corresponds to the appearance frequency of the first sound, to remind the player that the propagation range of the first sound emitted is relatively wide and is in a dangerous state (i.e., exposure risk) that is easily detected by other virtual characters.
[0090] In some embodiments, the terminal can display the first prompt message corresponding to the first sound in the following manner: in response to the propagation distance of the first sound being greater than the second target distance, at the position of the first virtual character in the map, prominently display the character identifier of the first virtual character, and display the prominently displayed character identifier as the first prompt message; wherein, the prominently displayed character identifier is used to remind the first virtual character that it is in a dangerous state that is easily discovered by other virtual characters.
[0091] Here, still refer to Figure 6When the propagation distance of the first sound is much greater than the distance that can be presented by the map of the virtual scene (i.e., the second target distance), at the position where the first virtual character is located in the map, the character identifier of the first virtual character (used to uniquely identify the first virtual character) can be highlighted (such as highlighted or displayed in a specific color), or the border of the map can be highlighted, and the highlighted character identifier or border is used as the first prompt message to prompt that the propagation range of the first sound emitted by the player is relatively wide and is in a dangerous state (i.e., exposure risk) that is easily detected by other virtual characters.
[0092] In some embodiments, the terminal can display the first prompt message corresponding to the first sound in the following manner: in response to the type of the first sound being at least two, display a sound selection control; in response to a trigger operation on the first sound selection control, display sound options corresponding to at least two types of the first sound; in response to a selection operation on a target option, display the first prompt message of the first sound of the target type corresponding to the target option.
[0093] In practical applications, when multiple types of the first sound appear in the virtual scene at the same time, the player can, through the sound selection control, select and display the first prompt message corresponding to the first sound of the target type according to actual needs. For example, refer to Figure 7 , Figure 7 is a schematic diagram of the display of the prompt message provided by the embodiment of the present application. When the player triggers the sound selection control 701, the terminal, in response to this trigger operation, displays sound options corresponding to multiple types of the first sound that can be selected, such as sound option 1 (corresponding to footsteps), sound option 2 (corresponding to gunshots), and sound option 3 (corresponding to riding a carriage). When the player selects a target sound option (such as sound option 1) from them, the terminal, in response to this selection operation, displays the first prompt message of the first sound of the target type (i.e., footsteps) corresponding to the target option (i.e., sound option 1) in the map of the virtual scene.
[0094] In some embodiments, after the terminal displays the first prompt message of the first sound of the target type corresponding to the target option, the sound type corresponding to the displayed first prompt message can also be switched in the following manner: display a sound switching control in the map; in response to a sound switching operation triggered based on the sound switching control, switch from displaying the first prompt message of the first sound of the target type to displaying the first prompt message of the first sound of other types.
[0095] In practical applications, players can also switch the sound type corresponding to the first prompt message displayed through the sound switching control shown on the map. Among them, the switching between the first prompt messages corresponding to different sound types can be random switching. For example, assume that the first prompt message corresponding to the first sound of the first type is currently displayed on the map. When the player triggers the sound switching control, the terminal receives the corresponding sound switching operation and can randomly switch the first prompt message corresponding to the first sound of the first type displayed on the map to the first prompt message corresponding to the first sound of the second type. And by triggering the sound switching control, the first prompt message corresponding to the first sound of the second type can be continuously switched to the first prompt message corresponding to the first sound of the third type, so that players can view the first prompt messages corresponding to more types of the first sound, improving the flexibility of switching.
[0096] Of course, the switching between the first prompt messages corresponding to different sound types can also be directional switching. For example, when the player triggers the sound switching control, the terminal responds to this trigger operation, displays a switching interface, and shows various types of the first sound available for switching selection in the switching interface. When the player selects a certain type of the first sound from them, the terminal receives the sound switching operation and responds to this sound switching operation to directionally switch the first prompt message corresponding to the first sound of the target type currently displayed on the map to the first prompt message corresponding to the selected type of the first sound. In this way, players can select and switch the prompt messages of the corresponding type of the first sound for display according to their own needs, improving the pertinence of switching.
[0097] In some embodiments, the terminal can display the first prompt message corresponding to the first sound in the following manner: in response to the type of the first sound being at least two, obtain the display priorities corresponding to various types of the first sound; and use the display styles corresponding to the respective display priorities to display the first prompt messages corresponding to various types of the first sound.
[0098] In practical applications, when multiple types of the first sound appear simultaneously in the virtual scene, the terminal can simultaneously display the first prompt messages corresponding to all types of the first sound on the map of the virtual scene. Since the display priorities corresponding to different types of the first sound (or the first prompt messages corresponding to the first sound) can be different, the first prompt messages corresponding to each type of the first sound can be displayed using corresponding display styles according to the display priorities of different types of the first sound, that is, for the first sound with different display priorities, different display styles (such as different display orders, different display colors, different display brightnesses, different display fonts, etc.) are used to display the first prompt messages corresponding to each type of the first sound, or the first prompt message corresponding to the target type of the first sound with a higher display priority is highlighted, which is convenient for users to identify the propagation ranges of various types of the first sound.
[0099] In some embodiments, the terminal may display the first prompt information corresponding to the first sound in the following manner: in response to the type of the first sound being at least two, automatically display the first prompt information corresponding to the first sound of the target type; wherein, the display priority of the first sound of the target type is higher than that of the first sounds of other types.
[0100] In practical applications, when multiple types of first sounds appear simultaneously in the virtual scene and the display priorities corresponding to different types of first sounds are different, the terminal can automatically select the first sound of the target type with the highest display priority and display the first prompt information corresponding to the first sound of the target type in the map of the virtual scene. In this way, the propagation range of the most needed type of sound can be displayed without the player's selection, improving the intelligence of the sound propagation range display.
[0101] In some embodiments, the terminal may predict the display priorities of various types of first sounds in the following manner: obtain the influence parameters used to affect the display priorities of various types of first sounds, where the influence parameters include at least one of the following: the type of the first sound, the maximum propagation distance of the first sound in the virtual scene, the sensitivity of the first sound relative to other virtual characters, and the historical selection rate corresponding to the first sound; based on the influence parameters, call a neural network model to perform priority prediction to obtain the display priorities of various types of sounds, where the neural network model is trained based on sound samples, the influence parameters corresponding to the sound samples, and the display priorities marked for the sound samples.
[0102] In practical applications, different types of sounds affect the player's interaction strategy. For example, when the player hears two different types of sounds, footsteps and horse hoof sounds, the strategic decisions they execute can be different. Therefore, the type of the first sound affects the display priority of the first sound.
[0103] The maximum propagation distance of the first sound in the virtual scene is affected by factors such as the type, frequency, and environment of the first sound. The maximum propagation distance of the first sound in the virtual scene also affects the player's interaction strategy. For example, the larger the maximum propagation distance of the first sound in the virtual scene, the easier it is to be discovered by other virtual characters (i.e., the greater the exposure risk of the first virtual character). In this case, the display priority corresponding to the first sound is greater. Or, when the maximum propagation distance of the first sound in the virtual scene is relatively small, the player perceives that the first virtual character has been discovered by other virtual characters due to a certain type of first sound associated with it. In this case, the first virtual character needs to view the propagation range of this type of first sound in the map to locate other virtual characters more. In this case, the display priority corresponding to this type of first sound is greater.
[0104] The sensitivity of the first sound relative to other virtual characters can be determined according to the current interaction progress, which is used to feedback the influence degree of the first sound on the first virtual character or other virtual characters. The exposure of the first sound (i.e., being heard by other virtual characters that are in a hostile relationship with the first virtual character) directly brings a negative gain effect to the first virtual character, while it directly brings a positive gain effect to other virtual characters. It can be understood that this influence will change as the interaction progresses. For example, if other virtual characters expose themselves after hearing the first sound (i.e., the first virtual character detects the location of other virtual characters), then the first sound indirectly brings a positive gain effect to the first virtual character (i.e., changing from a negative gain effect to a positive gain effect), and indirectly brings a negative gain effect to other virtual characters (i.e., changing from a positive gain effect to a negative gain effect). The sensitivities of different types of first sounds relative to other virtual characters are different, so the sensitivity affects the display priority of the corresponding types of first sounds.
[0105] The historical selection rate of the first sound is the probability that the prompt information of each type of first sound is selected by the player account when there are multiple types of first sounds existing simultaneously in history. Generally, the larger the historical selection rate corresponding to a certain type of first sound, the larger the display priority corresponding to that type of first sound.
[0106] After obtaining the influence parameters used to affect the display priorities of various types of first sounds, input the influence parameters into the trained neural network model for prediction processing to obtain the display priorities of various types of first sounds, which can make the prediction more accurate.
[0107] Before applying the neural network model, it is necessary to train the initial neural network model, and then put the trained neural network model into application to realize combining the influence parameters and predicting the display priorities of various types of first sounds through artificial intelligence technology. Among them, the neural network model is trained based on the sound samples, the influence parameters corresponding to the sound samples, and the display priorities annotated for the sound samples. For example, based on the sound samples, the historical selection rates associated with the sound samples, and the display priorities annotated for the sound samples, call the initial neural network model for prediction processing to obtain the predicted display priorities. After determining the value of the loss function of the neural network model through the predicted display priorities and the annotated display priorities, it can be judged whether the value of the loss function exceeds the preset threshold. When the value of the loss function exceeds the preset threshold, determine the error signal of the neural network model based on the loss function, backpropagate the error signal in the neural network model, and update the model parameters of each layer during the propagation process.
[0108] Among them, the embodiments of the present application do not limit the model structure of the neural network model. For example, the neural network model can be a convolutional neural network, a deep neural network, etc.; nor are they limited to the form of the loss function. For example, it can be a cross-entropy loss function, an L2 loss function, etc.
[0109] Here, the backpropagation is described. The training sample data is input into the input layer of the neural network model, passes through the hidden layer, and finally reaches the output layer and outputs the result. This is the forward propagation process of the neural network model. Since there is an error between the output result of the neural network model and the actual result, the error between the output result and the actual value is calculated, and this error is propagated backward from the output layer to the hidden layer until it reaches the input layer. During the backpropagation process, the values of the model parameters are adjusted according to the error, that is, a loss function is constructed based on the error between the output result and the actual value, and the partial derivatives of the loss function with respect to the model parameters are calculated layer by layer to generate the gradients of the loss function with respect to the model parameters of each layer. Since the direction of the gradient indicates the direction in which the error expands, the gradient of the model parameters is taken as the opposite, and added to the original parameters of each layer model. The obtained summation result is used as the updated model parameters of each layer, thereby reducing the error caused by the model parameters. The above process is continuously iterated until convergence.
[0110] In some embodiments, at the initial moment when the first sound appears, in the map of the virtual scene corresponding to the first virtual character, a second prompt message corresponding to the first sound is displayed. The second prompt message is used to prompt the appearance timing of the first sound; as the appearance duration of the first sound increases, the display style of the second prompt message is changed, and when the appearance duration of the first sound reaches the target duration, the display of the second prompt message is cancelled; wherein, the target duration is less than the display duration of the first prompt message.
[0111] In practical applications, at the initial moment when the first sound just appears in the virtual scene (i.e., at the moment of appearance), a second prompt message for prompting the appearance timing of the first sound (i.e., prompting that the first sound is being emitted) is displayed in the map, and as the appearance duration increases, the display style of the second prompt message is changed. When the appearance duration reaches the target duration (usually lower than the total duration of the first sound appearance, which can be set according to actual needs), the display of the second prompt message is cancelled (even if the first sound still exists, it will no longer be prompted); thus, within a period of time when the first sound just appears in the virtual scene, the player is given a prominent prompt to facilitate the player to quickly locate the impact brought by the appearance of the first sound.
[0112] In some embodiments, the terminal may display a second prompt message corresponding to the first sound in the following manner: display a second circle centered on the sound source position of the first sound with the second distance as the initial radius, and use the second circle as the second prompt message; correspondingly, the terminal may change the display style of the second prompt message as the duration of the first sound appearance increases, and cancel the display of the second prompt message when the duration of the first sound appearance reaches the target duration: as the duration of the first sound appearance increases, control the second circle to gradually expand outward from the initial radius; when the duration of the first sound appearance reaches the target duration, control the radius of the second circle to expand to the third distance, and control the second circle with the third distance as the radius to disappear; where the third distance is less than the maximum propagation distance corresponding to the propagation range.
[0113] See Figure 8 , Figure 8 FIG. is a schematic diagram of the display of prompt messages provided by an embodiment of the present application. When the first sound associated with the first virtual character first appears in the virtual scene, in addition to displaying the first prompt message (such as the first circle above) 801 corresponding to the first sound to indicate the propagation range of the first sound, a second circle (i.e., the second prompt message) 802 with a gradually expanding radius is also displayed to prompt that the first sound is propagating in the virtual scene. Among them, the first circle 801 and the second circle can be concentric circles with the same center (i.e., both centered on the sound source position) and different radii. However, for easy distinction, different display styles (such as different display colors) can be used to display the first circle 801 and the second circle 802; to prominently prompt the player of the appearance of the first sound, as the duration of the first sound appearance increases, the radius of the second circle can be controlled to gradually increase, and when the duration of the first sound appearance reaches the target duration, it becomes the third distance (less than the radius of the first circle, such as half of the radius of the first circle), and at this time, the second circle is controlled to disappear.
[0114] In some embodiments, the terminal may display a second prompt message corresponding to the first sound in the following manner: at the sound source position of the first sound, display the second prompt message with an initial transparency corresponding to the first sound, and the initial transparency is greater than zero; correspondingly, the terminal may change the display style of the second prompt message and cancel the display of the second prompt message when the duration of the first sound appearance reaches the target duration: gradually reduce the transparency of the second prompt message, and when the duration of the first sound appearance reaches the target duration, reduce the transparency of the second prompt message to zero.
[0115] Here, to prominently prompt the player of the appearance of the first sound, as Figure 8 shown, while controlling the radius of the second circle used to prompt the appearance timing of the first sound to gradually increase, the display transparency of the second circle can be controlled to gradually decrease, such as from the initial transparency to zero, so that the second circle disappears.
[0116] In some embodiments, after the terminal displays the first prompt message corresponding to the first sound, the first prompt message may be updated in the following manner:
[0117] During the process of displaying the first prompt message, in response to the first virtual character hearing the second sound associated with the second virtual character, the display of the first prompt message is updated; wherein, the updated first prompt message carries an indication label for indicating the sound source direction corresponding to the second sound.
[0118] Here, in the case where the first sound associated with the first virtual character appears in the virtual scene, if the first virtual character can hear the second sound associated with the second virtual character, it indicates that the propagation range of the second sound coincides with the propagation range of the first sound associated with the first virtual character. Here, the propagation ranges of the first sound and the second sound can be integrally displayed, that is, when displaying the first prompt message corresponding to the first sound, an indication label for indicating the sound source direction or sound source position of the second sound carried by the first prompt message is also displayed. For example, when the first prompt message is represented by the above-mentioned first circle, an arrow pointing to the second virtual character is displayed at the target arc corresponding to the partial coincidence in the first circle as the indication label. Another example is that when the first prompt message is represented by the above-mentioned text prompt, in addition to displaying the sound source position and the maximum propagation distance of the first sound in text form, a text prompt indicating the position of the second virtual character (such as the enemy is 15 meters in front of the player's right) is also displayed; thus, it is convenient for the player to infer the position of the second virtual character in the virtual scene based on the indication label, and then adopt appropriate target interaction behaviors to interact with the second virtual character.
[0119] In some embodiments, when the first circle is used as the first prompt message, the terminal may update the display of the first prompt message in the following manner: in response to a partial coincidence between the propagation ranges of the first sound and the second sound, the target arc corresponding to the partial coincidence in the first circle is highlighted, and the target arc carries an indication label for indicating the sound source direction corresponding to the second sound; in response to the propagation range of the first sound completely covering the propagation range of the second sound, the sound source position corresponding to the second sound is highlighted in the first circle, and the highlighted sound source position corresponding to the second sound is used as the indication label.
[0120] See Figures 9A - 9B , Figures 9A - 9BIt is a schematic diagram showing the display of prompt information provided by an embodiment of the present application. Taking the first circle to represent the first prompt information corresponding to the first sound and the third circle to represent the prompt information corresponding to the second sound (using the third circle to represent the propagation range of the second sound, where the third circle is a circle centered on the sound source position of the second sound and with a radius equal to the maximum propagation distance of the second sound) as an example, during the process of displaying the first circle in the map of the virtual scene corresponding to the first virtual character, when the first virtual character hears the second sound associated with the second virtual character, Figure 9A If the first circle and the third circle intersect (i.e., there is partial overlap), update the display of the first circle in the map to prominently display (such as using a gradient color display or a highlighted display) the target arc 901 in the overlapping part of the first circle, and display an indication label (such as an indication arrow) 902 pointing to the sound source direction corresponding to the second sound (i.e., the direction where the second virtual character is located) at the target arc; Figure 9B If the first circle and the third circle are in an inclusion relationship (i.e., the third circle is within the first circle), prominently display the sound source position 903 of the second sound in the first circle displayed in the map to indicate the relative position of the second virtual character with respect to the first virtual character; in this way, it is convenient for the player to perform a target interaction behavior suitable for the current interaction progress based on the relative position between the first virtual character and the second virtual character.
[0121] Step 103: In response to an interaction control instruction for the first virtual character, control the first virtual character to perform an interaction in the virtual scene with a target interaction behavior.
[0122] In practical applications, after the first prompt information corresponding to the first sound associated with the first virtual character is displayed in the map of the virtual scene corresponding to the first virtual character, the player account corresponding to the first virtual character can trigger a corresponding interaction control instruction based on the propagation range of the first sound indicated by the first prompt information to control the first virtual character to perform a target interaction behavior suitable for the current interaction progress, that is, the target interaction behavior is determined based on the propagation range prompted by the first prompt information, which is beneficial for the player to enhance their interaction ability in the virtual scene.
[0123] In some embodiments, before the terminal controls the first virtual character to interact in the virtual scene with a target interaction behavior, the interaction control instruction may be received in the following manner: display the position information of the third virtual character in the map, where the third virtual character and the first virtual character belong to different camps; determine the relative position between the first virtual character and the third virtual character based on the first prompt information and the position information of the third virtual character; receive the interaction control instruction triggered based on the relative position, where the target interaction behavior indicated by the interaction control instruction corresponds to the relative position and includes at least one of the following: a defensive behavior to prevent the first virtual character from being exposed to the third virtual character, an attacking behavior to attack the third virtual character, and an interfering behavior to interfere with the third virtual character.
[0124] In practical applications, the position information of the third virtual character (which belongs to a different camp from the first virtual character, that is, the first virtual character and the third virtual character are in a hostile relationship) may also be displayed in the map of the virtual scene corresponding to the first virtual character. In this way, the player corresponding to the first virtual character can determine the relative position between the first virtual character and the third virtual character based on the propagation range of the first sound prompted by the first prompt information and the position of the third virtual character in the virtual scene, and trigger an interaction control instruction suitable for the current interaction progress (corresponding to the relative position) based on the relative position to control the first virtual character to interact in the virtual scene with the target interaction behavior indicated by the interaction control instruction.
[0125] Among them, the defensive behavior is a behavior used to prevent the first virtual character from being exposed to the third virtual character. For example, when the first virtual character is exposed (discovered by the third virtual character) due to emitting the first sound, the defensive behavior may be to prohibit the first virtual character from emitting or creating the first sound to prevent the third virtual character from tracking the first virtual character based on the first sound, or to find an occlusion and use the occlusion to block the first virtual character to prevent the third virtual character from viewing the first virtual character, and so on. When the first virtual character attracts the third virtual character to fight with the first virtual character due to the emitted first sound, the attacking behavior is the behavior of the first virtual character fighting against the third virtual character; the interfering behavior is a behavior that causes interference to the third virtual character, such as emitting an interfering sound to interfere with the third virtual character's judgment of the specific location of the first virtual character.
[0126] In some embodiments, the terminal can receive an interaction control instruction triggered based on a relative position in the following manner: in response to the relative position indicating that the relative distance between the first virtual character and the third virtual character is lower than a third target distance, receive an interaction control instruction for indicating the triggering of an interference behavior; the terminal can control the first virtual character to interact in the virtual scene with a target interaction behavior in the following manner: in response to the interaction control instruction, send an interference prompt message to the fourth virtual character; wherein, the fourth virtual character and the first virtual character belong to the same camp, and the interference prompt message is used to prompt the fourth virtual character to emit a third sound that interferes with the third virtual character.
[0127] Here, when the relative distance between the first virtual character and the third virtual character is lower than the third target distance (which can be set according to actual needs), the player can trigger an interaction control instruction for an interference behavior. The terminal responds to this interaction control instruction and sends an interference prompt message to the fourth virtual character in the same camp. After the terminal corresponding to the fourth virtual character receives the interference prompt message, it emits a third sound (i.e., an interference sound) that interferes with the third virtual character to interfere with the hearing of the third virtual character. At this time, the terminal corresponding to the first virtual character can prohibit the first virtual character from emitting the first sound to attack the third virtual character when the first virtual character is walking stealthily. In this way, through the cooperation of the first virtual character and the fourth virtual character, the overall interaction ability of the camp where the first virtual character is located can be improved.
[0128] In some embodiments, the terminal can display a first prompt message corresponding to the first sound in the following manner:
[0129] When the first sound is obtained by converting the original sound associated with the first virtual character through an analog device, display the first prompt message corresponding to the first sound and the fourth prompt message corresponding to the original sound; wherein, the original sound is inaudible to other virtual characters, the first sound is audible to other virtual characters, and the propagation range of the first sound prompted by the first prompt message in the virtual scene is different from the propagation range and sound source position of the original sound prompted by the fourth prompt message in the virtual scene; correspondingly, before the terminal controls the first virtual character to interact in the virtual scene with a target interaction behavior, it can receive an interaction control instruction in the following manner: receive an interaction control instruction triggered based on the first prompt message and the fourth prompt message.
[0130] In practical applications, in order to interfere with the enemy, the terminal can convert the original sound emitted by the first virtual character through a simulation device built into the virtual scene application to obtain a first sound, and distinguish and display in the map a first prompt message corresponding to the first sound (to indicate the propagation range of the first sound in the virtual scene) and a fourth prompt message corresponding to the original sound (to indicate the propagation range of the original sound in the virtual scene). When other virtual characters (different from the first virtual character, such as a third virtual character belonging to a different camp from the first virtual character) are within the range where the first sound can be heard, the terminal can control the first sound to be audible relative to other virtual characters and control the original sound to be inaudible relative to other virtual characters. That is, other virtual characters can hear the interfering first sound but cannot hear the original sound, and the propagation ranges and sound source positions of the original sound and the first sound in the virtual scene are different. In this way, when other virtual characters judge the position of the first virtual character through sound, they will regard the sound source position corresponding to the first sound (i.e., the interfering sound) as the position where the first virtual character is located. In fact, the sound source position corresponding to the original sound is the position where the first virtual character is located. Thus, through the interference measure, interference is brought to other virtual characters, which not only enriches the interaction method but also improves the interaction ability of the first virtual character, and further helps to improve the interaction efficiency of the first virtual character to achieve interaction victory.
[0131] Next, an exemplary application of the embodiments of the present application in an actual application scenario will be described. Taking the virtual scene as a game as an example, the interaction method of the virtual scene provided by the embodiments of the present application will be further described. Refer to Figure 10 , Figure 10 which is a schematic flowchart of the interaction method of the virtual scene provided by the embodiments of the present application. The method includes:
[0132] Step 201: The terminal displays an interaction screen of the target game character in the game in the interaction interface of the game.
[0133] The target game character is the above-mentioned first virtual character, which is the game character of the game account corresponding to the current terminal in the game.
[0134] Step 202: Collect the sound signal associated with the target game character.
[0135] In practical applications, during the interaction process of the target game character in the game, the terminal uses a sound detection module built into the game to detect in real time the sound signal generated by the target game character during the interaction process (such as the above-mentioned first sound).
[0136] Step 203: Preprocess the collected sound signal to obtain a preprocessed sound signal.
[0137] Here, preprocessing is performed on the collected sound signal. For example, the collected sound signal is sampled at a certain sampling rate (which determines the number of times the sound signal is sampled per second, in hertz), and noise filtering, frequency-domain analysis, time-domain analysis, etc. are performed on the sampled sound signal to obtain the preprocessed sound signal, so as to ensure that the captured sound signal can accurately represent the original sound, which is beneficial to improving the accuracy of subsequent sound recognition.
[0138] Step 204: Perform sound classification processing based on the preprocessed sound signal to obtain the sound category to which the sound signal belongs.
[0139] Here, the terminal performs sound classification processing based on the preprocessed sound signal. For example, feature extraction processing is performed on the preprocessed sound signal to obtain corresponding sound features, and then, sound classification processing is performed on the sound features to obtain the sound category to which the sound signal belongs.
[0140] Among them, the above-mentioned feature extraction processing on the preprocessed sound signal can be to perform a fast Fourier transform on the preprocessed sound signal to obtain the corresponding sound spectrum. Here, the sound spectrum is used to characterize the spectrogram of the sound signal, and the spectrogram is often a very large picture. In order to obtain appropriate-sized sound features, the sound spectrum is often transformed into a sound Mel spectrum through a Mel filter to simulate the sensitivity of the human ear's hearing to the actual frequency of the sound signal. This is because the pitch of the sound heard by the human ear and the actual frequency (Hz) of the sound do not show a linear relationship, and using Mel frequency (Mel) is more in line with the auditory characteristics of the human ear, that is, it is linearly distributed below 1000 Hz and logarithmically increases above 1000 Hz. The relationship between Mel frequency and Hz frequency is as follows: Among them, f represents the actual frequency, f Mel represents the Mel frequency.
[0141] After obtaining the sound Mel spectrum corresponding to the sound signal, perform a logarithmic processing on the sound Mel spectrum to obtain the corresponding logarithmic Mel spectrum feature, and use the logarithmic Mel spectrum feature as the sound feature corresponding to the sound signal for subsequent sound classification processing, which can not only improve the classification accuracy but also reduce the subsequent calculation overhead.
[0142] After obtaining the sound features of the sound signal, sound classification processing can be performed on the sound features. For example, the sound features are input into a pre-defined sound model for comparison and matching to obtain the sound category to which the sound signal belongs, such as identifying that the sound signal is one of footsteps, the sound of dropping or picking up something, gunshots, explosions, etc.
[0143] Step 205: Determine the propagation distance of the sound signal according to the sound category to which the sound signal belongs.
[0144] Here, the propagation distance of the sound signal is affected by the type of the sound signal (which determines the frequency or intensity of the sound signal), environmental factors in the game (such as the air medium for sound propagation, obstacles and reflections in a complex environment, etc.). The terminal calculates the maximum propagation distance of the sound signal in the game based on the propagation principle of sound in the air. To simplify the calculation process, in game applications, the free space path loss model (i.e., without considering the influence of obstacles and reflections in a complex environment on sound propagation) can be used to calculate the maximum propagation distance of the sound signal. Among them, the free space path loss model assumes that in an ideal situation without obstacles or reflections, the intensity of sound gradually weakens as the distance increases. This model uses the following formula to calculate the attenuation degree of sound: L = 20 * log10(d) + 20 * log10(f) + C, where L is the attenuation degree of sound (unit: decibel, dB), d is the maximum propagation distance of sound (unit: meter, m), f is the frequency of sound (unit: hertz, Hz), and C is a constant representing the influence of other factors such as air humidity and temperature on sound attenuation.
[0145] Step 206: In the game map, display a prompt message for indicating the propagation range of the sound signal.
[0146] Here, after calculating the actual maximum propagation distance of the sound signal in the game through the above formula, due to the proportional correspondence relationship between the game scene and the display distance in the map, the actual maximum propagation distance of the sound signal in the game scene can be converted into the maximum propagation distance of the sound signal displayed in the map. Based on the maximum propagation distance of the sound signal displayed in the map, the propagation range of the sound signal in the map is determined, and a prompt message for indicating this propagation range in the map, such as a circle with the sound source position of the sound signal as the center and the propagation distance of the sound signal in the map as the radius, that is, the above-mentioned first circle.
[0147] Step 207: In response to an interaction control instruction for a target game character triggered based on the prompt message, control the target game character to perform an interaction in the game with a target interaction behavior.
[0148] Here, after displaying the prompt message corresponding to the sound associated with the target game character in the map of the game scene corresponding to the target game character, the player account corresponding to the target game character can trigger a corresponding interaction control instruction based on the propagation range of the sound indicated by the prompt message to control the target game character to perform a target interaction behavior suitable for the current interaction progress. That is, the target interaction behavior is determined based on the propagation range of the sound prompted by the prompt message, which is beneficial for players to enhance their interaction ability in the game.
[0149] The target interaction behaviors include at least one of the following: defensive behavior, offensive behavior, and interference behavior. Among them, the defensive behavior is a behavior used to prevent the target game character from being exposed to the enemy. For example, when the target game character is exposed (i.e., discovered by the enemy) due to making a sound, the defensive behavior can be to prohibit the target game character from continuing to make or create a sound to avoid the enemy tracking the target game character based on the sound. Or, the defensive behavior can also be to find an object for shelter and use the object to block the target game character to avoid being seen by the enemy, and so on.
[0150] The offensive behavior is a behavior to control the target game character to attack the enemy. For example, when the target game character attracts the enemy to fight with itself due to the sound made, the offensive behavior is the behavior of the target game character to fight against the enemy. The interference behavior is a behavior to control the target game character to cause interference to the enemy, such as controlling the target game character to make interference sounds by itself or controlling the target game character to call on comrades in the same camp to make interference sounds to distract the enemy's attention, create illusions or confuse the enemy's judgment.
[0151] In practical applications, the terminal can continuously collect and process sound signals, and update the display of the sound propagation distance according to the new sound signals to ensure the accuracy and real-time nature of the display.
[0152] By the above method, the embodiments of the present application have at least the following beneficial effects:
[0153] 1) Tactical positioning: By displaying the propagation distance of the sound emitted by the player himself, the player can better understand his own degree of auditory exposure in the game world. The player can judge whether other players may hear their actions based on their own position and the sound propagation range, which helps the player more accurately judge his own exposure risk on the battlefield and accordingly adjust his tactical positioning and actions.
[0154] 2) Defense strategy: By understanding the propagation distance of the sound emitted by himself, the player can better establish a defense strategy. The player can choose a suitable shelter or position according to the sound propagation range to reduce the risk of being exposed to enemy players; in addition, the player can also avoid making too much sound near the enemy to prevent being detected and attacked by the enemy.
[0155] 3) Offensive strategy: Understanding the sound propagation distance can help the player better plan an offensive strategy. The player can judge the position and distance of the enemy according to the sound propagation range, so as to choose a suitable offensive path and tactics; in addition, the player can also disperse the enemy's attention by simulating the sound propagation, create illusions or confuse the enemy's judgment.
[0156] So far, the exemplary applications and implementations of the electronic device provided in the embodiments of the present application have been combined to describe the interaction method of the virtual scene provided in the embodiments of the present application. Next, the cooperation of each module in the virtual scene interaction device 555 provided in the embodiments of the present application to implement the virtual scene interaction solution will be described.
[0157] The screen display module 5551 is configured to display, in the interaction interface of the virtual scene, the interaction screen of the first virtual character in the virtual scene; the prompt display module 5552 is configured to, in response to the first sound associated with the first virtual character appearing in the virtual scene, display, in the map of the virtual scene corresponding to the first virtual character, the first prompt information corresponding to the first sound, where the first prompt information is used to prompt the propagation range of the first sound in the virtual scene; the interaction control module 5553 is configured to, in response to an interaction control instruction for the first virtual character, control the first virtual character to perform an interaction in the virtual scene with a target interaction behavior, where the target interaction behavior is determined based on the propagation range prompted by the first prompt information.
[0158] In some embodiments, the prompt display module is further configured to obtain the first distance that the first sound propagates in the map, and the position of the first virtual character in the map, and use the position as the sound source position of the first sound in the map; display a first circle with the sound source position as the center and the first distance as the radius, and use the first circle as the first prompt information; or, display a text prompt with the sound source position and the first distance as the carrier, and use the text prompt as the first prompt information.
[0159] In some embodiments, the prompt display module is further configured to obtain a first correspondence between the propagation distance of the first sound and the sound attenuation degree, where the first sound attenuation degree is related to the frequency of the first sound and the influence parameter of the environmental factors in the virtual scene on the propagation distance of the first sound; based on the first correspondence, determine the maximum distance that the first sound actually propagates in the virtual scene; determine a second correspondence between the distance between the virtual scene and the map, and based on the second correspondence and the maximum distance that the first sound actually propagates in the virtual scene, determine the first distance.
[0160] In some embodiments, when the first sound disappears in the virtual scene, the device further includes: a display adjustment module, configured to gradually reduce the transparency of the first circle until the transparency of the first circle is reduced to zero; or, cancel the display of the text prompt.
[0161] In some embodiments, the prompt display module is further configured to, in response to the propagation distance of the first sound being greater than a first target distance, control the map to be in a flashing state, and display the map in the flashing state as the first prompt information; wherein the first target distance is the maximum distance between the first virtual character and the border of the map, and the flashing frequency of the map corresponds to the occurrence frequency of the first sound.
[0162] In some embodiments, the prompt display module is further configured to, in response to the propagation distance of the first sound being greater than a second target distance, highlight the character identifier of the first virtual character at the position of the first virtual character in the map, and display the highlighted character identifier as the first prompt information; wherein the highlighted character identifier is used to remind the first virtual character that it is in a dangerous state where it is easily discovered by other virtual characters.
[0163] In some embodiments, the prompt display module is further configured to, in response to the type of the first sound being at least two types, display a sound selection control; in response to a trigger operation on the sound selection control, display sound options corresponding to the at least two types of the first sound; and in response to a selection operation on a target option, display the first prompt information corresponding to the first sound of the target type corresponding to the target option.
[0164] After displaying the first prompt information corresponding to the first sound of the target type corresponding to the target option, the device further includes: a sound switching module, configured to display a sound switching control in the map; and in response to a sound switching operation triggered based on the sound switching control, switch from displaying the first prompt information corresponding to the first sound of the target type to displaying the first prompt information corresponding to the first sound of other types.
[0165] In some embodiments, the prompt display module is further configured to, in response to the type of the first sound being at least two types, obtain display priorities corresponding to various types of the first sound; and display the first prompt information corresponding to various types of the first sound by using display styles corresponding to the respective display priorities.
[0166] In some embodiments, the prompt display module is further configured to, in response to the type of the first sound being at least two types, automatically display the first prompt information corresponding to the first sound of a target type; wherein the display priority of the first sound of the target type is higher than the display priority of the first sound of other types.
[0167] In some embodiments, the device further includes: a prediction module configured to obtain influence parameters for affecting the display priority of various types of first sounds, where the influence parameters include at least one of the following: the type of the first sound, the maximum propagation distance of the first sound in the virtual scene, the sensitivity of the first sound relative to other virtual characters, and the historical selection rate corresponding to the first sound; based on the influence parameters, call a neural network model to perform priority prediction to obtain the display priorities of various types of sounds, where the neural network model is trained based on sound samples, the influence parameters corresponding to the sound samples, and the display priorities annotated for the sound samples.
[0168] In some embodiments, the device further includes: a timing prompt display module configured to, at the initial moment when the first sound appears, display second prompt information corresponding to the first sound in the map of the virtual scene corresponding to the first virtual character, where the second prompt information is used to prompt the appearance timing of the first sound; as the appearance duration of the first sound increases, change the display style of the second prompt information, and when the appearance duration of the first sound reaches a target duration, cancel the display of the second prompt information; where the target duration is less than the display duration of the first prompt information.
[0169] In some embodiments, the timing prompt display module is further configured to display a second circle centered at the sound source position of the first sound with a second distance as the initial radius, and use the second circle as the second prompt information; as the appearance duration of the first sound increases, control the second circle to gradually expand outward from the initial radius; when the appearance duration of the first sound reaches the target duration, control the radius of the second circle to expand to a third distance, and control the second circle with the third distance as the radius to disappear; where the third distance is less than the maximum propagation distance corresponding to the propagation range.
[0170] In some embodiments, the timing prompt display module is further configured to display second prompt information with an initial transparency greater than zero corresponding to the first sound at the sound source position of the first sound; gradually reduce the transparency of the second prompt information, and when the appearance duration of the first sound reaches the target duration, reduce the transparency of the second prompt information to zero.
[0171] In some embodiments, after displaying the first prompt information corresponding to the first sound, the device further includes an update display module configured to, in response to the first virtual character hearing a second sound associated with a second virtual character, update the display of the first prompt information; where the updated first prompt information carries an indication label for indicating the sound source direction corresponding to the second sound.
[0172] In some embodiments, when the first circle is used as the first prompt information, the update display module is further configured to, in response to a partial overlap between the propagation ranges of the first sound and the second sound, highlight a target arc corresponding to the partial overlap in the first circle, where the target arc carries an indication label for indicating the sound source direction corresponding to the second sound; in response to the propagation range of the first sound completely covering the propagation range of the second sound, highlight the sound source position corresponding to the second sound in the first circle, and use the highlighted sound source position corresponding to the second sound as the indication label.
[0173] In some embodiments, before controlling the first virtual character to perform an interaction in the virtual scene with a target interaction behavior, the device further includes: an instruction receiving module, configured to display the position information of a third virtual character in the map, where the third virtual character and the first virtual character belong to different camps; determine the relative position between the first virtual character and the third virtual character based on the first prompt information and the position information of the third virtual character; receive an interaction control instruction triggered based on the relative position, where the target interaction behavior indicated by the interaction control instruction corresponds to the relative position, and includes at least one of the following: a defensive behavior to prevent the first virtual character from being exposed to the third virtual character, an attack behavior to attack the third virtual character, and an interference behavior to interfere with the third virtual character.
[0174] In some embodiments, the instruction receiving module is further configured to, in response to the relative position indicating that the relative distance between the first virtual character and the third virtual character is lower than a third target distance, receive the interaction control instruction for indicating the trigger of the interference behavior; when controlling the first virtual character to perform an interaction in the virtual scene with a target interaction behavior, in response to the interaction control instruction, send an interference prompt information to a fourth virtual character; where the fourth virtual character and the first virtual character belong to the same camp, and the interference prompt information is used to prompt the fourth virtual character to emit a third sound to interfere with the third virtual character.
[0175] In some embodiments, the prompt display module is further configured to display first prompt information corresponding to the first sound and fourth prompt information corresponding to the original sound when the first sound is obtained by converting the original sound associated with the first virtual character through an analog device; wherein, the original sound is in an inaudible state relative to other virtual characters, the first sound is in an audible state relative to other virtual characters, and the propagation range of the first sound prompted by the first prompt information in the virtual scene is different from the propagation range and sound source position of the original sound prompted by the fourth prompt information in the virtual scene; before controlling the first virtual character to interact in the virtual scene with a target interaction behavior, the instruction receiving module is further configured to receive the interaction control instruction triggered based on the first prompt information and the fourth prompt information.
[0176] An embodiment of the present application provides a computer program product, which includes a computer program or computer-executable instructions, and the computer program or computer-executable instructions are stored in a computer-readable storage medium. The processor of the electronic device reads the computer-executable instructions from the computer-readable storage medium, and the processor executes the computer-executable instructions, so that the electronic device executes the interaction method of the virtual scene in the above embodiments of the present application.
[0177] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions, in which computer-executable instructions or a computer program are stored. When the computer-executable instructions or the computer program are executed by a processor, it will cause the processor to execute the interaction method of the virtual scene provided by the embodiment of the present application. For example, Figure 3 the interaction method of the virtual scene shown.
[0178] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disc, or CD-ROM; or may be various devices including one or any combination of the above memories.
[0179] In some embodiments, the computer-executable instructions may be in the form of a program, software, software module, script, or code, and may be written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including being deployed as an independent program or being deployed as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0180] By way of example, the computer-executable instructions may or may not correspond to a file in a file system, may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a HyperText Markup Language (HTML) document, stored in a single file dedicated to the program being discussed, or, stored in multiple cooperating files (e.g., files that store one or more modules, subroutines, or portions of code).
[0181] By way of example, the computer-executable instructions may be deployed to execute on one electronic device, or on multiple electronic devices located at one location, or, on multiple electronic devices distributed at multiple locations and interconnected by a communication network.
[0182] As described above, the above are only embodiments of the present application and are not intended to limit the protection scope of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and scope of the present application are all included in the protection scope of the present application.
Claims
1. An interaction method for a virtual scenario, characterized in that, The method includes: In the interaction interface of the virtual scene, display the interaction screen of the first virtual character in the virtual scene; In response to the appearance of the first sound associated with the first virtual character in the virtual scene, in the map of the virtual scene corresponding to the first virtual character, display the first prompt information corresponding to the first sound, where the first prompt information is used to prompt the propagation range of the first sound in the virtual scene; In response to the interaction control instruction for the first virtual character, control the first virtual character to perform interactions in the virtual scene with a target interaction behavior, where the target interaction behavior is determined based on the propagation range prompted by the first prompt information.
2. The method according to claim 1, wherein The displaying of the first prompt information corresponding to the first sound includes: Obtain the first distance that the first sound propagates in the map, and the position of the first virtual character in the map, and use the position as the sound source position of the first sound in the map; Display a first circle with the sound source position as the center and the first distance as the radius, and use the first circle as the first prompt information; Or, display a text prompt with the sound source position and the first distance as the carrier, and use the text prompt as the first prompt information.
3. The method according to claim 2, wherein The obtaining of the first distance that the first sound propagates in the map includes: Obtain the first corresponding relationship between the propagation distance of the first sound and the degree of sound attenuation, where the degree of attenuation of the first sound is related to the frequency of the first sound and the influence parameter of the environmental factors in the virtual scene on the propagation distance of the first sound; Based on the first corresponding relationship, determine the maximum distance that the first sound actually propagates in the virtual scene; Determine the second corresponding relationship between the distance between the virtual scene and the map, and based on the second corresponding relationship and the maximum distance that the first sound actually propagates in the virtual scene, determine the first distance.
4. The method according to claim 2, wherein When the first sound disappears in the virtual scene, the method further includes: Gradually reduce the transparency of the first circle until the transparency of the first circle is reduced to zero; or Cancel the display of the text prompt.
5. The method according to claim 1, characterized in that, The displaying of the first prompt information corresponding to the first sound includes: In response to the propagation distance of the first sound being greater than the first target distance, control the map to be in a flashing state, and display the map in the flashing state as the first prompt information; Wherein, the first target distance is the maximum distance between the first virtual character and the border of the map, and the flashing frequency of the map corresponds to the appearance frequency of the first sound.
6. The method according to claim 1, wherein The displaying of the first prompt information corresponding to the first sound includes: In response to the propagation distance of the first sound being greater than the second target distance, at the position where the first virtual character is located in the map, prominently display the character identifier of the first virtual character, and display the prominently displayed character identifier as the first prompt information. Among them, the highlighted character identifier is used to remind the first virtual character that it is in a dangerous state where it is easily discovered by other virtual characters.
7. The method according to claim 1, characterized in that, The displaying of the first prompt information corresponding to the first sound includes: In response to the type of the first sound being at least two types, a sound selection control is displayed; In response to a trigger operation on the sound selection control, sound options corresponding to the at least two types of the first sound are displayed; In response to a selection operation on a target option, the first prompt information of the first sound of the target type corresponding to the target option is displayed.
8. The method according to claim 7, wherein After the first prompt information of the first sound of the target type corresponding to the target option is displayed, the method further includes: A sound switching control is displayed in the map; In response to a sound switching operation triggered based on the sound switching control, the display of the first prompt information of the first sound of the target type is switched to the display of the first prompt information of the first sound of other types.
9. The method according to claim 1, characterized in that, The displaying of the first prompt information corresponding to the first sound includes: In response to the type of the first sound being at least two types, the display priorities corresponding to various types of the first sound are obtained; The first prompt information corresponding to various types of the first sound is displayed by using display styles corresponding to the respective display priorities.
10. The method according to claim 1, characterized in that The displaying of the first prompt information corresponding to the first sound includes: In response to the type of the first sound being at least two types, the first prompt information of the first sound of the target type is automatically displayed; Among them, the display priority of the first sound of the target type is higher than the display priorities of the first sounds of other types.
11. The method according to any one of claims 9 or 10, characterized in that, The method further includes: An influence parameter for affecting the display priorities of various types of the first sound is obtained, where the influence parameter includes at least one of the following: the type of the first sound, the maximum propagation distance of the first sound in the virtual scene, the sensitivity of the first sound relative to other virtual characters, the historical selection rate corresponding to the first sound; Based on the influence parameter, a neural network model is called for priority prediction to obtain the display priorities of various types of sounds, where the neural network model is trained based on sound samples, the influence parameters corresponding to the sound samples, and the display priorities annotated for the sound samples.
12. The method according to claim 1, wherein The method further includes: At the initial moment when the first sound appears, in the map of the virtual scene corresponding to the first virtual character, a second prompt information corresponding to the first sound is displayed, and the second prompt information is used to prompt the appearance timing of the first sound; As the appearance duration of the first sound increases, the display style of the second prompt information is changed, and when the appearance duration of the first sound reaches a target duration, the display of the second prompt information is cancelled; Among them, the target duration is less than the display duration of the first prompt information.
13. The method according to claim 12, wherein The displaying of the second prompt information corresponding to the first sound includes: Displaying a second circle centered at the sound source position of the first sound with a second distance as the initial radius, and using the second circle as the second prompt information; With the increase in the occurrence duration of the first sound, change the display style of the second prompt information, and when the occurrence duration of the first sound reaches the target duration, cancel the display of the second prompt information, including: With the increase in the occurrence duration of the first sound, control the second circle to gradually expand outward from the initial radius; When the occurrence duration of the first sound reaches the target duration, control the radius of the second circle to expand to a third distance, and control the second circle with the third distance as the radius to disappear; Wherein, the third distance is less than the maximum propagation distance corresponding to the propagation range.
14. The method according to claim 12, characterized in that, The display of the second prompt information corresponding to the first sound includes: At the sound source position of the first sound, display the second prompt information with an initial transparency corresponding to the first sound, and the initial transparency is greater than zero; The change in the display style of the second prompt information and the cancellation of the display of the second prompt information when the occurrence duration of the first sound reaches the target duration include: Gradually reduce the transparency of the second prompt information, and when the occurrence duration of the first sound reaches the target duration, reduce the transparency of the second prompt information to zero.
15. The method according to claim 1, wherein After displaying the first prompt information corresponding to the first sound, the method further includes: During the display of the first prompt information, in response to the first virtual character hearing the second sound associated with the second virtual character, update the display of the first prompt information; Wherein, the updated first prompt information carries an indication label for indicating the sound source direction corresponding to the second sound.
16. The method according to claim 15, wherein When using the first circle as the first prompt information, the update of the display of the first prompt information includes: In response to a partial overlap between the propagation ranges of the first sound and the second sound, highlight the target arc corresponding to the partial overlap in the first circle, and the target arc carries an indication label for indicating the sound source direction corresponding to the second sound; In response to the propagation range of the first sound completely covering the propagation range of the second sound, highlight the sound source position corresponding to the second sound in the first circle, and use the highlighted sound source position corresponding to the second sound as the indication label.
17. The method according to claim 1, characterized in that, Before controlling the first virtual character to perform an interaction in the virtual scene with a target interaction behavior, the method further includes: Display the position information of the third virtual character in the map, and the third virtual character and the first virtual character belong to different camps; Based on the first prompt information and the position information of the third virtual character, determine the relative position between the first virtual character and the third virtual character; Receive the interaction control instruction triggered based on the relative position, and the target interaction behavior indicated by the interaction control instruction corresponds to the relative position, including at least one of the following: a defensive behavior to prevent the first virtual character from being exposed to the third virtual character, an attack behavior to attack the third virtual character, and an interference behavior to interfere with the third virtual character.
18. The method according to claim 17, wherein Receiving the interaction control instruction triggered based on the relative position includes: In response to the relative position indicating that the relative distance between the first virtual character and the third virtual character is lower than a third target distance, receiving the interaction control instruction for indicating triggering the interference behavior; Controlling the first virtual character to perform an interaction in the virtual scene with a target interaction behavior includes: In response to the interaction control instruction, sending an interference prompt message to a fourth virtual character, where the fourth virtual character and the first virtual character belong to the same camp, and the interference prompt message is used to prompt the fourth virtual character to emit a third sound that interferes with the third virtual character.
19. The method according to claim 1, characterized in that, Displaying the first prompt message corresponding to the first sound includes: When the first sound is obtained by converting the original sound associated with the first virtual character through an analog device, displaying the first prompt message corresponding to the first sound and the fourth prompt message corresponding to the original sound; Wherein, the original sound is in an inaudible state relative to other virtual characters, the first sound is in an audible state relative to other virtual characters, and the propagation range of the first sound prompted by the first prompt message in the virtual scene is different from the propagation range and sound source position of the original sound prompted by the fourth prompt message in the virtual scene; Before controlling the first virtual character to perform an interaction in the virtual scene with a target interaction behavior, the method further includes: Receiving the interaction control instruction triggered based on the first prompt message and the fourth prompt message.
20. An interaction device for a virtual scenario, characterized in that, The device includes: A screen display module, configured to display an interaction screen of a first virtual character in the virtual scene in an interaction interface of the virtual scene; A prompt display module, configured to, in response to the appearance of a first sound associated with the first virtual character in the virtual scene, display a first prompt message corresponding to the first sound in a map of the virtual scene corresponding to the first virtual character, where the first prompt message is used to prompt the propagation range of the first sound in the virtual scene; An interaction control module, configured to, in response to an interaction control instruction for the first virtual character, control the first virtual character to perform an interaction in the virtual scene with a target interaction behavior, where the target interaction behavior is determined based on the propagation range prompted by the first prompt message.
21. An electronic device, characterized in that, Including: A memory, configured to store computer-executable instructions or a computer program; A processor, configured to, when executing the computer-executable instructions or the computer program stored in the memory, implement the interaction method of the virtual scene according to any one of claims 1 to 19.
22. A computer-readable storage medium, characterized in that, Storing computer-executable instructions or a computer program, where when the computer-executable instructions or the computer program are executed by a processor, the interaction method of the virtual scene according to any one of claims 1 to 19 is implemented.
23. A computer program product, comprising a computer program or computer-executable instructions, characterized in that, When the computer program or the computer-executable instructions are executed by a processor, the interaction method of the virtual scene according to any one of claims 1 to 19 is implemented.