Sound source information display method and device, electronic equipment and storage medium

By using user body movements to update the sound source logo form in shooting games, the problem of inconvenient acquisition of sound source information is solved, the game interactive experience and immersion is improved, and the utilization of equipment resources is optimized.

CN120532115APending Publication Date: 2025-08-26NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510514989.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-23
Publication Date
2025-08-26

AI Technical Summary

Technical Problem

In shooting games, it is difficult for players to accurately judge the specific location and details of the sound source. The traditional lens control method is complex, occupying the device storage space and increasing the burden on the server, and lacking immersion and natural interaction.

Method used

The sound source identifier is displayed through the graphical user interface of the terminal device, and the shape of the sound source identifier is updated in response to the user's body movements, providing more sound source attribute information, and dynamically adjusting the display logic of the sound source identifier using the preset conditions of the user's head movement and sound source orientation.

Benefits of technology

It improves the game interactive experience, reduces operation complexity, enriches the presentation of game information, optimizes the utilization of equipment resources, and enhances the immersion and richness of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a sound source information display method, which comprises the following steps of: in response to at least one sound source object existing in a game scene, controlling to display at least one sound source identifier in a first form at a position corresponding to azimuth information of the at least one sound source object in a graphical user interface; first user action information is obtained through the first device, and the first user action information is information representing limb movement of a user; and in response to the condition that the first user action information and the azimuth information of the at least one target sound source object meet a preset condition, controlling to update and display a sound source identifier of a first form of the at least one target sound source object into a sound source identifier of a second form, the sound source attribute information contained in the sound source identifier of the second form is more than the sound source attribute information contained in the sound source identifier of the first form. Therefore, the player can directly interact with the game sound source information through natural limb actions, the complexity of traditional manual operation is reduced, and the interaction experience is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of games, and in particular to a method, device, electronic device, and storage medium for displaying sound source information. Background Art

[0002] Shooting games usually require players to control characters in a virtual scene to fight, and players need to use visual and auditory information to determine the enemy's position and respond. In related technologies, games usually use sound effects to prompt players of the surrounding environment, but players often find it difficult to accurately determine the specific location and detailed information of the sound source. When players hear the sounds around them, they cannot intuitively understand key information such as the type and distance of the sound source due to the large number of sound sources. At the same time, traditional camera control methods rely on manual operation, which not only limits the player's immersion but also increases the complexity of operation. This results in cumbersome operation for users, who need to be distracted by the tense atmosphere of the game to manually adjust the camera to obtain a view in different directions. At the same time, the gameplay is single and lacks the natural sense of interaction with reality. In addition, it takes up device storage space and places an additional burden on server resources. Summary of the Invention

[0003] The purpose of the present disclosure is to provide a sound source information display method, device, electronic device and storage medium, so as to achieve accurate perception of game sound sources through body movements and enhance the game interaction experience.

[0004] In a first aspect, the present disclosure provides a method for displaying sound source information, which displays a game field of view screen of a virtual character through a graphical user interface of a terminal device, wherein the game field of view screen includes a game scene and a controlled character corresponding to the terminal device, and the method includes: in response to the presence of at least one sound source object in the game scene, controlling the display of at least one first-form sound source identifier at a position corresponding to the orientation information of the at least one sound source object in the graphical user interface; obtaining first user action information through a first device, wherein the first user action information is information characterizing the user's limb activity; in response to the first user action information and the orientation information of at least one target sound source object meeting a preset condition, controlling the update display of the first-form sound source identifier of the at least one target sound source object to a second-form sound source identifier, wherein the at least one target sound source object is a sound source object among the at least one sound source object, and the second-form sound source identifier contains more sound source attribute information than the first-form sound source identifier.

[0005] In a second aspect, the present disclosure provides a sound source information display device, comprising: a sound source detection module, configured to control the display of at least one first-form sound source identifier at a position corresponding to the orientation information of at least one sound source object in a graphical user interface in response to the presence of at least one sound source object in a game scene; an action detection module, configured to obtain first user action information through a first device, wherein the first user action information is information characterizing the user's limb activity; a display module, configured to control the update and display of the first-form sound source identifier of at least one target sound source object to a second-form sound source identifier in response to the first user action information and the orientation information of at least one target sound source object meeting a preset condition, wherein the at least one target sound source object is a sound source object among the at least one sound source object, and the second-form sound source identifier contains more sound source attribute information than the first-form sound source identifier.

[0006] In a third aspect, the present disclosure provides an electronic device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein when the processor executes the program, the steps in any one of the above-described sound source information display methods are executed.

[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, is implemented to execute the steps in any of the above-mentioned sound source information display methods.

[0008] The present disclosure provides a sound source information display method, device, electronic device and storage medium. Through the method provided in this embodiment, players can directly interact with the game sound source information through natural body movements, reducing the complexity of traditional manual operations and improving the interactive experience; at the same time, by dynamically transforming the sound source information from a simple identification to a detailed form containing more attribute information, the dimension of the sound feedback in the game is enriched and the richness of the game is improved; in addition, by using the user's body movements as trigger conditions, the solution optimizes the display logic of the sound source information, reduces unnecessary information processing and rendering, reduces the burden on the device, and more effectively utilizes computing resources.

[0009] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by practicing the above-mentioned technology of the present disclosure.

[0010] In order to make the above-mentioned objects, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0012] Figure 1 A flowchart of a method for displaying sound source information provided by an embodiment of the present disclosure; Figure 2 A schematic diagram of an interface for knocking down a second virtual object provided by an embodiment of the present disclosure; Figure 3 Another schematic diagram of an interface for knocking down a second virtual object provided by an embodiment of the present disclosure; Figure 4 A schematic structural diagram of a sound source information display device provided in an embodiment of the present disclosure; Figure 5 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0013] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all of them. Generally, the components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.

[0014] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure as claimed, but merely represents selected embodiments of the present disclosure. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present disclosure without creative effort shall fall within the scope of protection of the present disclosure.

[0015] In an optional implementation, the sound source information display method provided by the present disclosure may be run on a terminal device and / or a server.

[0016] When the sound source information display method is run on a server, the method can be implemented and executed based on a cloud interactive system. Figure 2 , is a diagram of a cloud interaction system architecture provided by the present disclosure. As shown in the figure, the cloud interaction system may include: a client device 10 and a server 20, wherein the client device 10 may be connected to the server 20 via a network 30.

[0017] In an optional embodiment, various cloud applications, such as cloud gaming, can be run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the operating body of the game program and the main body presenting the game screen are separated. The storage and operation of the game character transmission method are completed on the cloud gaming server. The client device 10 is used to receive and send data and present the game screen. For example, the client device 10 can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, PDA, etc.; however, the terminal device performing information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device 10 to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device 10 via the network. Finally, the client device 10 decodes and outputs the game screen.

[0018] Among them, when the sound source information display method is run on a terminal device, in an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by an electronic device in a conventional manner. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0019] The above describes the hardware environment required for the present disclosure. The following will be based on the above hardware environment and take the terminal device as the execution subject as an example to introduce in detail various embodiments of the sound source information display method provided by the present disclosure.

[0020] In this embodiment, a method for displaying sound source information is provided. Figure 1 is a flow chart of a method for displaying sound source information according to an embodiment of the present disclosure. Figure 1 As shown, the process includes the following steps: Step S110, in response to at least one sound source object existing in the game scene, controlling the display of at least one sound source identifier in a first form at a position corresponding to the position information of the at least one sound source object in the graphical user interface; Step S120: obtaining first user motion information through the first device, wherein the first user motion information is information representing a user's physical activity; Step S130, in response to the first user action information and the orientation information of at least one target sound source object meeting the preset conditions, control the update and display of the first form of the sound source identifier of at least one target sound source object to the second form of the sound source identifier, wherein the at least one target sound source object is a sound source object in at least one sound source object, and the second form of the sound source identifier contains more sound source attribute information than the first form of the sound source identifier.

[0021] The method provided in this embodiment allows players to obtain more detailed sound source information in the game environment through natural body movements, thereby improving the interactive experience of the game; at the same time, by displaying sound source identifiers in different forms under different conditions, the information presentation method of the game is enriched and the richness of the game is improved; in addition, this method solves the computer field technical problem of the single sound source information display and lack of immersion in traditional games by combining the correlation display of user actions and sound source information, effectively improving the sense of presence and immersive experience of the game.

[0022] The above steps are described in detail below.

[0023] In S110 , in response to at least one sound source object existing in the game scene, at least one sound source identifier in a first form is controlled to be displayed at a position corresponding to the position information of the at least one sound source object in the graphical user interface.

[0024] Specifically, the terminal device's graphical user interface displays the virtual character's game field of view, which includes the game scene and the controlled character corresponding to the terminal device. The game field of view represents the portion of the game world visible to the player through the game camera or perspective at a specific moment. The game field of view can be a cross-sectional view of the game world from a specific angle. For example, the game field of view can be presented from a first-person perspective. The game field of view can continuously update as the player controls the character's movements and rotates the perspective, presenting scene content from different directions around the character, allowing the player to explore various parts of the game environment.

[0025] A sound source object is a virtual object that generates sound information. It can be any element in a virtual scene that can emit sound. These elements generate different types of sound information based on their location and characteristics within the scene. Each sound source object has its own specific sound characteristics and volume. For example, a sound source object can include a character emitting footsteps, a weapon producing gunfire, a vehicle emitting mechanical sounds, or natural elements in the environment such as wind and water.

[0026] In an optional embodiment, sound source objects can also have different priorities. The system can determine the display priority of different sound source objects based on the importance, loudness, or relevance of the sound to the user's interaction. In this embodiment, when multiple sound source objects exist within the same directional range, the system controls the display of a first-form sound source identifier of the first sound source object at a location corresponding to the azimuth information of the first sound source object in the graphical user interface, where the first sound source object is the sound source object among the multiple sound source objects that meets preset display conditions. For example, when multiple sound source objects exist simultaneously within a certain azimuth range in a scene, the system may prioritize displaying the sound source identifiers of sound source objects that are louder or more important to the user's current activity, while displaying the sound source identifiers of less important sound source objects in a smaller form or temporarily not displaying them. In this embodiment, the preset display conditions are at least one of the following: the sound source object closest to the player character; the sound source object that poses the greatest threat to the player character; the sound source object with the highest volume; or the sound source object pre-set according to a setting instruction.

[0027] The orientation information is data describing the positional relationship of the sound source object in space. The orientation information can include spatial position data such as the direction angle, distance, and height difference of the sound source object relative to the reference point. This data can be represented using a three-dimensional coordinate system or a polar coordinate system. For example, the orientation information can indicate that the sound source object is located 30 degrees north of the reference point and 200 meters away, or that the sound source object is located 45 degrees in front of the reference point and 15 degrees above it.

[0028] In an optional embodiment, the position information can also be expressed according to different reference systems, such as an absolute coordinate system (e.g., geographic coordinates) or a relative coordinate system (e.g., a coordinate system with the user's current location as the origin). For example, in a virtual scene, the position information of a sound source object can be expressed as a direction relative to the user-controlled character, such as left, right, front, or back, or as an absolute position coordinate in the scene.

[0029] In an optional embodiment, the position information may also include movement information of the sound source object, such as its direction and speed, so that the system can update the position of the sound source identifier in real time. For example, for a moving sound source object, its position information may include its current position, movement trajectory, velocity vector, etc., allowing the system to accurately predict and display the position changes of its sound source identifier.

[0030] In an optional embodiment, the first form of sound source identification can be a simplified graphic symbol or icon, which is used to indicate the basic type and general direction of the sound source, but does not include detailed sound source attribute information. Figure 2As shown, the first form of sound source identification can be a simple arrow pointing to the direction of the sound source, or icons of different colors or shapes represent different types of sounds (such as a red icon represents a dangerous sound, and a green icon represents a safe sound).

[0031] In an optional embodiment, the first form of sound source identification includes a sound source type identification of the sound source object, and the sound source type identification is displayed at a position corresponding to the orientation information of the sound source object on the graphical user interface to represent that there is a specific type of sound source object in a specific direction. The sound source type can be a firearm, footsteps, explosion, etc.

[0032] In a specific application, such as Figure 2 As shown, when the system detects the presence of multiple sound source objects in the virtual scene, it analyzes the location and sound type of these sound source objects. Assuming that a gunshot is detected on the left side of the scene and footsteps are detected on the right side, the system will display a simple gunshot icon on the left edge of the interface as the first form of sound source identification, and a footstep icon on the right edge. These identifications only provide basic sound source type and general direction information, and do not contain specific distance, intensity or other detailed attributes. When the sound source situation in the scene changes, these first-form sound source identifications will also appear, disappear or change position accordingly, providing users with real-time sound source perception capabilities.

[0033] In step S120, first user motion information is obtained through the first device, wherein the first user motion information is information representing the user's physical activity.

[0034] The first device is a hardware device that can detect and record user actions. The first device is a hardware device specifically used to capture user body movements and can convert the user's physical movements into digital signals that can be recognized by the system.

[0035] The first user motion information is identifiable and analyzable data generated by the user's body movements. The first user motion information is a digital representation of the user's physical movements, including characteristic parameters such as the type, amplitude, direction, and speed of the motion.

[0036] In an optional embodiment, the first user action information may include data on the user's head rotation, such as the angle, speed, and duration of the rotation. This data can reflect the user's shift in attention and changes in their focus. For example, the system may record detailed information that the user's head turned 45 degrees to the left from the forward direction, at a speed of 30 degrees per second, for 1.5 seconds.

[0037] In an optional embodiment, the first user motion information may also include motion data of the user's arms, torso, or entire body, such as gestures, posture changes, and movement trajectories, to provide the system with richer interactive input. For example, the system may recognize a user's pointing gesture and record information such as the height of the user's arm, the direction of the pointing gesture, and the extension status of the fingers.

[0038] In one specific application, the system captures the user's head movements through a head-mounted device equipped with high-precision sensors. The gyroscope and accelerometer in the head-mounted device detect the angle, speed, and direction of the user's head rotation in real time and transmit this data to the system as the first user motion information.

[0039] In step S130, the preset conditions are rules for triggering the sound source identification form transition. The preset conditions are the basis for the system to determine whether to update the sound source identification from the first form to the second form. These conditions are generally related to the relationship between the user's action and the direction of the sound source.

[0040] In an optional embodiment, the preset condition may include a threshold for the angular difference between the user's motion direction and the sound source's orientation. The sound source identifier's form update is triggered only when the angular difference between the user's motion direction and the sound source's orientation is less than the threshold. For example, the system may set an angular threshold of 60 degrees. Only when the angular difference between the user's head rotation direction and the sound source's orientation is less than 60 degrees will the system update the corresponding sound source identifier to the second form.

[0041] In an optional embodiment, the pre-set conditions may also include time- and intensity-related parameters such as user action duration thresholds and action intensity thresholds to ensure that only clear, intentional user actions trigger morphology updates. For example, the system may require that the user's head rotation lasts for more than 0.5 seconds to exclude inadvertent, brief head shakes, and that the rotation angle exceeds 15 degrees to ensure a clear head turn.

[0042] The target sound source object is a sound source object that meets specific conditions. The target sound source object is a specific sound source object that is selected from all sound source objects and is related to the user's current interaction intention.

[0043] In an optional embodiment, the target sound source object is automatically determined by the system based on the user's action information and preset conditions. It is typically the sound source object that the user is currently focusing on or trying to find. For example, if the user turns their head to the left, the system will automatically identify the sound source object in the left area as the target sound source object and provide the user with more detailed information.

[0044] The number of the at least one target sound source object may be the same as or different from the number of the at least one sound source object.

[0045] The second form of the sound source identification is a visual element containing detailed sound source attribute information. The second form of the sound source identification is a graphic or image element containing more detailed information than the first form.

[0046] In an optional embodiment, if Figure 3 As shown, the second form of the sound source identifier not only includes the sound source type and direction information, but may also include a distance identifier from the sound source object, a movement status identifier of the sound source object, the sound source identifiers of other sound source objects within the same directional range other than the target sound source object, and the danger level information of the sound source object, which is used to indicate the degree of threat the sound source object poses to the controlled character. The distance identifier represents the distance between the sound source object and the controlled character controlled by the player. The distance identifier can be presented in various forms, such as numbers, text, graphics, color variations, or a combination thereof, to provide the user with precise information about the sound source location. The movement status identifier of the sound source object is an information element that represents the motion characteristics of the sound source object. The movement status identifier can indicate whether the sound source is stationary, approaching, receding, or moving in a specific pattern. It can be presented in the form of graphics, animations, text, or a combination thereof. For example, if the sound source object is running or walking, when the sound source identifier of the target sound source object is displayed, the movement status of the current sound source object is further displayed in addition to the sound source type.

[0047] In this embodiment, there are multiple sound source objects in the game scene. If there are multiple sound source objects in the same direction range, usually only the sound source identification of one of the sound source objects in that direction is displayed. When the user's movement information and the target sound source object in a certain direction meet the preset conditions to trigger the display of the second form of the sound source identification of the target sound source object, if there are other undisplayed sound source objects in the direction range corresponding to the target sound source object, the sound source identifications of these other sound source objects will be displayed together.

[0048] The hazard level of a sound source is data that assesses the threat level of the source. This information is typically presented as a numerical rating, color coding, or graphical symbols to help users quickly determine the threat priority of the sound source.

[0049] like Figure 1As shown, the present disclosure provides an application example of a system for displaying sound source information based on user actions. In one specific application of this embodiment, as a user explores a virtual environment, the system analyzes the surrounding sound sources in real time. Suppose, at a certain moment, the system detects the sound of weapon fire from the north and footsteps from the west. The system first displays the first-form identifiers of these sound sources at the corresponding locations on the interface—a simple red icon representing gunfire and a green icon representing footsteps. If the user turns their head north through the headset, and the angle of the turn exceeds 30 degrees and lasts for more than 0.5 seconds, the system determines that the user has shown interest in the north-facing sound source and updates the identifier for the north-facing sound to the second form, indicating the rapid footsteps of two people approximately 150 meters apart. The system also indicates their approximate direction of movement is from southwest to northeast. This interactive method requires no manual user interaction; detailed information about the sound source of interest can be obtained simply through natural head movements, greatly improving the intuitiveness and convenience of information acquisition.

[0050] In a sound source information display method provided in an embodiment of the present application, step S120 of obtaining first user action information through a first device includes: Step S1201: collecting head posture data of a first user through a first device; Step S1202: Identify a first rotation direction and a first rotation angle of the user's head based on the first head posture data.

[0051] The above scheme is described in detail below.

[0052] In step S1201, the head posture data is data that characterizes the orientation of the user's head. In an optional embodiment, the head posture data may include the position coordinates and rotation angles of the user's head in three-dimensional space. For example, the head posture data may be represented by three coordinate values ​​of x, y, and z to represent the position of the head in three-dimensional space, and three Euler angles of pitch, yaw, and roll to represent the rotation state of the head. In an optional embodiment, the head posture data may include timestamp information for analyzing the timing characteristics of the user's head movement. For example, the head posture data may record the precise time of each data sampling point so that the system can calculate the dynamic characteristics of the head movement, such as the speed and acceleration, and determine whether the user's head movement is fast or slow.

[0053] It should be noted that when the first device is triggered to collect the user's head posture data, the first device continues to collect the data and controls the execution of corresponding instructions based on the latest head posture data. In this embodiment, the first user's head posture data refers to the current head posture data. When the first device collects new user's head posture data, the new current head posture data is determined as the second user's head posture data.

[0054] In step S1202, the first rotation direction is the direction in which the user's head is rotated. In an optional embodiment, the first rotation direction can be a relative direction based on the user's perspective, such as left, right, up, down, or a combination thereof. For example, when the user's head turns from the front to the right, the first rotation direction is identified as "right"; when the user tilts their head upward from facing forward, the first rotation direction is identified as "up." In an optional embodiment, the first rotation direction can be an absolute direction based on a world coordinate system, represented by an angle or a vector. For example, the first rotation direction can be represented as an azimuth on a horizontal plane, with north as 0° and increasing clockwise, such as 90° for east, 180° for south, and 270° for west; or represented as a direction vector in three-dimensional space, accurately describing the spatial direction in which the user's head is rotated.

[0055] The first rotation angle is the angle value of the user's head rotating in the first rotation direction. The first rotation angle can be set or adjusted by clicking, sliding, long pressing, and / or other operations. For example, the angle value can be adjusted by sliding.

[0056] In an optional embodiment, the first rotation angle may be the angle that the user's head rotates from the initial position to the current position, in degrees or radians. For example, if the user's head rotates 45 degrees to the right from the front, the first rotation angle is recognized as 45 degrees; if the user continues to rotate right to a total of 90 degrees, the first rotation angle is updated to 90 degrees.

[0057] Furthermore, in step S130, in response to the angle between the first rotation angle in the first rotation direction and the at least one target sound source object being within a first preset angle threshold range, controlling the sound source identifier of the at least one target sound source object to be updated to be displayed as a sound source identifier of a second form includes: Step S1301, in response to the angle between the first rotation angle in the first rotation direction and at least one target sound source object being within a first preset angle threshold range, controlling the update display of the first form of the sound source identifier of the at least one target sound source object to the second form of the sound source identifier.

[0058] The method provided in this embodiment enables the system to intelligently adjust the display format of sound source information based on the direction and angle of the user's head rotation and the orientation of the target sound source object, providing users with richer game sound source information. By updating the simplified sound source identification to a display format that includes more sound source attribute information, not only does it enhance the user's interactive experience, but it also increases the immersiveness and realism of the game. In addition, this interaction method based on the user's natural head movement reduces the operational complexity of users obtaining sound source information, solving the technical problem of inconvenient sound source information acquisition in traditional games, making the gaming experience more intuitive and efficient.

[0059] The included angle is the difference between the user's head rotation and the location of the sound source in the game environment. It is an important parameter for measuring whether the user's attention is focused on a specific sound source. The included angle can be calculated based on the relative position of the user's head and the sound source in three-dimensional space through vector calculation.

[0060] In an optional embodiment, the included angle refers to the difference between the angle in the direction of the user's head rotation and the position of the sound source object. This difference can be calculated by angle calculation in a spatial coordinate system. For example, if the user's head is rotated 45 degrees to the left and the sound source object on the left is located 40 degrees to the left of the user's perspective, the included angle between the two is 5 degrees. Based on this, the system can determine that the user is paying attention to the sound source.

[0061] In an optional embodiment, the real-time calculation of the angle is accomplished by comparing head posture data captured by a head tracking device with the sound source object position data in the game engine, achieving high precision and low latency. For example, in a forest adventure scenario, a user wearing a VR headset might hear a wild animal howl from the left front. The user turns toward the sound source, and the system calculates the angle between the user's head and the sound source in real time. The system then updates the sound source display when the angle falls below a preset threshold.

[0062] Among them, the first preset angle threshold range is a pre-set angle interval, which is used to determine whether the angle between the user's head rotation and the orientation of the sound source object meets the technical parameters of the interaction conditions. In an optional embodiment, the first preset angle threshold range is a valid angle range pre-defined by the system, which is used to judge the user's attention to the sound source. For example, in a shooting game, the first preset angle threshold range can be set to ±30 degrees. When the angle between the user's head rotation direction and the sound source orientation is within this range, the system believes that the user has paid enough attention to the sound source. The first preset angle threshold can be an angle pre-set by the program, or an angle set according to the user's setting instructions.

[0063] In one specific application of this embodiment, when multiple sound sources are present in the environment, simplified sound source icons appear at the edge of the game interface, such as a gunshot icon on the right and a footsteps icon on the front left. When the player turns their head to the front left, the system detects that the angle between the head's direction of rotation and the footsteps source is 25 degrees, falling within the preset ±30-degree range. The system immediately updates the simple footsteps icon to an expanded interface with detailed information, displaying tactical intelligence such as "Multiple footsteps - Distance approximately 32 meters - Running - Estimated 3-4 people." This allows the player to formulate more precise combat strategies based on this detailed information.

[0064] In a method for displaying sound source information provided in one embodiment of the present application, the method further includes: Step S210, determining whether the rotation duration of the user's head is less than a first time threshold and / or whether the rotation angle is less than a first predetermined angle threshold; Step S220: If yes, then keep the game view unchanged; Step S230: If not, the game field of view screen is controlled to update the content in the game field of view screen according to the rotation direction and rotation angle of the user's head.

[0065] The method provided in this embodiment enables the system to intelligently determine whether to update the game field of view by determining whether the duration and angle of the user's head rotation have reached a specific threshold. This avoids frequent changes in the game field of view caused by small or brief head rotations, improving the stability and comfort of the interactive experience. At the same time, when the user does perform a clear head rotation operation, the system will update the game field of view accordingly, allowing the user to intuitively view the game scene in different directions, enhancing the immersion and interactivity of the game and improving the richness of the gaming experience. This field of view control mechanism based on head movement information effectively solves the problem of single field of view control methods and cumbersome computer interaction in traditional games, providing users with a more natural and intuitive gaming operation method.

[0066] The above scheme is described in detail below.

[0067] In step S210, the rotation duration of the user's head is the duration of the rotation of the user's head. The rotation duration of the user's head can be understood as the length of time it takes for the user's head posture to change from one stable state to another stable state. For example, when a user wears a head-mounted display device and turns his head from the front to a 45-degree position on the left, the system records the entire time period from the start of the head rotation to the head stopping at the new position. This time period is the rotation duration of the user's head. For example, when the user's head swings slightly due to natural body shaking, this shaking usually lasts for a short time. The system can avoid unnecessary changes in the game field of view by judging this short-term head movement, thereby improving the stability of the user experience.

[0068] The first time threshold is a time standard preset by the system for determining whether the user's head rotation is valid. The first time threshold can be determined by the system default setting or user-defined method, and is used to distinguish between conscious head rotation and unconscious head shaking.

[0069] The first predetermined angle threshold is a system-preset angle standard used to determine whether a user's head rotation should trigger a game field of view update. The first predetermined angle threshold can be determined by system preset or user-defined methods to filter out minor head rotations.

[0070] In step S220, if the rotation duration of the user's head is less than the first time threshold and / or the first rotation angle is less than the first predetermined angle threshold, the game field of view is maintained unchanged.

[0071] Maintaining the game view unchanged means that when the user's head rotation does not meet the triggering conditions, the game view will not be adjusted based on the user's slight or brief head rotation. However, it should be noted that although the game view will not be adjusted based on the user's slight or brief head rotation, the game view will still be updated in response to trigger operations input by the user through the terminal device. For example, when a controlled character is moving or rotating, the game view will adjust its content based on the movement or rotation of the controlled character.

[0072] In one specific application, during an intense gaming session, a user's excitement caused their body to sway slightly, resulting in a head rotation of approximately 15 degrees, but this rotation lasted only 0.4 seconds. The system determined that this rotation duration was less than the preset first time threshold of 0.5 seconds, and the rotation angle was also less than the preset first predetermined angle threshold of 30 degrees. Therefore, the system maintained the game field of view unchanged. This ensures that even with slight head shaking during intense gaming, the game view remains stable, preventing frequent switching of perspectives due to these involuntary movements, thereby ensuring a consistent and comfortable gaming experience.

[0073] In step S230, if the rotation duration of the user's head is greater than the first time threshold and the first rotation angle is greater than the first predetermined angle threshold, the game field of view screen is controlled to update the content in the game field of view screen according to the rotation direction and rotation angle of the user's head.

[0074] Controlling the game's field of view to update refers to the system adjusting the game scene's display perspective based on the user's head rotation information when the user's head rotation meets the trigger condition. In an optional embodiment, controlling the game's field of view to update can be understood as the system mapping the direction and amplitude of the user's head rotation to the rotation parameters of the game's virtual camera, achieving a corresponding change in the game's field of view. For example, if the user's head turns 45 degrees to the right and the duration exceeds a preset threshold, the system will correspondingly rotate the in-game perspective 45 degrees to the right, allowing the user to see the scene content on the right side of the game world. This direct mapping relationship provides an intuitive and natural interactive experience.

[0075] In a specific application, when a user was exploring a complex scene in an action-adventure game, his head turned approximately 50 degrees to the left for 1.2 seconds. The system detected that this head movement exceeded the preset 0.5-second time threshold and 30-degree angle threshold. The system immediately controlled the game field of view to smoothly rotate 50 degrees to the left, allowing the user to see the game environment on the left. From this new perspective, the user discovered signs of enemy activity that they had not noticed before, and the sound source identifiers on the game interface were also updated to a more detailed form, showing the specific type and distance information of the enemy. Through this head movement-based field of view control, players can explore the game world more naturally and intuitively, enhancing the immersiveness and interactive experience of the game.

[0076] Furthermore, in an optional embodiment, in the process of controlling the game field of view screen to update the content in the game field of view screen according to the first rotation direction and the first rotation angle of the user's head, the character orientation of the controlled character is maintained unchanged. The character orientation is the direction currently facing the virtual character representing the user in the virtual scene. The character orientation is the basic reference direction for the user to move or act in the virtual environment. In a specific implementation method, in order to make the action animation of the controlled character more realistic, when it is detected that the user turns his head and meets the control screen update conditions, the head or body of the controlled character will be controlled to rotate to a certain extent to reflect the meaning that the controlled character is observing the surrounding scene, but at this time, the rotation animation of the controlled character is not recognized as a change in the character orientation.

[0077] The method provided in this embodiment allows users to observe content from different directions in a virtual scene through natural head movements without changing the orientation of the virtual character they control. This decouples the user's head movements from changes in perspective within the virtual scene, allowing users to focus on exploring the environment and acquiring more sound source information while maintaining the character's original direction of movement. This interactive mechanism not only enhances the richness and operational flexibility of the game, but also solves the computer interaction problem of traditional interaction methods where perspective changes are coupled with character movement orientation.

[0078] In a method for displaying sound source information provided in one embodiment of the present application, the method further includes: Step S310 , in response to the character orientation control instruction, controlling the rotation of the controlled character's orientation, and determining the display content of the game field of view screen according to the character orientation.

[0079] Specifically, a character orientation control command is an operation command issued by a user through an input device to control the character's orientation change. This can be achieved through a click, a slide, a long press, and / or other operations. For example, a user can drag the virtual joystick on a mobile terminal device left or right. The system recognizes this drag operation as a character orientation control command and determines the direction and angle of rotation of the character's orientation based on the direction and magnitude of the drag.

[0080] In this embodiment, when the orientation control instruction is received, the control authority of the virtual camera is bound to the orientation control instruction, and the control of the virtual camera by the user's head rotation is no longer affected.

[0081] In a specific application, when a user is in a game scene with multiple enemies, they may need to keep their character facing a specific direction while observing their surroundings to respond to potential threats. When the user turns their head to view the sound source on the left, the game field of view will follow, but the character's direction will remain unchanged. Subsequently, the user drags the virtual joystick to the right to control the character's direction. The system immediately responds to this command, controlling the character model to turn right and simultaneously rotating the game field of view to the right to display the game scene that the character is viewing.

[0082] In a sound source information display method provided in one embodiment of the present application, the method further includes: Step S410 , on the basis of maintaining the control of the ongoing content according to the user's head, responding to the movement instruction, and controlling the movement according to the movement instruction.

[0083] The above scheme is described in detail below.

[0084] In step S410, the movement instruction is a control signal indicating that the user wishes to control the virtual image to change its position. In an optional embodiment, the movement instruction is a control signal generated by a virtual joystick or direction key on the touch screen.

[0085] In this embodiment, when the system has adjusted the display content according to the user's head movement, this adjustment state is maintained unchanged, that is, it continues to track and respond to changes in the user's head posture, but this response mechanism is not interrupted by other operations. For example, when the user turns his head to observe the environment on the right, the system has adjusted the display content accordingly to display the scene on the right. At this time, even if the user inputs a movement instruction, the system will continue to maintain this head posture-based perspective adjustment mechanism, and will not forcibly reset the perspective due to the movement operation, thereby ensuring the continuity and independence of perspective control.

[0086] Furthermore, the system's processing logic for sound source identification remains unchanged. For example, if a user turns their head toward a sound source and triggers the sound source identification to change from the first form to the second form (displaying more detailed information), even if the user inputs a movement command and changes their position, as long as the user's head remains facing the sound source, the system will continue to display the second form of the sound source identification, ensuring information continuity and consistency.

[0087] In a sound source information display method provided in one embodiment of the present application, the method further includes: Step S510, in response to the fourth rotation angle of the user's head meeting the second predetermined angle threshold, controlling the display of a field of view boundary prompt on the graphical user interface, wherein the field of view boundary prompt is configured to prompt applying a touch operation to adjust the game field of view screen.

[0088] The method provided in this embodiment enables the system to provide appropriate visual feedback when the user's head rotation approaches the limit of the body's rotation, which not only avoids the user's physical discomfort caused by excessive head turning, but also provides intuitive operation prompts to guide the user to continue adjusting the field of view through touch operations.

[0089] The above scheme is described in detail below.

[0090] In step S510, the fourth rotation angle is the rotation angle of the user's head relative to the initial position or the reference position. It should be noted that the data of the user's head detected by the first device is real-time and continuous. When the currently acquired head motion data meets certain trigger conditions, the corresponding control logic is executed. For example, when the control to display the second form of the sound source identification is met, the second form of the sound source identification is controlled to be displayed. At this time, the user's head can continue to rotate, then the rotation angle of the continued rotation is detected by the first device, and the data that continues to be detected will be regarded as the fourth rotation angle. However, the starting point of the fourth rotation angle may be the same as the starting point of the first rotation angle, or it may be calculated from a certain time point in the middle. In this embodiment, no specific limitation is made.

[0091] The second predetermined angle threshold is a pre-set angle standard used to determine whether the user's head rotation reaches a specific degree. The second predetermined angle threshold is a fixed angle value used to determine whether the user's head rotation is close to the physiological limit. For example, the second predetermined angle threshold can be set to 85 degrees of horizontal rotation. When the user's head turns left or right more than 85 degrees, the system will determine that the user's head rotation angle meets the second predetermined angle threshold. The second predetermined angle threshold can also be an interval range, within which the system will display different intensities of the field of view boundary prompt according to the degree of rotation angle.

[0092] Among them, the field of view boundary prompt is a visual prompt element displayed on the graphical user interface when the user's head rotation is close to the limit, which is used to prompt the user that the head rotation limit is close to the limit and guide the user to continue adjusting the field of view through touch operations.

[0093] In an optional implementation, the visual field boundary prompt may be a gradient color prompt at the edge of the screen.

[0094] In an optional embodiment, the field of view boundary prompt may be a dynamic arrow or a direction indicator icon.

[0095] Among them, touch operations are interactive actions performed by the user on the touch screen to adjust the game field of view. Touch operations can be implemented through click operations, sliding operations, long press operations, and / or other operations. Taking sliding operations as an example, the user can slide on the screen to adjust the game field of view.

[0096] In a specific application of this embodiment, when the user turns their head approximately 87 degrees to the left, reaching the second predetermined angle threshold (85 degrees), the system displays a blue, translucent band of light on the right edge of the screen. Above the band of light, an arrow icon pointing rightward and a text prompt reading "Swipe to Continue Viewing" appear. After seeing this prompt, the user does not need to continue turning their head. Instead, they gently swipe from left to right on the screen, and the game view rotates to the left by the corresponding angle.

[0097] In a sound source information display method provided in one embodiment of the present application, after the step of controlling the update and display of the first form of the sound source identifier of at least one target sound source object to the second form of the sound source identifier, the method further includes: Step S610, in response to recognizing that the angle between the second rotation angle in the second rotation direction of the user's head and at least one target sound source object is not within a first preset angle threshold range, control the second form of the sound source identifier of at least one target sound source object to be restored and displayed as the first form of the sound source identifier.

[0098] Through the method provided in this embodiment, the system can dynamically adjust the display content according to the relationship between the user's head rotation and the direction of the sound source. When the user's attention is no longer focused on a certain sound source direction, the displayed information is automatically simplified to reduce unnecessary information interference, thereby improving the naturalness and intuitiveness of the game interaction experience.

[0099] The above scheme is described in detail below.

[0100] In step S310, the second rotation direction of the user's head refers to the direction in which the user's head is turned relative to the initial position or the previous rotation state. For example, when the user turns their head from facing forward to the left during the game, the second rotation direction is leftward; when the user turns their head from facing leftward to the rightward, the second rotation direction is rightward.

[0101] Among them, the second rotation angle is the angle value of the user's head rotating in the second rotation direction. In an optional embodiment, the second rotation angle refers to the angle of rotation of the user's head from the reference position, usually expressed as an angle value. For example, when the user's head rotates horizontally 30 degrees to the left from the front position, the second rotation angle is 30 degrees; when the user's head rotates vertically 15 degrees upward from the front position, the second rotation angle is 15 degrees. In an optional embodiment, the second rotation angle can be a continuously changing dynamic value, and the system will monitor and update this value in real time. For example, when the user explores the game environment, the head may gradually rotate from 0 degrees to 45 degrees, and then back to 20 degrees. The system will continue to capture this angle change process and judge whether the user's line of sight is still focused on a specific sound source based on this.

[0102] In an alternative embodiment, the second rotation angle can be measured based on different reference systems, such as relative to the forward direction of the game character, relative to the last recorded head position, or relative to the world coordinate system. For example, in an open-world game, the system may use the game character's orientation as a reference to calculate the rotation angle of the user's head relative to the character's forward direction to determine whether the user is focusing on a specific sound source direction.

[0103] Among them, controlling the sound source identification to be restored to the first form of the sound source identification means that when the user's attention is diverted from the specific sound source direction, the system restores the detailed sound source information display to a simplified version.

[0104] In a specific application of this embodiment, when the system detects the sound of enemy fire in front of the player's left, a simple red sound icon is displayed in the front left area. Curious about the source of the sound, the player naturally turns their head toward the front left. When the angle of their head rotation and the direction of the sound source approach the system's preset recognition range, the simple icon immediately expands to a detailed form containing more information, indicating that the sound source is approximately 200 meters away, the weapon type is a sniper rifle, and a radiating ripple effect simulating the sound's directionality. After observing this information, the player hears new movement behind them and turns to look behind them. At this time, the angle between their head rotation and the sound source in front is outside the system's preset range. The system automatically restores the previously detailed sound source identification to a simple icon form, maintaining the basic prompt without taking up too much visual space, allowing the player to better focus on the new sound source information.

[0105] In a sound source information display method provided in one embodiment of the present application, after the step of controlling the sound source identifier of at least one target sound source to be restored to the first form, the method further includes: Step S710, within a preset time, in response to obtaining that the third rotation direction of the user's head is opposite to the second rotation direction, and the angle between the third rotation angle corresponding to the third rotation direction and at least one target sound source object is not within the first preset angle threshold range, control the first form of the sound source identifier of at least one target sound source object to be displayed as the second form of the sound source identifier.

[0106] The method provided in this embodiment enables the gaming system to intelligently identify the user's intention to rewind. When the user makes an action to look back in the direction of the original sound source within a short period of time after previously viewing the detailed information of the sound source, the system can quickly redisplay the detailed information without the user having to repeat the entire viewing action. This interactive design based on the user's natural behavior patterns greatly improves the smoothness and continuity of obtaining information in the game, and improves the user's information acquisition experience in tense gaming scenes. At the same time, this function triggers the display of information at different levels by accurately identifying subtle changes in the user's head movements, solving the technical problem of the traditional game interface's single information display method and the inability to dynamically adjust according to user intentions, thereby enhancing the game's immersion and interactive richness.

[0107] The above scheme is described in detail below.

[0108] In step S710, the preset time is a time window set by the system to limit the validity period of the user's reverse head rotation operation. For example, the preset time can be set to a specific length of time such as 3 seconds, 5 seconds, or 10 seconds. During this time, the system will recognize the user's reverse head rotation as a response to the previous rotation.

[0109] The third rotation direction refers to the direction in which the user's head rotates, which is opposite to the previous second rotation direction.

[0110] The third rotation angle refers to the angle at which the user's head rotates in the third rotation direction.

[0111] In an optional embodiment, the third rotation angle refers to the amount of rotation of the user's head relative to its initial or previous position, typically expressed as an angle. For example, the user may turn their head 15 degrees, 30 degrees, or more to the left. The system will determine whether to update the display of the sound source identifier based on the relationship between this angle and the location of the sound source.

[0112] The angle between the third rotation angle corresponding to the third rotation direction and the at least one target sound source object refers to determining the user's current head rotation angle after obtaining the third rotation angle in the third rotation direction, and comparing it with the first preset angle threshold range used to trigger display of the second form of the sound source identifier of the target sound source object. If the angle is not within the range, the display of the second form of the sound source identifier of the target sound source object will also be triggered. It should be noted that if the comparison determines that the current head rotation angle is within the first preset angle threshold range, the second form of the sound source identifier of the target sound source object will also be displayed.

[0113] In one specific application, a player first turned their head to the left to view detailed information about a gunshot (displayed as a second-level sound source identifier, including detailed data such as distance, intensity, and frequency), then turned to the right to view other information. The left sound source automatically switched back to a simplified display mode (the first-level sound source identifier). If the player quickly turned their head to the left approximately 15 degrees within 2 seconds, while this angle was insufficient to trigger the normal detailed information display, the system immediately redisplayed the left sound source's detailed information (the second-level identifier) ​​because the action occurred within the preset timeframe and was in the opposite direction of the previous movement away from the sound source. This allowed the player to reconfirm important information without interrupting their current tactical actions, improving the efficiency and fluidity of battlefield information acquisition.

[0114] In a sound source information display method provided in one embodiment of the present application, the method further includes: Step S810, when the number of at least one target sound source object is less than the number of at least one sound source object, while displaying the second form of the sound source identifier of at least one target sound source object, control is maintained to display the first form of the sound source identifier of other sound source objects, wherein the other sound source objects are the sound source objects in at least one sound source object other than the at least one target sound source object.

[0115] Specifically, other sound source objects are sound source objects in the scene that are not currently being paid attention to by the user.

[0116] In an optional embodiment, other sound source objects refer to sound sources that exist in the game scene but are not paid attention to by the user through specific interactive actions. The system needs to maintain the first form of sound source identification for these sound sources.

[0117] Among them, such as Figure 3 As shown, at least one sound source object is a sound source object that has been detected and identified in the game scene, and a first form of sound source identification is displayed on the graphical user interface. At least one target sound source object is a sound source object that matches the first user action information, such as the sound source object corresponding to the user's head rotation angle mentioned above, that is, the sound source object that the user is paying attention to. For example, the system may detect that there are two sound source objects in the game scene, and the user turns his head to and activates the detailed information of one of the sound source objects. At this time, the system will determine that the number of target sound source objects (1) is less than the total number of sound source objects (2), and then display the second form of the sound source identification of the target sound source object while displaying the first form of the sound source identification of the other sound source objects.

[0118] The method provided in this embodiment enables the system to maintain awareness of the overall sound environment while focusing on specific sound sources, improving the user's efficiency in acquiring sound information. This differentiated display method allows users to focus on analyzing more important sound source information without losing basic awareness of other potential information, greatly enhancing the interactive experience.

[0119] In a method for displaying sound source information provided in one embodiment of the present application, the method further includes: Step S910, in response to the first user action information and the position information of at least one target sound source object meeting a preset condition, triggering a marking instruction; Step S920, in response to the marking instruction, controls the display of identification information corresponding to at least one target sound source object in the graphical user interface, and sends the identification information to the second terminal device and displays it, wherein the second terminal device is the terminal device corresponding to the virtual character in the same camp as the controlled character.

[0120] The method provided in this embodiment enables the system to trigger a sound source tagging mechanism and achieve information sharing between teams when player actions and sound source locations meet specific conditions. This solution solves the technical problem of effectively sharing sound source information between team members in a virtual environment. By introducing a sound source tagging system, it not only enhances the collaboration between players but also improves the depth of team tactics in the game. By sharing sound source information in real time, this solution enables team members to quickly respond to potential threats, significantly improving the interactive experience and game richness. It also effectively solves the problem of low collaboration efficiency caused by information asymmetry in the field of computer games.

[0121] The above scheme is described in detail below.

[0122] In step S910, when the first user action information and the position information of at least one target sound source object meet preset conditions, a marking instruction is automatically triggered simultaneously with or after the control of displaying the second form of the sound source identifier. The marking instruction is an operation command triggered internally by the system to mark the sound source. The marking instruction controls the display of the marking identifier corresponding to the marking instruction on the graphical user interface of the terminal device and the terminal device of the teammate, thereby achieving the purpose of sharing the marking information with the teammate.

[0123] In step S920, in response to the marking instruction, the control displays identification information corresponding to at least one target sound source object in the graphical user interface, and sends the identification information to the second terminal device and displays it, wherein the second terminal device is the terminal device corresponding to the virtual character in the same camp as the controlled character.

[0124] The identification information is a visual element that represents the characteristics of the target sound source object.

[0125] In an optional embodiment, the identification information may include a visual representation of multi-dimensional data such as sound source type, distance, and intensity. For example, the system may use icons of different shapes to represent different sound sources (a bullet icon for a gunshot, a footprint icon for a footstep), with the size of the icon indicating the intensity of the sound source and the color indicating distance.

[0126] In an optional embodiment, the tagging information can allow the tagger to attach a short, pre-set message. For example, a player can select a tactical prompt such as "encircle," "support," or "observe" while tagging a sound source. These prompts will be shared with teammates as part of the tagging information.

[0127] The second terminal device is a device used by teammates who cooperate with the player. The second terminal device receives and displays the identification information to achieve information sharing between teams.

[0128] In an optional embodiment, the second terminal device can adjust the display mode of the marker information based on the spatial positioning relationship. For example, when the teammate is far away from the marker, the marker information may be displayed as a marker point on the minimap; when the teammate is close to the marked area, the marker may be displayed in the game field of view.

[0129] In an optional embodiment, the second terminal device can support interactive responses to received identification information. For example, teammates can confirm the received tag with quick responses such as "Received" or "Going to support." These responses will also be displayed to the original tagger, forming a two-way information flow.

[0130] In a specific application of this embodiment, a player exploring a virtual battlefield hears a distant explosion. By turning toward the source of the sound, the system recognizes the player's intention to mark it. A flashing explosion icon is immediately displayed on the player's interface, along with the message "Explosion - approximately 200 meters away." This identification information is also instantly sent to all members of the same team, who display the same mark on their respective interfaces, along with an indication of which teammate marked the scene. Based on this shared information, teammates can coordinate subsequent actions, such as avoiding dangerous areas or concentrating firepower support, significantly improving team collaboration efficiency and the accuracy of tactical execution.

[0131] In a sound source information display method provided in an embodiment of the present application, after triggering control to update the sound source identifier of at least one target sound source object in a first form to a sound source identifier in a second form, the method further includes: Step S1010, obtaining second user action information through the first device, wherein the second user action information is action information that occurs after the first user action information in chronological order; Step S1020 , in response to the second user action information and the position information of the at least one target sound source object not satisfying a preset condition, controlling the display of the second form of the sound source identifier of the at least one target sound source object for a preset time.

[0132] Through the method provided in this embodiment, even if the user's line of sight deviates from the direction of the sound source object, the system can keep displaying detailed information of the identified sound source for a certain period of time, thereby providing the user with a coherent sound perception experience.

[0133] The above scheme is described in detail below.

[0134] The second user action information is the subsequent body movement information performed by the user after identifying the target sound source object.

[0135] The preset duration is the period of time the system allows the second-form sound source identifier to remain displayed after the user's gaze shifts. This duration can be fixed or dynamically adjusted based on the sound source type, importance, or game environment.

[0136] In a specific application of this embodiment, the system detects gunfire from an enemy character 200 meters to the user's left. When the user turns to look to the left, the system updates the sound source identifier, which originally displayed only a simple icon, to a second-form sound source identifier that includes detailed information such as weapon type, distance, and intensity. Subsequently, the user needs to check the area ahead and turns their head back. At this point, the system captures this head rotation as second-form user action information, determining that the user's line of sight has strayed from the direction of the gunfire. Although the preset condition of consistent direction is no longer met, the system does not immediately cancel the detailed information display. Instead, it continues to retain the second-form sound source identifier of the gunfire on the left side of the screen for 20 seconds. This allows the user to maintain awareness and memory of the threat to the left while focusing directly ahead, providing sufficient time buffer for tactical decision-making.

[0137] Corresponding to the above method embodiment, the embodiment of the present disclosure further provides a sound source information display device 400, such as Figure 4 As shown, the device includes: The sound source detection module 410 is configured to control the display of at least one sound source identifier in a first form at a position corresponding to the position information of the at least one sound source object in the graphical user interface in response to the presence of at least one sound source object in the game scene; The motion detection module 420 is configured to obtain first user motion information through the first device, wherein the first user motion information is information representing the user's physical movement; The display module 430 is configured to control the update and display of the first form of the sound source identification of the at least one target sound source object to the second form of the sound source identification in response to the first user action information and the orientation information of the at least one target sound source object satisfying a preset condition, wherein the at least one target sound source object is a sound source object among the at least one sound source object, and the second form of the sound source identification contains more sound source attribute information than the first form of the sound source identification.

[0138] The above-mentioned sound source information display device allows players to directly interact with the game sound source information through natural body movements, reducing the complexity of traditional manual operations and improving the interactive experience; at the same time, by transforming the sound source information from a simple identification dynamic to a detailed form containing more attribute information, it enriches the dimension of sound feedback in the game and improves the richness of the game; in addition, by using user body movements as trigger conditions, the solution optimizes the display logic of sound source information, reduces unnecessary information processing and rendering, reduces the burden on equipment, and more effectively utilizes computing resources.

[0139] The present disclosure also provides an electronic device, such as Figure 5 As shown, the electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned sound source information display method.

[0140] Specifically, the sound source information display method includes: in response to the presence of at least one sound source object in the game scene, controlling the display of at least one sound source identifier in a first form at a position corresponding to the position information of the at least one sound source object in the graphical user interface; Acquiring first user motion information through the first device, wherein the first user motion information is information representing a user's physical activity; In response to the first user action information and the orientation information of at least one target sound source object meeting a preset condition, the first form of the sound source identifier of the at least one target sound source object is controlled to be updated and displayed as a second form of the sound source identifier, wherein the at least one target sound source object is a sound source object among the at least one sound source object, and the second form of the sound source identifier contains more sound source attribute information than the first form of the sound source identifier.

[0141] Optionally, the first form of sound source identification includes the sound source type identification of the sound source object; the second form of sound source identification includes the sound source type identification of the sound source object, and at least one of the following identifications: a distance identification from the sound source object, a moving state identification of the sound source object, sound source identifications of other sound source objects except the target sound source object within the same direction range, and danger level information of the sound source object, wherein the danger level information is used to indicate the degree of threat posed by the sound source object to the controlled character.

[0142] Optionally, in response to the presence of at least one sound source object in the game scene, the step of controlling the display of at least one sound source identifier in a first form at a position corresponding to the position information of the at least one sound source object in the graphical user interface includes: When there are multiple sound source objects within the same direction range, control is performed to display a first form of a sound source identifier of the first sound source object at a position corresponding to the orientation information of the first sound source object in the graphical user interface, wherein the first sound source object is a sound source object among the multiple sound source objects that meets the preset display conditions.

[0143] Optionally, the preset display condition is at least one of the following: The sound source object closest to the player character; The sound source object that poses the greatest threat to the player character; The sound source object with the highest volume; The sound source object is pre-set according to the setup instructions.

[0144] Optionally, obtaining the first user action information through the first device includes: Collecting head posture data of the first user through the first device; A first rotation direction and a first rotation angle of the user's head are identified according to the first head posture data.

[0145] Optionally, in response to the first user action information and the position information of at least one target sound source object satisfying a preset condition, the step of controlling the update and display of the first form of the sound source identifier of the at least one target sound source object to the second form of the sound source identifier includes: In response to the angle between the first rotation angle in the first rotation direction and the at least one target sound source object being within a first preset angle threshold range, the sound source identifier of the at least one target sound source object in the first form is controlled to be updated and displayed as a sound source identifier in the second form.

[0146] Optionally, the method further comprises: Determining whether the rotation duration of the user's head is less than a first time threshold and / or whether the first rotation angle is less than a first predetermined angle threshold; If so, keep the game view unchanged; If not, the game field of view screen is controlled to update the content in the game field of view screen according to the first rotation direction and the first rotation angle of the user's head.

[0147] Optionally, the step of controlling the game field of view screen to update the content in the game field of view screen according to the first rotation direction and the first rotation angle of the user's head is: While keeping the character orientation of the controlled character unchanged, the game field of view screen is controlled to update the content in the game field of view screen according to the first rotation direction and the first rotation angle of the user's head.

[0148] Optionally, the method further comprises: In response to the character orientation control instruction, the character orientation of the controlled character is controlled and the display content of the game field of view is determined according to the character orientation.

[0149] Optionally, after the step of controlling the updating and displaying of the first form of the sound source identifier of at least one target sound source object to the second form of the sound source identifier, the method further includes: In response to recognizing that the angle between the second rotation angle in the second rotation direction of the user's head and at least one target sound source object is not within a first preset angle threshold range, the second form of the sound source identifier of the at least one target sound source object is controlled to be restored to be displayed as the first form of the sound source identifier.

[0150] Optionally, after the step of controlling the sound source identifier of the second form of at least one target sound source to be restored to be displayed as the sound source identifier of the first form, the method further includes: Within a preset time, in response to obtaining that the third rotation direction of the user's head is opposite to the second rotation direction, and the angle between the third rotation angle corresponding to the third rotation direction and at least one target sound source object is not within the first preset angle threshold range, the first form of the sound source identifier of at least one target sound source object is controlled to be displayed as the second form of the sound source identifier.

[0151] Optionally, the method further comprises: When the number of at least one target sound source object is less than the number of at least one sound source object, while displaying the second form of the sound source identifier of at least one target sound source object, control is exercised to maintain the display of the first form of the sound source identifiers of other sound source objects, wherein the other sound source objects are the sound source objects in the at least one sound source object other than the at least one target sound source object.

[0152] Optionally, the method further comprises: In response to the first user action information and the position information of at least one target sound source object meeting a preset condition, triggering a marking instruction; In response to the marking instruction, the control displays identification information corresponding to at least one target sound source object in the graphical user interface, and sends the identification information to the second terminal device and displays it, wherein the second terminal device is the terminal device corresponding to the virtual character in the same camp as the controlled character.

[0153] Optionally, the method further comprises: On the basis of maintaining the control of updating the content of the game field of view according to the first rotation direction and the first rotation angle of the user's head, responding to the movement instruction, the controlled character is controlled to move according to the movement instruction.

[0154] Optionally, the method further comprises: In response to the fourth rotation angle of the user's head meeting the second predetermined angle threshold, control is performed to display a field of view boundary prompt on the graphical user interface, wherein the field of view boundary prompt is configured to prompt a touch operation to adjust the game field of view screen.

[0155] Optionally, after triggering control to update the sound source identifier of at least one target sound source object in the first form to be displayed as a sound source identifier in the second form, the method further includes: Obtaining second user action information through the first device, wherein the second user action information is action information that occurs after the first user action information in time sequence; In response to the second user action information and the position information of the at least one target sound source object not satisfying a preset condition, the sound source identifier of the second form of the at least one target sound source object is controlled to continue to be displayed within a preset time.

[0156] Furthermore, Figure 5 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .

[0157] The memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 5 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.

[0158] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 101 or by instructions in the form of software. The above-mentioned processor 101 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor may be a microprocessor or the processor may be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0159] An embodiment of the present disclosure also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned sound source information display method. The specific implementation can be found in the method embodiment, which will not be repeated here.

[0160] Specifically, the sound source information display method includes: in response to the presence of at least one sound source object in the game scene, controlling the display of at least one sound source identifier in a first form at a position corresponding to the position information of the at least one sound source object in the graphical user interface; Acquiring first user motion information through the first device, wherein the first user motion information is information representing a user's physical activity; In response to the first user action information and the orientation information of at least one target sound source object meeting a preset condition, the first form of the sound source identifier of the at least one target sound source object is controlled to be updated and displayed as a second form of the sound source identifier, wherein the at least one target sound source object is a sound source object among the at least one sound source object, and the second form of the sound source identifier contains more sound source attribute information than the first form of the sound source identifier.

[0161] Optionally, the first form of sound source identification includes the sound source type identification of the sound source object; the second form of sound source identification includes the sound source type identification of the sound source object, and at least one of the following identifications: a distance identification from the sound source object, a moving state identification of the sound source object, sound source identifications of other sound source objects except the target sound source object within the same direction range, and danger level information of the sound source object, wherein the danger level information is used to indicate the degree of threat posed by the sound source object to the controlled character.

[0162] Optionally, in response to the presence of at least one sound source object in the game scene, the step of controlling the display of at least one sound source identifier in a first form at a position corresponding to the position information of the at least one sound source object in the graphical user interface includes: When there are multiple sound source objects within the same direction range, control is performed to display a first form of a sound source identifier of the first sound source object at a position corresponding to the orientation information of the first sound source object in the graphical user interface, wherein the first sound source object is a sound source object among the multiple sound source objects that meets the preset display conditions.

[0163] Optionally, the preset display condition is at least one of the following: The sound source object closest to the player character; The sound source object that poses the greatest threat to the player character; The sound source object with the highest volume; The sound source object is pre-set according to the setup instructions.

[0164] Optionally, obtaining the first user action information through the first device includes: Collecting head posture data of the first user through the first device; A first rotation direction and a first rotation angle of the user's head are identified according to the first head posture data.

[0165] Optionally, in response to the first user action information and the position information of at least one target sound source object satisfying a preset condition, the step of controlling the update and display of the first form of the sound source identifier of the at least one target sound source object to the second form of the sound source identifier includes: In response to the angle between the first rotation angle in the first rotation direction and the at least one target sound source object being within a first preset angle threshold range, the sound source identifier of the at least one target sound source object in the first form is controlled to be updated and displayed as a sound source identifier in the second form.

[0166] Optionally, the method further comprises: Determining whether the rotation duration of the user's head is less than a first time threshold and / or whether the first rotation angle is less than a first predetermined angle threshold; If so, keep the game view unchanged; If not, the game field of view screen is controlled to update the content in the game field of view screen according to the first rotation direction and the first rotation angle of the user's head.

[0167] Optionally, the step of controlling the game field of view screen to update the content in the game field of view screen according to the first rotation direction and the first rotation angle of the user's head is: While keeping the character orientation of the controlled character unchanged, the game field of view screen is controlled to update the content in the game field of view screen according to the first rotation direction and the first rotation angle of the user's head.

[0168] Optionally, the method further comprises: In response to the character orientation control instruction, the character orientation of the controlled character is controlled and the display content of the game field of view is determined according to the character orientation.

[0169] Optionally, after the step of controlling the updating and displaying of the first form of the sound source identifier of at least one target sound source object to the second form of the sound source identifier, the method further includes: In response to recognizing that the angle between the second rotation angle in the second rotation direction of the user's head and at least one target sound source object is not within a first preset angle threshold range, the second form of the sound source identifier of the at least one target sound source object is controlled to be restored to be displayed as the first form of the sound source identifier.

[0170] Optionally, after the step of controlling the sound source identifier of the second form of at least one target sound source to be restored to be displayed as the sound source identifier of the first form, the method further includes: Within a preset time, in response to obtaining that the third rotation direction of the user's head is opposite to the second rotation direction, and the angle between the third rotation angle corresponding to the third rotation direction and at least one target sound source object is not within the first preset angle threshold range, the first form of the sound source identifier of at least one target sound source object is controlled to be displayed as the second form of the sound source identifier.

[0171] Optionally, the method further comprises: When the number of at least one target sound source object is less than the number of at least one sound source object, while displaying the second form of the sound source identifier of at least one target sound source object, control is exercised to maintain the display of the first form of the sound source identifiers of other sound source objects, wherein the other sound source objects are the sound source objects in the at least one sound source object other than the at least one target sound source object.

[0172] Optionally, the method further comprises: In response to the first user action information and the position information of at least one target sound source object meeting a preset condition, triggering a marking instruction; In response to the marking instruction, the control displays identification information corresponding to at least one target sound source object in the graphical user interface, and sends the identification information to the second terminal device and displays it, wherein the second terminal device is the terminal device corresponding to the virtual character in the same camp as the controlled character.

[0173] Optionally, the method further comprises: On the basis of maintaining the control of updating the content of the game field of view according to the first rotation direction and the first rotation angle of the user's head, responding to the movement instruction, the controlled character is controlled to move according to the movement instruction.

[0174] Optionally, the method further comprises: In response to the fourth rotation angle of the user's head meeting the second predetermined angle threshold, control is performed to display a field of view boundary prompt on the graphical user interface, wherein the field of view boundary prompt is configured to prompt a touch operation to adjust the game field of view screen.

[0175] Optionally, after triggering control to update the sound source identifier of at least one target sound source object in the first form to be displayed as a sound source identifier in the second form, the method further includes: Obtaining second user action information through the first device, wherein the second user action information is action information that occurs after the first user action information in time sequence; In response to the second user action information and the position information of the at least one target sound source object not satisfying a preset condition, the sound source identifier of the second form of the at least one target sound source object is controlled to continue to be displayed within a preset time.

[0176] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the existing technology, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a number of instructions for enabling a computer device (which can be a personal computer, terminal device, or network device, etc.) to execute all or part of the steps of the various embodiments of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program code.

[0177] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0178] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.

Claims

1. A method for displaying sound source information, characterized in that: The method includes displaying a game field of view of a virtual character through a graphical user interface of a terminal device, wherein the game field of view includes a game scene and a controlled character corresponding to the terminal device. In response to at least one sound source object existing in the game scene, controlling the display of at least one sound source identifier in a first form at a position corresponding to the position information of the at least one sound source object in the graphical user interface; Acquiring first user motion information through the first device, wherein the first user motion information is information representing a user's physical activity; In response to the first user action information and the orientation information of at least one target sound source object satisfying a preset condition, the first form of the sound source identification of the at least one target sound source object is controlled to be updated and displayed as a second form of the sound source identification, wherein the at least one target sound source object is a sound source object among the at least one sound source object, and the second form of the sound source identification contains more sound source attribute information than the first form of the sound source identification.

2. The sound source information display method according to claim 1, wherein: In response to at least one sound source object existing in the game scene, the step of controlling the display of at least one sound source identifier in a first form at a position corresponding to the position information of the at least one sound source object in the graphical user interface includes: When there are multiple sound source objects within the same direction range, control the display of a first form of a sound source identifier of the first sound source object at a position corresponding to the orientation information of the first sound source object in the graphical user interface, wherein the first sound source object is a sound source object among the multiple sound source objects that meets preset display conditions.

3. The method according to claim 2, characterized in that The preset display condition is at least one of the following: The sound source object closest to the player character; The sound source object that poses the greatest threat to the player character; The sound source object with the highest volume; The sound source object is pre-set according to the setup instructions.

4. The sound source information display method according to claim 1, wherein: The obtaining the first user action information through the first device includes: collecting head posture data of the first user through the first device; A first rotation direction and a first rotation angle of the user's head are identified based on the first head posture data.

5. The sound source information display method according to claim 4, characterized in that: The step of controlling the updating and displaying of the first form of the sound source identifier of the at least one target sound source object to a second form of the sound source identifier in response to the first user action information and the position information of the at least one target sound source object satisfying a preset condition comprises: In response to the angle between the first rotation angle in the first rotation direction and the at least one target sound source object being within a first preset angle threshold range, the sound source identifier of the at least one target sound source object in the first form is controlled to be updated and displayed as a sound source identifier in a second form.

6. The sound source information display method according to claim 4, wherein: The method further comprises: Determining whether the rotation duration of the user's head is less than a first time threshold and / or whether the first rotation angle is less than a first predetermined angle threshold; If so, maintaining the game field of view unchanged; If not, the game field of view screen is controlled to update the content in the game field of view screen according to the first rotation direction and the first rotation angle of the user's head.

7. The sound source information display method according to claim 6, wherein: The step of controlling the game field of view screen to update the content in the game field of view screen according to the first rotation direction and the first rotation angle of the user's head is: While keeping the character orientation of the controlled character unchanged, the game field of view screen is controlled to update the content in the game field of view screen according to the first rotation direction and the first rotation angle of the user's head.

8. The sound source information display method according to claim 7, characterized in that: The method further comprises: In response to a character orientation control instruction, the character orientation of the controlled character is controlled to rotate, and the display content of the game field of view screen is determined according to the character orientation.

9. The sound source information display method according to claim 4, wherein: After the step of controlling the updating and displaying of the first form of the sound source identifier of the at least one target sound source object to the second form of the sound source identifier, the method further includes: In response to recognizing that the angle between the second rotation angle in the second rotation direction of the user's head and the at least one target sound source object is not within the first preset angle threshold range, control the second form of the sound source identifier of the at least one target sound source object to be restored and displayed as the first form of the sound source identifier.

10. The sound source information display method according to claim 9, wherein: After the step of controlling the sound source identifier of the at least one target sound source to be restored to be displayed as the sound source identifier of the first form, the method further includes: Within a preset time, in response to obtaining that the third rotation direction of the user's head is opposite to the second rotation direction, and the angle between the third rotation angle corresponding to the third rotation direction and the at least one target sound source object is not within the first preset angle threshold range, the first form of the sound source identifier of the at least one target sound source object is controlled to be displayed as the second form of the sound source identifier.

11. The sound source information display method according to claim 1, wherein: The method further comprises: When the number of the at least one target sound source object is less than the number of the at least one sound source object, while displaying the second form of the sound source identifier of the at least one target sound source object, control is exercised to maintain the display of the first form of the sound source identifier of other sound source objects, wherein the other sound source objects are the sound source objects among the at least one sound source object other than the at least one target sound source object.

12. The sound source information display method according to claim 1, wherein: The method further comprises: In response to the first user action information and the position information of at least one target sound source object meeting a preset condition, triggering a marking instruction; In response to a marking instruction, the identification information corresponding to the at least one target sound source object is controlled to be displayed in the graphical user interface, and the identification information is sent to a second terminal device and displayed, wherein the second terminal device is a terminal device corresponding to a virtual character in the same camp as the controlled character.

13. The sound source information display method according to claim 6, wherein: The method further comprises: On the basis of maintaining control of the game field of view screen to update the content in the game field of view screen according to the first rotation direction and the first rotation angle of the user's head, responding to the movement instruction, the controlled character is controlled to move according to the movement instruction.

14. The sound source information display method according to claim 6, wherein: The method further comprises: In response to the fourth rotation angle of the user's head meeting the second predetermined angle threshold, control the display of a field of view boundary prompt on the graphical user interface, wherein the field of view boundary prompt is configured to prompt a touch operation to adjust the game field of view screen.

15. The sound source information display method according to claim 1, wherein: After the trigger control updates the display of the first form of the sound source identifier of the at least one target sound source object to a second form of the sound source identifier, the method further includes: Acquiring second user action information through the first device, wherein the second user action information is action information that occurs after the first user action information in time sequence; In response to the second user action information and the position information of at least one target sound source object not satisfying the preset condition, the second form of the sound source identifier of the at least one target sound source object is controlled to continue to be displayed within a preset time.

16. A sound source information display device, characterized in that: The sound source information display device includes: a sound source detection module configured to, in response to the presence of at least one sound source object in the game scene, control the display of at least one sound source identifier in a first form at a position corresponding to the position information of the at least one sound source object in the graphical user interface; an action detection module configured to obtain first user action information through a first device, wherein the first user action information is information representing a user's physical activity; The display module is configured to control the update and display of the first form of the sound source identification of the at least one target sound source object to the second form of the sound source identification in response to the first user action information and the orientation information of at least one target sound source object satisfying a preset condition, wherein the at least one target sound source object is a sound source object among the at least one sound source object, and the second form of the sound source identification contains more sound source attribute information than the first form of the sound source identification.

17. An electronic device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein: When the processor executes the program, the steps of the method according to any one of claims 1 to 15 are implemented.

18. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 15 are implemented.