Sound visualization method and device and electronic equipment

By using a graphical user interface and acoustic properties to calculate sound paths in first-person shooter games, the problem of players having difficulty judging sound volume and propagation characteristics is solved, low-noise path planning is visualized, and tactical decision-making and gaming experience are improved.

CN120695428APending Publication Date: 2025-09-26NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510746221.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-04
Publication Date
2025-09-26

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Abstract

The sound visualization method provided by the invention comprises the following steps: determining a current position of a controlled virtual object as a starting point and determining an indication position as an end point by responding to a trigger operation for a scanning control; calculating at least one sound path from the starting point to the end point according to the acoustic attribute of each area in the virtual environment; and displaying the visual indication of the sound path in the game scene. According to the method, the interaction experience is improved, players can more confidently perform hidden actions in the game, meanwhile, the richness of the game is improved, and a new tactical selection dimension is provided for the players. Besides, the method solves the problem that game sound feedback in the computer field only depends on auditory sense and is difficult to quantify, sound information is visualized, and a more accurate tactical decision basis is provided for players.
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Description

Technical Field

[0001] The present invention relates to the field of game technology, and in particular to a sound visualization method and device, a storage medium, and an electronic device. Background Art

[0002] In current mainstream first-person shooter (FPS) games, sound is a key factor influencing the gaming experience and tactical decision-making. Player characters produce footsteps as they move in the game, and different ground materials trigger sounds of varying volumes. This sound information can be used by enemy players to determine their position and distance. However, in traditional FPS games, players need years of accumulated experience to accurately judge the sound volume and propagation characteristics of different ground materials. The lack of intuitive sound information visualization mechanisms is particularly unfriendly to novice players. Furthermore, the lack of acoustic-based movement path planning tools in the game prevents players from intuitively understanding which path will minimize the generation and propagation of movement sounds, thereby reducing the accuracy of tactical decision-making and the gaming experience. Therefore, how to intuitively visualize sound information and assist players in low-noise path planning has become a pressing technical problem.

[0003] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute prior art known to ordinary technicians in the field. Summary of the Invention

[0004] The purpose of the present invention is to provide a sound visualization method and device, a storage medium, and an electronic device, thereby overcoming one or more problems caused by the limitations and defects of related technologies to at least a certain extent.

[0005] According to one aspect of the present disclosure, a sound visualization method is provided. A graphical user interface is provided through a terminal device, wherein the graphical user interface includes a scanning control. Content displayed by the graphical user interface includes at least part or all of a game scene, wherein the game scene includes controlled virtual objects and a virtual environment, wherein the virtual environment is a collection of various environmental elements constituting the game scene. The method includes:

[0006] In response to a trigger operation on the scanning control, determining a current position of the controlled virtual object as a starting point and determining an indicated position as an end point;

[0007] Calculating at least one sound path from the starting point to the end point according to the acoustic properties of each area in the virtual environment;

[0008] A visual indication of the sound path is displayed in the game scene.

[0009] According to another aspect of the present disclosure,

[0010] A sound visualization device, comprising: providing a graphical user interface (GUI) via a terminal device, the GUI including a scanning control; content displayed by the GUI including at least part or all of a game scene, the game scene including controlled virtual objects and a virtual environment, wherein the virtual environment is a collection of various environmental elements constituting the game scene; and further comprising:

[0011] a determination module, configured to determine, in response to a triggering operation on the scanning control, a current position of the controlled virtual object as a starting point and an indicated position as an end point;

[0012] a path calculation module, configured to calculate at least one sound path from the starting point to the end point according to acoustic properties of each area in the virtual environment;

[0013] A visualization module is used to display a visual indication of the sound path in the game scene.

[0014] According to another aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the computer program implements any one of the above-mentioned sound visualization methods.

[0015] According to another aspect of the present disclosure, there is provided an electronic device, including:

[0016] processor, display device; and

[0017] a memory for storing executable instructions of the processor;

[0018] The processor is configured to perform any one of the above-mentioned sound visualization methods by executing the executable instructions.

[0019] The present application provides a sound visualization method, which responds to a trigger operation on the scanning control, determines the current position of the controlled virtual object as the starting point, and determines the indicated position as the end point; calculates at least one sound path from the starting point to the end point based on the acoustic properties of each area in the virtual environment; and displays a visual indication of the sound path in the game scene. This method not only enhances the interactive experience, allowing players to more confidently conduct covert actions in the game, but also enhances the richness of the game and provides players with a new dimension of tactical choice. In addition, this method solves the problem in the computer field that game sound feedback relies solely on hearing and is difficult to quantify, visualizes sound information, and provides players with a more accurate basis for tactical decision-making. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] The above and other features and advantages of the present disclosure will become more apparent by describing in detail exemplary embodiments thereof with reference to the accompanying drawings. Obviously, the drawings described below are only some embodiments of the present disclosure, and those skilled in the art can derive other drawings based on these drawings without inventive effort. In the accompanying drawings:

[0021] Figure 1 is an architecture diagram of a cloud interaction system in an exemplary embodiment of the present disclosure;

[0022] Figure 2 is a flow chart of a sound visualization method in an exemplary embodiment of the present disclosure;

[0023] FIG3( a ) is a schematic diagram of an FPS game interface in an exemplary embodiment of the present disclosure;

[0024] FIG3( b ) is a schematic diagram of a sound minimization path in an exemplary embodiment of the present disclosure;

[0025] Figure 4 is a schematic diagram of displaying a sound path on a small map in an exemplary embodiment of the present disclosure;

[0026] Figure 5 is a diagram showing the composition of a sound visualization device in an exemplary embodiment of the present disclosure;

[0027] Figure 6 A schematic diagram of the structure of a computer-readable storage medium in an exemplary embodiment of the present disclosure;

[0028] Figure 7 FIG. 1 is a diagram showing the composition of an electronic device in an exemplary embodiment of the present disclosure. DETAILED DESCRIPTION

[0029] It should be noted that, in the absence of conflict, the embodiments and features of the embodiments in this application can be combined with each other. The present invention will be described in detail below with reference to the accompanying drawings and in combination with the embodiments.

[0030] In order to enable those skilled in the art to better understand the solutions of the present invention, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of the present invention.

[0031] It should be noted that the information involved in this application (including but not limited to: information input by the user, for example, information entered by the user into the input box), data (including but not limited to data used for analysis, stored data, displayed data, etc., for example, context code, all codes of the current project, service pressure corresponding to operations on all codes of the current project, code development status of the current project) and signals are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards. For example, the context code, operations on all codes of the current project, and service pressure corresponding to the operations, code development status, etc. involved in this application are all obtained with full authorization.

[0032] It should be noted that the terms "first," "second," and the like in the specification and claims of the present invention and the accompanying drawings are used to distinguish similar objects and are not necessarily used to describe a particular order or precedence. It should be understood that the terms used in this manner are interchangeable where appropriate for the embodiments of the present invention described herein. In addition, the terms "including," "having," and any variations thereof are intended to cover non-exclusive inclusions. For example, a process, method, system, product, or apparatus comprising a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units that are not explicitly listed or that are inherent to these processes, methods, products, or apparatuses.

[0033] It should also be noted that the various triggering events disclosed in this specification can be preset, and different triggering events can trigger the execution of different functions.

[0034] In one embodiment of the present disclosure, a sound visualization method can be run on a terminal device or a server. The terminal device can be a local terminal device. When the sound visualization method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device. Figure 1 FIG. 1 is a diagram showing an architecture of a cloud interaction system provided by the present disclosure. As shown in the diagram, 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 .

[0035] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the sound visualization method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the terminal device for information processing is the cloud game server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game 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 through the network. Finally, the client device decodes and outputs the game screen.

[0036] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local 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, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in various ways, for example, it can be rendered and displayed on the terminal display, 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 including 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.

[0037] Figure 2 In this embodiment, a sound visualization method is provided, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a scanning control; the content displayed by the graphical user interface includes at least part or all of a game scene, wherein the game scene includes controlled virtual objects and a virtual environment, wherein the virtual environment is a collection of various environmental elements that constitute the game scene. Figure 2 is a flow chart of a sound visualization method according to an embodiment of the present disclosure. Figure 2 As shown, the process includes the following steps:

[0038] Step S1, in response to a trigger operation on the scanning control, determining the current position of the controlled virtual object as a starting point and determining the indicated position as an end point;

[0039] Step S2, calculating at least one sound path from the starting point to the end point according to the acoustic properties of each area in the virtual environment;

[0040] Step S3: displaying a visual indication of the sound path in the game scene.

[0041] The method provided in this embodiment enables the terminal device to intuitively display the optimal sound propagation path. Players can visually understand which path produces the least sound when traveling, thereby enabling more strategic action decisions. This not only enhances the interactive experience, allowing players to more confidently conduct covert actions in the game, but also increases the richness of the game and provides players with a new dimension of tactical choice. In addition, this method solves the problem in the computer field that game sound feedback relies solely on hearing and is difficult to quantify. It visualizes sound information and provides players with more accurate tactical decision-making basis.

[0042] The terminal device is an electronic device that can run game programs and provide a graphical user interface. The terminal device can be a desktop computer, laptop computer, tablet computer, smartphone, game console, or other electronic device with display and computing capabilities.

[0043] In an alternative embodiment, the terminal device is a dedicated gaming device with sufficient computing power to support the game engine's rendering of complex 3D game scenes and perform acoustic path calculations. For example, the terminal device can be a gaming computer equipped with a high-performance graphics processing unit (GPU) running an operating system and game software that supports first-person shooter (FPS) games.

[0044] The graphical user interface (GUI) is the visual interface displayed on the terminal device during game play. It includes the visual representation of the game scene, various controls, and information display areas, providing an interactive environment for users to operate the game and obtain information.

[0045] In an alternative embodiment, the graphical user interface is a full-screen interactive interface that integrates the game screen, operational controls, and status information. Through a rational layout, the player can simultaneously obtain visual feedback and perform operational controls. For example, in an FPS game's graphical user interface, the main portion displays a three-dimensional game scene, with status indicators such as player health, ammunition information, and a mini-map distributed around the interface. Various function buttons or trigger areas, including the scanning control in this embodiment, are also positioned appropriately.

[0046] In one optional embodiment, the graphical user interface utilizes a responsive design, automatically adjusting the size and position of interface elements based on the screen size and resolution of different devices, ensuring a good visual experience and ease of use across all devices. For example, when the game is running on a mobile phone, the controls will be scaled up to accommodate touch controls; while on a computer or console, the interface will be optimized for mouse, keyboard, or gamepad operation.

[0047] The Scan Control is an interactive element in the graphical user interface that activates the sound path calculation and visualization features. The Scan Control can be clicked, swiped, long-pressed, and / or other actions to trigger corresponding functions. For example, a click could activate the sound path calculation and visualization features.

[0048] In an alternative embodiment, the scanning control is an icon button on the interface with a clear visual identifier, located in a position that does not interfere with the main game view. Players can activate the sound path analysis function through direct interaction. For example, a circular button with a sound wave pattern is placed in the lower right corner of the game interface. When the player clicks this button, the terminal device begins calculating the sound-minimizing path from the current position to the target position.

[0049] In an optional embodiment, the Scan Control is a draggable interactive element that players can not only click to activate, but also drag to a specific location on the minimap or main game view to specify a target point. For example, a player can long-press the Scan Control icon and drag it to a location on the minimap. The terminal device will set that location as the end point of the path calculation and begin analyzing and displaying the sound path.

[0050] The game scene is the virtual environment where players interact and move around in the game. The game scene includes various elements such as terrain, buildings, objects, and characters, which constitute the visual world and activity background of the game.

[0051] In one optional embodiment, the game scene is a three-dimensional space that simulates the real world or is creatively fictional, rich in visual detail and environmental elements, and capable of providing an immersive gaming experience. For example, in a military-themed FPS game, the game scene might be a large map containing diverse environments such as urban buildings, forests, and desert terrain, each with unique ground materials and environmental characteristics.

[0052] In an alternative embodiment, the game scene is an interactive space meticulously designed based on the game's story and gameplay requirements. It not only features visual presentation but also incorporates various hidden game mechanics, such as the acoustic property system in this embodiment. For example, different ground materials in the game scene, such as wooden floors, metal platforms, grass, and water, are assigned different acoustic property values, generating varying levels of sound when the player character moves across them.

[0053] A controlled virtual object is a character or entity that the player directly controls in the game. It is the player's avatar in the game world, and the player controls its movement, actions, and interactions through input devices.

[0054] In an alternative embodiment, the controlled virtual object is a game character with a detailed visual model and rich animation system, capable of performing actions in response to various player commands. For example, in an FPS game, the controlled virtual object is typically a soldier or tactical officer from a first-person perspective, with the player being able to control its movements, such as forward, backward, turning, crouching, and jumping.

[0055] In an alternative embodiment, the controlled virtual object has a series of game attributes and states, including but not limited to health, movement speed, and equipment carried. These attributes affect the character's performance and abilities in the game. For example, when the controlled virtual object is carrying heavy equipment, its movement speed may decrease, and the sound produced by movement may increase. These factors will affect the calculation results of the sound path.

[0056] The virtual environment is the collection of various environmental elements that make up the game scene. The virtual environment includes terrain, buildings, obstacles, climate conditions, etc., which together form the physical and visual framework of the game world.

[0057] In an alternative embodiment, the virtual environment is a complex system composed of multiple different types of terrain and structures, each with its own unique gameplay attributes and interactive features. For example, a virtual environment in a game may include uneven terrain, various architectural structures, water bodies, and areas covered with vegetation. These elements not only affect the player's line of sight and movement, but also have varying effects on sound propagation.

[0058] In an alternative embodiment, the virtual environment has dynamically changing characteristics, such as weather systems, day-night cycles, or environmental changes affected by game events. These changes can affect the visual presentation and physical properties of the environment in real time. For example, when it rains in the game, the ground may become slippery and the ambient noise may increase, which will affect the calculation of the sound path. These dynamic factors need to be considered during path optimization.

[0059] In one specific application, after the player launches an FPS game, the terminal device presents the game's graphical user interface on the display screen. The main interface displays a game scene in an urban battlefield environment, and the player controls a special forces member (a controlled virtual object) to move around the scene using the keyboard and mouse. A scan control button with a sound wave icon is displayed in the lower right corner of the interface. When the player needs to act covertly, they can click this button to activate the sound path planning function. The virtual environment elements included in the game scene include concrete roads, buildings with wooden floors, gravel-covered areas, and grass. These different ground materials have different acoustic properties, which affect the volume of sound produced when the character moves.

[0060] The above steps are described in detail below.

[0061] In step S1 , in response to a trigger operation on the scanning control, the current position of the controlled virtual object is determined as a starting point, and the indicated position is determined as an end point.

[0062] The scanning control is an interactive element in the game interface used to activate the sound path scanning function. The scanning control can be a button, icon, or other interactive interface element on the graphical user interface that is used to initiate the sound path analysis and display function. The scanning control can be triggered by a click, a slide, a long press, and / or other actions. For example, by clicking, a player can trigger the scanning control to initiate the sound path analysis function.

[0063] In an alternative embodiment, the scan control can be designed as a circular button on the right side of the game interface, with a scan icon displayed on it to intuitively convey its function. For example, in a tactical shooter game, the scan control could be designed as a blue button with a sound wave icon, placed in the toolbar on the right side of the interface. When the player clicks the button, a brief highlight will appear, indicating that the scan function has been activated.

[0064] In an alternative embodiment, the scan control can be designed as a skill button with a cooldown period, requiring players to wait a certain amount of time before using it again to balance gameplay. For example, in a game, the scan control could be designed as a skill button that enters a 30-second cooldown after use. This cooldown is visually indicated by a countdown circular progress bar on the button. Once the cooldown is complete, the button returns to its normal state, allowing players to use the function again.

[0065] The triggering operation is an activation action performed by the player on the scanning control. The triggering operation can be achieved through a click operation, a slide operation, a long press operation, and / or other operations. For example, through a click operation, the player can click the scanning control to perform the triggering operation.

[0066] Controlled virtual objects are character entities controlled by players in games. These are typically virtual characters or entities whose actions, movements, and interactions can be directly controlled by the player. Controlled virtual objects can be controlled through clicks, swipes, long presses, and / or other actions. For example, by clicking and dragging, players can control the movement of virtual objects within the game scene.

[0067] In an alternative embodiment, controlled virtual objects can have different attributes and abilities based on player preferences and game settings, affecting their in-game performance and sound characteristics. For example, players can choose characters of different classes, such as a lightly armed scout with quieter footsteps and a heavily armed infantryman with louder footsteps. Alternatively, players can use the in-game item system to equip their characters with special shoes, such as "silent boots," to reduce the sound produced by their movements.

[0068] The indicated location is the target location the player wishes to reach in the game. The indicated location is the endpoint of the sound path calculation and represents the specific coordinates within the game scene that the player wishes to safely reach. The indicated location can be set using a click, swipe, long press, and / or other actions. For example, a player can click a location on the game interface to set the indicated location.

[0069] In an alternative embodiment, the indicated location can be determined by the location pointed by a crosshair on the game interface. The player simply aligns the crosshair with the target location and triggers the scan function. For example, in a first-person shooter game, the player can align the aiming crosshair in the center of the screen with a building entrance on the map and click the scan button. The terminal device will then use the entrance as the end point of the sound path.

[0070] In an optional implementation, the indicated location can also be specified directly on the game's mini-map, providing more comprehensive path planning. For example, a player can open the game's mini-map and click or long-press an area of ​​interest, such as a possible enemy hideout or a key supply point. This triggers the scan function, and the terminal device calculates the optimal sound path from the player's current location to the specified location.

[0071] In one specific application, a player in a tactical shooter game is lurking in an abandoned factory, needing to approach enemy positions but wanting to avoid being heard. The player notices a "Scan" button with a sound wave icon in the lower right corner of the game interface and clicks it to initiate sound path analysis. The terminal device automatically uses the player's current location in the factory corner as the starting point. The player then rotates the camera and aligns the center crosshair on the screen with the entrance to the enemy outpost, approximately 50 meters away, identifying that location as the destination. This allows the player to calculate the optimal sound path.

[0072] In step S2, at least one sound path from the starting point to the end point is calculated according to the acoustic properties of each area in the virtual environment.

[0073] Acoustic properties are digital descriptions of the sound propagation characteristics of different areas in a virtual environment, including parameters such as sound absorption coefficient, reflection coefficient, and attenuation coefficient. These acoustic properties are used to simulate the effects of different materials and environments on sound propagation in the real world, thereby achieving a more realistic gaming audio experience.

[0074] In an alternative embodiment, acoustic properties refer to the characteristics of environmental elements that affect sound, expressed as numerical parameters. These parameters determine the characteristics of the sound produced when a character moves or interacts in a specific area. For example, in a game, the acoustic property value of metal ground might be set to 0.8 (loud), while the acoustic property value of grass might be set to 0.2 (quiet). These values ​​determine the volume of sound produced when the player character moves in the corresponding area.

[0075] In one optional implementation, acoustic properties refer to a set of predefined sound parameters within the game engine, used to calculate and render the ambient feedback sound effects generated by character movements. For example, a game might define three types of acoustic properties: "Quiet Floor," "Medium Loud Floor," and "Loud Floor," corresponding to carpet, wood, and metal platforms, respectively. When the player character moves through these areas, different sound effects and propagation ranges are calculated based on the corresponding acoustic properties.

[0076] A sound path is a trajectory from a specified starting point to a destination. This trajectory is calculated based on the acoustic properties of the areas along the route, aiming to minimize or optimize the sound generated during movement. A sound path can be a straight line, curved line, or broken line, reflecting a movement plan that optimizes sound-related indicators while meeting the requirements of traveling from the starting point to the destination.

[0077] In an optional embodiment, a sound path refers to an optimal route calculated by a terminal device based on an analysis of the acoustic characteristics of each area. This route optimizes the sound characteristics along the way while ensuring traversability from the starting point to the end point. For example, in a map consisting of grass, a gravel path, and a metal bridge, a path might be generated that avoids the metal bridge and stays on the grass as much as possible to minimize the sound generated by the character's movement, thereby reducing the risk of being detected by the enemy.

[0078] In an optional embodiment, a sound path refers to a specific trajectory calculated by the game AI using a path planning algorithm that primarily considers the amount of sound produced. For example, in a competitive scenario, the game AI might calculate a path that avoids highly echoing areas and prioritizes sound-absorbing materials like carpet or grass, based on current environmental conditions (such as whether rain is masking the sound) and the distribution of ground materials, to help the player approach the target location more discreetly.

[0079] In a specific application, after the terminal device detects that the player has clicked the scanning control, it obtains the current position of the controlled virtual object (such as the player character) as the starting point and the position indicated by the crosshairs as the end point. The terminal device then reads the acoustic property information of each area stored in the game map database, for example, the sound coefficient of the grass area is 0.2, the sound coefficient of the wooden floor area is 0.5, the sound coefficient of the metal platform is 0.8, etc. By applying a path-finding algorithm such as A* or Dijkstra, but using the sound level as the path cost, the terminal device calculates the sound-minimizing path from the starting point to the end point. This path may not be the shortest distance, but it is the route that produces the least sound within an acceptable distance range.

[0080] In step S3, a visual indication of the sound path is displayed in the game scene.

[0081] Visual indicators are navigational indicators that intuitively represent the sound path on the game interface through visual elements such as graphics, colors, lines, and icons. Visual indicators can use different visual styles and color coding to reflect the sound characteristics of different locations along the path, helping players understand and follow the optimal sound path.

[0082] In an optional embodiment, visual guidance refers to path-guiding elements superimposed on the game screen, conveying sound path information to players through specific graphic design and color coding. For example, a line of light or arrows may be projected onto the ground, following the terrain's undulations. Different colors are used to distinguish sections of the path with varying sound levels: blue indicates a safe zone below 30 decibels, yellow indicates a warning zone of 30-40 decibels, and orange indicates a dangerous zone above 40 decibels, creating a visually clear guidance route.

[0083] In an alternative embodiment, visual indicators refer to a path-prompting system dynamically displayed within the game interface, responsive to environmental changes and player actions. For example, a series of semi-transparent footprints or directional arrows might be displayed in the game, directing the player to follow a path of minimal sound. These indicators could also dynamically adjust color, brightness, or flash frequency as environmental conditions change (e.g., due to rain or explosions), providing the player with an indication of the acoustic risk level of the current path segment.

[0084] In a specific application, after calculating the sound path, the terminal device will draw a visual path line from the starting point to the end point in the game scene. The path line may adopt a gradient color design, displaying different colors according to the expected sound level of each point on the path: sections below 30 decibels are displayed in blue, indicating safe areas; sections of 30-40 decibels are displayed in yellow, indicating areas that require attention; sections above 40 decibels are displayed in orange, indicating high-risk areas. This path line will fit the undulations of the ground, and arrows may be displayed at the corners to indicate the direction, helping players intuitively understand how to move to minimize sound generation. As the player moves along the indicated path, the part of the path that has been traveled will gradually fade out to keep the interface fresh.

[0085] In a sound visualization method provided in an embodiment of the present application, calculating at least one sound path from the starting point to the end point according to the acoustic properties of each area in the virtual environment includes:

[0086] A sound minimization path from the starting point to the end point is calculated according to the acoustic properties of each area in the virtual environment.

[0087] The method provided in this embodiment enables terminal devices to intelligently plan routes that minimize sound impact, improving players' stealth and tactical choices in the game and further enhancing the strategic depth of the game. This sound-minimizing path design not only enhances the interactive experience, allowing players to intuitively understand the sound impact of different path choices, but also increases the richness of the game and provides players with more tactical options. Furthermore, this path calculation method solves the technical problem of difficulty in quantifying and visualizing sound propagation paths in computer games.

[0088] A sound-minimizing path is a path that minimizes the total amount of sound or the maximum sound value generated along the path, among all possible paths. This sound-minimizing path is typically calculated to optimize the route for stealthy movement in games.

[0089] In an alternative embodiment, the sound-minimizing path can be determined by considering the sound generation value of each point along the path and finding the path combination that minimizes the total sound value. For example, the terminal device can analyze all possible paths from the starting location to the target location, calculate the cumulative sound value or the maximum sound value along each path, and then select the path with the minimum sound value as the final sound-minimizing path.

[0090] In an optional embodiment, the calculation of the sound-minimizing path may consider the influence of multiple factors, including the surface material at different locations, environmental conditions, and other game elements that may affect sound propagation. For example, when calculating the sound-minimizing path, the terminal device may assign different sound coefficients to different surface materials such as grass, metal floors, and sand, and use these coefficients to calculate the movement path that produces the least sound.

[0091] In one specific application, after receiving an instruction to calculate a sound-minimizing path, the terminal device will first evaluate the sound generation value of each point on all possible paths between the character's current position and the target position in the game scene. The terminal device may create a sound weight map, where grass is assigned a value of 1 (indicating the lowest sound when moving), wooden planks are assigned a value of 3, and metal floors are assigned a value of 5 (indicating the highest sound when moving). The terminal device then applies a path planning algorithm to find the path with the lowest total sound weight value, i.e., the sound-minimizing path, and provides this path as the final calculation result for use in subsequent steps.

[0092] In a sound visualization method provided by an embodiment of the present application, corresponding parts of the visualization indication are displayed with different visual identifiers according to the sound volume at different positions on the sound path.

[0093] Through the method provided in this embodiment, the terminal device can present different sound levels to the user in a differentiated visual form based on the sound characteristics of each area in the user environment, thereby enhancing the user's intuitive perception of sound information and improving the interactive experience; at the same time, by visually differentiating the sound volume, the user is provided with a richer selection of game strategies, thereby improving the richness of the game; in addition, by converting abstract sound information into a concrete visual form, the technical problem of the difficulty of intuitively expressing acoustic information in computer systems is solved.

[0094] A visual identifier refers to a graphical element used to visually display specific information on a graphical user interface. It may include visual differences such as color, shape, thickness, and transparency. A visual identifier can be triggered to display via a click, swipe, long press, and / or other actions. For example, a click can trigger the display of a different visual identifier.

[0095] In an alternative embodiment, the visual identifier can be a color-coded system, with different colors representing different levels of sound intensity. For example, a low sound level below 30 decibels can be identified by blue, a medium sound level between 30 and 40 decibels by yellow, and a high sound level exceeding 40 decibels by orange or red, allowing users to intuitively identify different sound intensity levels.

[0096] In an optional embodiment, the visual identifier can also enhance the expression of information by varying line thickness, brightness, or transparency. For example, louder areas can be represented by thick lines, while quieter areas use thin lines; or louder areas can be displayed with high brightness, while quieter areas use low brightness, thereby providing additional visual differentiation beyond color coding.

[0097] In one specific application, when a user is playing a first-person shooter game on a terminal device, they need to move from their current location to a target point on a map while minimizing noise during movement to avoid detection. After the terminal device calculates the route from the starting point to the target point, it uses different visual effects based on the noise level at different locations along the route: safe areas with noise levels below 30 decibels are displayed as blue lines, warning areas with noise levels between 30-40 decibels are displayed as yellow lines, and dangerous areas with noise levels above 40 decibels are displayed as orange lines. Based on these different visual indicators, users can choose a quieter path to improve their stealth and survival chances.

[0098] In , ground materials refer to the physical properties and visual representation of the ground in a virtual environment, used to simulate different types of surfaces. Ground materials can include various types such as dirt, wood, metal, grass, water, sand, concrete, and more, each with unique visual effects and physical properties.

[0099] In an optional embodiment, a floor material refers to a collection of textures and physical properties used to represent the characteristics of the floor in a virtual environment. It determines the floor's appearance and the feedback generated when interacting with it. For example, a game might include different floor materials such as metal, wood, grass, sand, and water. Each material visually has a different texture and color, as well as different physical properties such as friction coefficient and acoustic characteristics.

[0100] In an alternative embodiment, the ground material is a fundamental element of the virtual environment's surface, affecting not only the visual presentation but also in-game physical interactions and sound effects. For example, in a tactical shooter game, a dirt floor might produce footprints and quiet sounds when a character walks on it, while a metal floor might not produce footprints but loud footsteps, and a wooden floor might creak and produce moderate sounds when walked on.

[0101] Sound parameters are numerical values ​​or data sets used to describe and quantify sound characteristics. These parameters can include quantitative indicators of multiple dimensions, such as loudness (decibels), frequency characteristics, duration, and decay rate. Together, these parameters define the complete characteristics of a sound.

[0102] In an optional embodiment, sound parameters refer to a set of numerical values ​​used to quantitatively describe the characteristics of a sound, including but not limited to decibel value, frequency range, propagation distance, etc. For example, in a game, different ground materials may be assigned different sound parameter values: metal ground may be set to produce a footstep sound of 40 decibels, wooden ground at 30 decibels, and grass at 15 decibels. These parameter values ​​directly affect the sound's propagation range and the likelihood of it being perceived by other players.

[0103] In one optional embodiment, sound parameters are technical indicators used in a game's audio system to precisely control and simulate sound effects. For example, in a tactical shooter game, the system might define a set of sound parameters for each ground material, including initial volume, propagation attenuation, and ambient reflection coefficient. When a player character moves over a specific material, the system uses these parameters to calculate the resulting sound volume and propagation characteristics in real time, thereby influencing in-game sound visualization and tactical decision-making.

[0104] In one specific application, when the terminal device executes step S2, it first reads the ground material information of each area in the virtual environment from the game database, such as a wooden floor in one area (sound parameter value of 30 decibels), a metal platform in another area (sound parameter value of 45 decibels), and a grassy area (sound parameter value of 15 decibels). The terminal device then uses these sound parameter values, combined with the location information of the starting and ending points, to calculate multiple possible paths through an algorithm and evaluate the total sound volume expected to be generated along each path. Ultimately, the terminal device selects the path with the lowest total sound volume as the recommended route, providing the user with the best, covert travel path from the starting point to the end point.

[0105] In a specific application, when the terminal device executes step S3, it will draw a visual path indicator line on the ground of the game scene based on the previously calculated optimal sound path. This indicator line uses different colors to mark different areas according to the sound level: it is displayed as a blue line in low-sound areas such as grass (below 15 decibels), a yellow line in medium-sound areas such as wooden floors (15-35 decibels), and an orange line in high-sound areas such as metal platforms (above 35 decibels). Players can choose the quietest path based on these color-coded visual cues to avoid being discovered by the enemy through sound.

[0106] In a sound visualization method provided in one embodiment of the present application, the indicated position includes a position indicated by a crosshair displayed on the graphical user interface, or a target position specified on a small map of the graphical user interface.

[0107] The method provided in this embodiment allows gamers to more flexibly select target locations. Whether using the crosshairs to directly point to a location in the game scene or directly marking a distant target location on the minimap, intelligent planning and visualization of sound paths are achieved. This diverse location indication method not only enhances the interactive experience, allowing players to choose the appropriate indication method based on different tactical needs, but also enriches the strategic depth of the game, allowing players to more effectively plan routes and gain tactical advantages in the game. It also solves the computer interaction problem in traditional games where players have difficulty intuitively judging the impact of route sounds.

[0108] The indicated position is the end point selected by the user in the game scene and is the target point for the sound path calculation.

[0109] In an alternative embodiment, the indicated location is a point determined by the player using the crosshair function in the game interface. This point is typically a specific area within the player's field of view. For example, the player can aim the crosshair at a building entrance, behind a bunker, or at a supply point in the game scene. These locations will be recognized by the system as the destination of the sound path planning.

[0110] In an alternative embodiment, the indicated location can also be a location selected by the player on the mini-map in the game interface. This approach is useful when the player needs to plan a route to an area that is far away or out of their current field of view. For example, a player can click on an enemy stronghold, supply depot, or teammate's location on the mini-map to set it as the target location for sound routing, even if it is not currently visible in the main view.

[0111] Among them, the minimap is a functional area in the game interface that displays a thumbnail of the current game area, usually located in a corner of the screen.

[0112] In an optional embodiment, the minimap is a scaled-down overhead view of the game world, used to provide global information about the player's area. For example, the minimap can display key information such as the terrain, building layout, supply point locations, and the locations of teammates and detected enemies, helping players make tactical decisions.

[0113] In an optional embodiment, the mini-map has an interactive function, allowing players to directly operate on it to specify a target location. For example, the player can click, double-click, or long-press a specific location on the mini-map to mark that location as the end point of the sound path planning. The terminal device will then calculate the optimal sound path based on this location.

[0114] Among them, the crosshair is the aiming indicator displayed in the center of the main view of the game, which is used to determine the player's current aiming position.

[0115] In an alternative embodiment, a crosshair is a visual indicator used in-game to assist with aiming, typically located in the center of the screen, and representing the player's focus and shooting direction. For example, the crosshair may appear as a simple crosshair, a circle, or a dot. As the player rotates their camera, the crosshair's location changes accordingly.

[0116] In an optional embodiment, the location indicated by the crosshair can be determined as the end point of the sound path through a click, slide, long press, and / or other operation. For example, a player can activate the scan function by clicking and then aim the crosshair at the target location. The terminal device will calculate and display the optimal sound path with the player's current location as the starting point and the location indicated by the crosshair as the end point.

[0117] In one specific application, when a player needs to stealthily approach a target during gameplay, they can specify the target's location in a variety of ways. If the target is within their field of view, they can aim their crosshairs at that location and activate the scan function. The terminal will immediately calculate the optimal acoustic path from their current position to the crosshair's location. If the target is out of view, the player can open the minimap on the game interface and specify the target's location on it. The terminal will also calculate and display the optimal acoustic path. This flexible location indication method allows players to choose the most appropriate method for planning their route based on different tactical needs and scenario environments.

[0118] In a sound visualization method provided in an embodiment of the present application, the method further includes: in response to an operation of dragging the scanning control to a target position on the mini-map of the graphical user interface, setting the target position as the indicated position.

[0119] The method provided in this embodiment allows users to specify locations of interest through simple and intuitive operations, and the system generates the optimal sound path accordingly, which not only improves the interactive experience but also enhances the strategy of the game. At the same time, it solves the technical problem that players in traditional games find it difficult to plan paths based on acoustic characteristics, effectively reducing the user's learning cost and improving the richness of the gaming experience.

[0120] The above scheme is described in detail below.

[0121] In the sound visualization method provided by this embodiment, in response to an operation of dragging the scanning control to a target position on the mini-map of the graphical user interface, the target position is set as the indicated position.

[0122] A drag operation is an interactive operation performed by a user on an interface element using a touch device. This drag operation can be performed by clicking, sliding, long pressing, and / or other operations. For example, a user can complete a drag operation by clicking and holding the scan control, moving it to the target location, and then releasing it.

[0123] In an optional embodiment, a drag operation refers to an interaction method in which a user presses and holds an element on an interface to move it to another location via a touch screen, mouse, or other input device. For example, on a multi-touch screen, a user may press and hold a scan control with their finger and then slide it to a location on the minimap to perform a drag operation; or on a device using a mouse, a user may click and hold the scan control with the left mouse button, then move the mouse pointer to the target area on the minimap and finally release the left mouse button to complete the drag operation.

[0124] In an alternative embodiment, the dragging operation can also be based on voice commands combined with the movement of interface elements. For example, a user can activate the control by speaking the command "Select the Scan Control," then complete the dragging process by speaking the command "Move to the northeast corner of the minimap." Alternatively, on devices that support eye tracking, a user can activate the Scan Control by gazing at it, then move their gaze to the target location on the minimap and complete the dragging operation by speaking a confirmation or tapping the device.

[0125] In a specific application, the terminal device can display a circular scanning control with a radar ripple icon in the lower right corner of the game interface. When the player wants to find a path with minimal sound, he can press and hold his finger on the control and then drag it to a specific location (such as a building or bunker) on the small map displayed in the lower left corner of the game interface. When the player releases his finger, the terminal device sets the location as the indicated location and then calculates and displays the sound path from the player's current location to the indicated location, such as Figure 4 A schematic diagram showing the sound path on a small map is shown.

[0126] In a sound visualization method provided in an embodiment of the present application, calculating at least one sound path from the starting point to the end point based on the acoustic properties of each area in the virtual environment includes:

[0127] Acquiring environmental factors existing in the virtual environment;

[0128] Modifying the acoustic properties of each area according to the environmental factors;

[0129] At least one sound path from the starting point to the end point is calculated based on the modified acoustic properties.

[0130] The method provided in this embodiment enables the system to consider the impact of dynamically changing environmental factors on sound propagation, thereby more accurately calculating the optimal sound path. By adjusting the acoustic properties of each area in real time, path planning is more closely aligned with actual scene conditions, improving the accuracy and reliability of the interactive experience, while also adding depth and richness to tactical decision-making in the game, and resolving the technical issue of traditional path planning being unable to adapt to dynamic environmental changes.

[0131] Acoustic property modification is the process of adjusting the original acoustic parameters of each area based on current environmental factors. Acoustic property modification can be performed by the terminal device through a click operation, a slide operation, a long press operation, and / or other operation methods. For example, the terminal device can perform the acoustic property modification process through a click operation.

[0132] In an optional embodiment, acoustic property correction refers to the process by which the terminal device performs mathematical calculations and adjustments to the originally set acoustic property values ​​for each area in the game scene based on the acquired environmental factors, thereby obtaining actual acoustic property values ​​that better match the current environmental conditions. For example, when rain is detected, the terminal device will apply a preset correction algorithm to reduce the sound feedback value of hard surfaces (such as concrete and metal) because rain absorbs some of the sound wave energy.

[0133] In an alternative embodiment, the correction process can be implemented by applying different weighting coefficients or correction formulas that are dynamically adjusted based on the type and intensity of the environmental factor. For example, for wind factors, the terminal device may increase the correction coefficient for sound propagation distance in downwind areas and decrease the correction coefficient for sound propagation distance in upwind areas based on the relative relationship between wind direction and the player's movement direction.

[0134] In a specific application, when a player activates the sound path planning function in the game, the terminal device first detects the environmental factors in the current game scene, such as detecting that it is raining and the wind is strong. The terminal device then modifies the original acoustic properties of each area in the game map based on these environmental factors. For example, rain will reduce the sound of footsteps on wooden floors by about 20%, while the wind direction will cause the sound propagation distance in the leeward direction to increase by 15%. Subsequently, based on these modified acoustic property values, the terminal device calculates multiple possible paths from the player's current location to the target location, and selects the one with the smallest total sound value as the recommended path, which is presented to the player in a visual manner on the game interface.

[0135] In a sound visualization method provided in an embodiment of the present application, environmental factors include at least one of rainy days, darkness, wind, and sounds generated by other virtual objects in the surrounding area.

[0136] The method provided in this embodiment enables the terminal device to comprehensively consider the impact of various environmental factors on sound propagation, thereby more accurately calculating the sound path. This technical means makes the calculation of the sound path more consistent with the sound propagation laws in the real physical environment, effectively improves the realism of the sound visualization in the game, and enhances the user's perception of the game environment. At the same time, the impact of different environmental factors on sound propagation is accurately considered in the path calculation, significantly improving the interactive experience, enriching the tactical level of the game, and effectively solving the technical problem of insufficient simulation of the physical effects of sound in computer games.

[0137] In a specific application, the terminal device can detect environmental factors in the current game scene, including moderate rain and nighttime. Moderate rain will make the ground material wet, thereby changing the volume of the sound produced when the controlled virtual object moves on different ground materials; while at night there are specific environmental background sounds, such as insects and wind, which will affect the propagation of sound. The terminal device will make corresponding corrections to the acoustic properties of each area based on these environmental factors. For example, the sound parameters of the grass area will be reduced by 30% (because wet grass produces less sound than dry grass), and the sound parameters of the metal ground will be increased by 10% (because raindrops falling on metal surfaces will produce additional sound).

[0138] In a sound visualization method provided in an embodiment of the present application, the method further includes: the sound path dynamically changes as environmental factors in the virtual environment change, and the visual identifier of the visualization indication also changes in real time.

[0139] The method provided in this embodiment enables the terminal device to update the sound path and its visual representation in real time based on dynamically changing environmental factors, providing more accurate and real-time sound propagation information and effectively improving the user interaction experience. By establishing a correlation between environmental factors and sound propagation, this method makes the sound visualization more natural and accurate, thereby enhancing the immersion and realism of the game and enriching the game content and strategic depth. In addition, this method solves the technical problem of the difficulty of intuitively perceiving sound changes in computer games. It visualizes sound changes through visual feedback, providing users with more valuable decision-making assistance information.

[0140] In one specific application, a terminal device provides players with sound visualization in an FPS game scene. When the game transitions from daytime to nighttime, the terminal device detects the change in environmental factors and immediately recalculates the sound path. A concrete road surface, originally displayed as a yellow alert level during the day, now displays a blue safety level due to changes in sound propagation characteristics caused by the drop in nighttime temperatures. Simultaneously, due to increased nighttime winds, some previously quiet grassy areas change to a yellow alert level due to the increased friction of grass blades. Players, observing these real-time visual indicators, adjust their movement routes, choosing the quieter concrete road surface at night, thereby successfully avoiding auditory detection by enemy sentries.

[0141] In a sound visualization method provided in an embodiment of the present application, displaying corresponding parts of the visualization indication with different visual identifiers according to the sound volume at different locations on the sound path includes:

[0142] When the sound level at a specific location on the sound path is less than a preset sound threshold, displaying a corresponding portion of the visual indication with a first visual indicator;

[0143] When the sound level at the specific position on the sound path is greater than or equal to the preset sound threshold, the corresponding part of the visual indication is displayed with a second visual identifier.

[0144] The method provided in this embodiment enables the terminal device to dynamically adjust the display effect based on the sound volume at different locations along the sound path, presenting sound information to the user in an intuitive visual form, improving the interactive experience and enhancing the user's perception of the sound path. At the same time, through the differentiated expression of different visual identifiers, users can quickly identify sound danger areas along the path, providing users with a richer range of game strategy options and enhancing the richness of the game. In addition, this technology solves the problem of the inability to intuitively perceive sound information in a computer virtual environment, converting abstract sound data into a visual graphical presentation, and optimizing the efficiency of human-computer interaction.

[0145] The above scheme is described in detail below.

[0146] A specific location refers to a specific point or area on the calculated sound path, with specific coordinates and corresponding sound volume attributes. A specific location can be any point, key node, or continuous area on the sound path. The specific location is used to determine the sound volume generated when moving at that location and select a corresponding visual indicator for display.

[0147] In an optional embodiment, the specific locations may be points along the sound path selected at predetermined sampling intervals, with these points constituting the basic representation units of the sound path. For example, the terminal device may select a sampling point every 5 meters along the calculated sound path as a specific location, calculate the corresponding sound level at each sampling point, and determine a visual identifier for the point based on the calculation results.

[0148] In an optional embodiment, the specific location may also be an inflection point, intersection point, or location where the sound characteristics significantly change along the sound path. For example, when the sound path transitions from grass to stone pavement, the terminal device may identify this transition point where the ground material changes as the specific location, calculate the sound level at that location, and select an appropriate visual indicator for display, allowing the user to clearly identify the impact of different ground materials on the sound.

[0149] Sound intensity refers to the intensity or volume of sound produced when moving at a specific location, typically quantified in decibels (dB). Sound intensity is determined by a variety of factors, including but not limited to speed, surface material, and environmental factors, and is a key metric for assessing movement stealth.

[0150] In an optional embodiment, the sound level can be calculated using a preset acoustic model that takes into account the acoustic properties of the ground material and the movement pattern. For example, based on a preset acoustic parameter table, the terminal device can determine that the sound level of a character walking on metal is 45 decibels, while walking on grass only produces 20 decibels.

[0151] In an optional embodiment, the sound level can also be calculated in real time based on dynamic factors in the current gaming environment. For example, when rain appears in the game scene, the terminal device will consider the effect of rain on background sound and may reduce the sound level assessment value at the same location by 5-10 decibels, thereby more accurately reflecting the actual sound perception of traveling in that environment.

[0152] The preset sound threshold refers to one or more sound volume thresholds predefined by the system to distinguish different sound levels and trigger corresponding visual feedback. The preset sound threshold can be a fixed value or a value that is dynamically adjusted based on the game environment, serving as the boundary standard for different sound levels.

[0153] In an optional embodiment, the preset sound threshold can be a single fixed value, used to simply categorize sound paths into "safe" and "dangerous" categories. For example, a terminal device can set a preset sound threshold of 30 decibels. When the sound level at a location on the path is less than 30 decibels, it is considered a relatively safe area for travel. When the sound level is greater than or equal to 30 decibels, it is considered a dangerous area that may be heard by the enemy.

[0154] In an optional embodiment, the preset sound threshold may also include multiple gradient values ​​for more refined sound level differentiation. For example, a terminal device may set two thresholds of 30 decibels and 40 decibels to categorize the sound path into three levels: low, medium, and high, corresponding to the three states of "safe," "alert," and "danger," respectively, thereby providing users with a more detailed hierarchical display of sound information.

[0155] The first visual indicator is a graphical representation used by the system when the sound level at a specific location is below a preset sound threshold. The first visual indicator typically uses softer, less conspicuous visual elements to intuitively indicate that the area is relatively quiet and safe.

[0156] In an optional embodiment, the first visual indicator can be a line or area marker of a specific color to indicate a portion of the route where noise levels are lower. For example, the terminal device can use a blue line as the first visual indicator to mark route sections where noise levels are less than 30 decibels, indicating to the user that traveling in these areas produces less noise and is less likely to be detected by the enemy.

[0157] In an optional embodiment, the first visual indicator can also be combined with visual elements such as line thickness, transparency, or additional icons to provide a comprehensive expression. For example, the terminal device can display path segments with noise levels below 20 decibels as thin blue dashed lines, and path segments with noise levels between 20-30 decibels as medium-thick solid blue lines. A mute icon can also be added next to the path to emphasize the low noise characteristics of these areas.

[0158] The secondary visual indicator is a graphical representation used by the system when the sound level at a specific location is greater than or equal to a preset sound threshold. This secondary visual indicator typically uses visually striking and warning elements to clearly indicate that the area is noisy and poses a risk of detection.

[0159] In an optional embodiment, the second visual indicator can be a line or area marker in a color that contrasts sharply with the first visual indicator. For example, the terminal device can use a yellow or orange line as the second visual indicator to mark route sections where the sound level is greater than or equal to 30 decibels, indicating to the user that traveling in these areas generates loud noise and poses a higher risk of being detected by the enemy.

[0160] In an optional embodiment, the second visual indicator can also be enhanced with dynamic effects or additional information. For example, the terminal device can add a flashing effect or pulsating animation to route segments where the sound level exceeds 40 decibels, while also displaying a specific decibel value label, such as "45dB." This more directly alerts the user to the high-risk nature of the area, enabling the user to make more informed choices during tactical operations.

[0161] In a specific application of this embodiment, the terminal device displays the sound path from the player's current position to the target position in the game scene. The sound level of the part of the path passing through the grass is 25 decibels, which is less than the preset 30-decibel threshold, so the terminal device uses a blue line (first visual identifier) ​​to mark this part of the path. The sound level of the part of the path passing through the metal bridge surface is 38 decibels, which is greater than the preset 30-decibel threshold, and the terminal device uses a yellow line (second visual identifier) ​​to mark this part of the path. Players can intuitively understand which areas on the route are more likely to produce sound based on these visual identifiers of different colors, and thus choose a more covert travel plan.

[0162] In a sound visualization method provided in an embodiment of the present application, the method further includes: displaying a numerical value of the sound volume generated when traveling at a corresponding position of the visual indication of the sound path.

[0163] Through the method provided in this embodiment, users can intuitively understand the specific sound volume generated at different positions on the travel path, thereby more accurately controlling the sound generated during the travel process, improving the intuitiveness and accuracy of the interactive experience, and enhancing the user's perception of the game environment. At the same time, it provides richer tactical decision-making basis, allowing users to make better path selection decisions based on specific numerical values, solving the technical problem of inaccurate travel strategies caused by the user's inability to know the specific sound parameters in traditional methods.

[0164] In one specific application, when a terminal device displays a sound path from the user's current location to a target location, it displays estimated sound level values ​​at key locations along the path (such as turning points, points where the ground material changes, and locations where sound intensity changes significantly). For example, "32dB" is displayed when the user passes through a wooden floor area, and "18dB" is displayed when passing through a grassy area. These values ​​are dynamically updated based on changing environmental factors. For example, in rainy conditions, the sound level at the same location may decrease because the sound of rain may mask the sound of the user's movement. This precise numerical information enables users to plan their travel strategies more scientifically and make better route choices based on the sound risks at different locations.

[0165] In a sound visualization method provided by an embodiment of the present application, the method further includes: in response to a triggering event in which the controlled virtual object reaches the end point, canceling the display of the visualization indication of the sound path.

[0166] Through the method provided in this embodiment, the terminal device can intelligently adjust the display content according to the location information of the controlled object, avoiding the interference to the user caused by the continuous display of unnecessary information, improving the intelligence and user experience of human-computer interaction, and at the same time optimizing the utilization efficiency of system resources, and solving the technical problem of continuous display of redundant information during the interaction process.

[0167] A trigger event is an event mechanism that triggers a system response when specific conditions are met. Trigger events can be caused by a variety of factors, including user behavior, changes in system state, or the fulfillment of preset conditions. They are a key mechanism for achieving dynamic responses in interactive systems.

[0168] In an alternative embodiment, the triggering event can be contact or overlap between the controlled object and a specific area or object. When these spatial relationship conditions are met, the system recognizes the occurrence of a specific event and performs the corresponding action. For example, in an adventure game, when the player's character enters a preset destination area, the system detects the overlap between the character and the destination area, triggering the "reached destination" event and subsequently canceling the displayed path.

[0169] In an alternative embodiment, the trigger event can also be based on the satisfaction of time, state, or numerical conditions. For example, in a strategy game, when a controlled unit completes its animation of moving toward a destination, and the difference between its coordinates and the destination coordinates is less than a preset threshold, the system will determine that the unit has reached the destination and trigger the corresponding event processing logic, such as clearing the path display, playing an arrival sound effect, or triggering a subsequent task.

[0170] In one specific application, when a player activates the path planning function by clicking an action control in a shooting game, the terminal device calculates and displays an optimal path from the current location to the designated destination. When the player controls the game character along this path and ultimately reaches the destination, the terminal device detects that the distance between the character's coordinates and the destination's coordinates is less than a predetermined threshold, triggering an "reached destination" event. In response to this triggering event, the terminal device immediately cancels the displayed path indication, clearing the previously displayed guide lines on the screen and restoring a clean interface. This prevents the completed path from continuing to occupy display resources and obstructing the player's vision.

[0171] In a sound visualization method provided in an embodiment of the present application, calculating at least one sound path from the starting point to the end point according to the acoustic properties of each area in the virtual environment includes:

[0172] Step S100, calculating a plurality of sound optimization paths from the starting point to the end point according to the acoustic properties of each area in the virtual environment;

[0173] Step S110, selecting at least one of the plurality of sound optimization paths as the sound path according to a preset rule;

[0174] The preset rules include at least one of the total length of the path, the average sound volume on the path, the maximum sound volume on the path, and the number of material points passed by the path.

[0175] The method provided in this embodiment enables a terminal device to calculate multiple possible paths and select the optimal one based on multi-dimensional criteria. This technical approach not only provides more intelligent path planning technology but also allows users to select the path that best suits their current gaming strategy based on their actual needs. Through this multi-dimensional path selection mechanism, the system can comprehensively consider factors such as path length, sound concealment, and resource access, thereby more accurately meeting user needs in different scenarios. This significantly enhances the interactive experience and increases the strategic depth and richness of the game. It also addresses the technical issue of single, unintelligible path planning in computer games.

[0176] The above scheme is described in detail below.

[0177] In step S100 , a plurality of sound optimization paths from the starting point to the end point are calculated according to the acoustic properties of each area in the virtual environment.

[0178] In an optional embodiment, calculating multiple sound-optimized paths means that the terminal device generates multiple path options that meet sound constraints but have different priorities in other aspects by applying different path planning algorithms or optimization weights. These paths may include various types, such as sound-minimizing paths, shortest distance paths, and resource-optimizing paths. For example, the terminal device may simultaneously calculate a path with the lowest absolute sound level but a longer distance, a path with moderate sound level but the shortest distance, and a path with slightly higher sound level but passing through important resource points, for the user to choose based on the current game strategy requirements.

[0179] In a specific application, when the user needs to sneak close to the enemy position in the game, the terminal device will use path algorithms such as A* or Dijkstra based on the floor material data (such as wooden floors, metal platforms, grass, etc.) in the current game scene and its corresponding sound generation parameters, while taking into account the sound propagation model to calculate three different sound optimization paths: a path that completely avoids all high-sound areas but has a longer distance, a compromise path that balances distance and sound, and a path that passes through some medium-sound areas but can obtain important equipment, allowing users to choose according to current tactical needs.

[0180] In step S110 , at least one of the plurality of sound optimization paths is selected as the sound path according to a preset rule.

[0181] In an optional embodiment, the preset rules are a set of multi-dimensional criteria for evaluating the quality of a path, which may include weighting methods for factors such as total path length, sound impact, and resource acquisition. These rules can be fixed standards predefined by the system or user-defined preferences. For example, the preset rules may include a comprehensive scoring mechanism with sound factors accounting for 60%, distance factors accounting for 30%, and resource factors accounting for 10%, or the user can adjust these weighting ratios based on the current game strategy.

[0182] In an optional embodiment, path selection involves the terminal device comprehensively scoring and ranking multiple calculated paths according to preset rules, then selecting one or more paths with the highest scores or that best meet the current user needs and presenting them to the user. This selection process can be automatic, or the user can be provided with a manual selection interface. For example, the system may automatically select the path with the highest overall score as the default recommendation, while displaying other alternative paths on the interface for the user to reference or switch to.

[0183] In a specific application, after the terminal device calculates multiple paths, it scores each path based on the preset rules set by the current user (for example, in "covert action priority" mode, the sound factor is weighted 70%, the distance factor is weighted 20%, and the resource factor is weighted 10%). If the first path has the lowest sound value but the longest distance, the second path has a moderate sound value and the shortest distance, and the third path has a slightly higher sound value but passes through two ammunition supply points, the system will automatically select the path with the highest score (in this case, it may be the first path) as the main recommended route based on the overall score, and mark other paths as alternatives with different styles. The user can also click to switch to display detailed information and expected results of other paths.

[0184] The total path length refers to the actual spatial distance traveled from the starting point to the end point, which is used to measure the efficiency and time cost of the path. The total path length can be quantified using spatial geometry calculation methods such as Euclidean distance, Manhattan distance, or actual game unit distance.

[0185] The average sound level along a path is the arithmetic mean of the sound levels produced by a character moving along a specific path, used to assess overall sound concealment. The average sound level is typically measured in decibels (dB) and reflects the character's average sound exposure along the entire path. Users can view or compare the average sound levels of different paths by tapping, swiping, long pressing, and / or other actions. For example, a user can tap to view the path with the "lowest average sound."

[0186] The maximum sound level on a path is the highest possible sound level at any point along the path. The maximum sound level on a path can be viewed or marked by clicking, swiping, long pressing, and / or other operations. For example, a user can click to view the point on the path with the highest sound risk.

[0187] A resource point is a specific location in the virtual environment where resources can be obtained. Resource points can be marked or selected by clicking, sliding, long pressing, and / or other actions. For example, a user can click to mark a resource point on a map that they need to pass through.

[0188] In an optional implementation, resource points refer to the locations of various game resources distributed within the virtual environment, such as concentrated areas of strategic resources like medical kits, ammunition, and equipment. These points are considered optional waypoints during path planning, and the terminal device will factor these points into its path calculation based on the user's resource needs. For example, in a resource-scarce survival mode, when calculating the path from bunker A to bunker B, the terminal device might proactively plan a route that passes through a medical resource point, even though this route might not be optimal in terms of sound control or length.

[0189] In an alternative implementation, supply points can also be special areas of tactical value, such as advantageous firing positions, team rally points, or intelligence gathering points. The terminal device will combine these points with acoustic routing to provide multi-objective routing solutions. For example, in a teamwork mission, the terminal device may calculate an optimal route that maintains low acoustic exposure while also allowing for easy access to teammates, thus balancing the dual needs of concealment and tactical objectives.

[0190] In one specific application, when a user needs to move through an enemy area in a tactical shooter game, the terminal device calculates the optimal path based on selected preset rules. For example, the user can set "Balanced Mode" through the interface options, in which the total length of the path is weighted equally with the average sound level. The terminal device then calculates three possible paths: Path A is 250 meters long, has an average sound level of 25dB, a maximum sound level of 38dB, and passes through one supply point; Path B is 200 meters long, has an average sound level of 30dB, a maximum sound level of 40dB, and does not pass through any supply points; and Path C is 280 meters long, has an average sound level of 22dB, a maximum sound level of 32dB, and passes through two supply points. Based on the user-selected balanced mode rules, the terminal device recommends Path C as the optimal option and highlights it with a blue path line on the game interface.

[0191] Figure 3(a) shows a schematic diagram of an FPS game interface. A scanning control is displayed on the game interface. After the player activates the control by clicking, the terminal device uses the player's current location as the starting point and the location pointed by the crosshair as the end point. It calculates a sound-minimizing path based on the acoustic properties of each area in the game map (such as different materials such as grass, sand, and concrete). The terminal device then draws a color-gradient guide line in the game scene. The blue portion indicates areas where the sound level is less than 30 decibels when walking, the yellow portion indicates areas between 30 and 40 decibels, and the orange portion indicates high-risk areas exceeding 40 decibels. Specifically, as shown in Figure 3(b), after the scanning control is activated, there is a cooldown period (CD). Cooldown is a term used in electronic or online games, referring to the interval between releasing a skill (or using an item) and the next time it can be used again. The 48% shown in Figure 3(b) indicates that the scanning control is currently cooldown at 48%. The scanning control can only be activated again after the cooldown reaches 100%. The CD can also be set using a preset threshold duration (e.g., 10 seconds). This CD is used to limit the frequency of players' continuous use of powerful skills or items to balance gameplay. This visual sound path helps players intuitively determine how to move to reduce the risk of being discovered by the enemy through sound, making it particularly suitable for tactical scenarios that require stealthy approach to the enemy.

[0192] In a sound visualization method provided in an embodiment of the present application, the method further includes:

[0193] Determining to set at least one waypoint on the mini-map;

[0194] The calculating, according to the acoustic properties of each area in the virtual environment, at least one sound path from the starting point to the end point comprises:

[0195] At least one sound path from the starting point to the end point passing through the at least one midpoint is calculated according to the acoustic properties of each area in the virtual environment.

[0196] The method provided in this embodiment allows users to customize key points along their route during gameplay. The system then calculates the optimal sound path based on these defined midpoints, ensuring user control over path planning while achieving optimal concealment while maintaining tactical intent. This interactive approach not only enhances user strategic choices in the game and enriches the gaming experience, but also reduces the user's cognitive burden through automated calculations, addressing the technical challenges of path planning in complex environments.

[0197] The above scheme is described in detail below.

[0198] Waypoints are designated as essential locations during route planning by the user. In an alternative embodiment, waypoints can be key locations that the user wishes to visit or pass through, which are particularly important to the user's game strategy. For example, waypoints can be resource-rich supply points, rendezvous points with teammates, strategically valuable commanding heights, or secluded areas out of enemy sight.

[0199] In an optional embodiment, waypoints can be set through various interactive methods, including but not limited to clicking, sliding, long pressing, and / or other operations on the minimap. For example, a user can click on the minimap to mark multiple waypoints in sequence, thereby forming a route planning requirement that includes multiple key locations.

[0200] In one specific application, when a user needs to move from their current location to a distant target point in a game and wants to collect specific items along the way, the terminal device can allow the user to mark several locations where the items are located as intermediate points on the minimap by clicking. This allows the user to plan a route that passes through these points while minimizing noise.

[0201] The sound path is a route from a starting point through designated midpoints to a destination, determined based on the calculated acoustic properties of each area. In an alternative embodiment, the sound path is a route that minimizes the overall sound impact by comprehensively considering the sound levels along the path. For example, a terminal device can use a graph theory algorithm to calculate the path with the lowest overall sound level among all possible paths, passing through each midpoint, and recommend this as the optimal sound path to the user.

[0202] In one specific application, when a player on a large map needs to move from a safe zone to a distant target point, and wishes to pass through the locations of two teammates and a supply point along the way, the terminal device will calculate a path that passes through these three intermediate points while minimizing overall noise, based on the sound parameters corresponding to different ground materials (such as grass, concrete, or wooden floors). This path may not be the shortest distance, but it ensures that the player's movement produces minimal sound exposure, improving tactical concealment.

[0203] This exemplary embodiment also discloses a sound visualization device, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a scanning control; the content displayed by the graphical user interface includes at least part or all of a game scene, wherein the game scene includes controlled virtual objects and a virtual environment, wherein the virtual environment is a collection of various environmental elements that constitute the game scene. Figure 5 FIG. 4 is a diagram showing the composition of a sound visualization device in an exemplary embodiment of the present disclosure.

[0204] like Figure 5 As shown, the device includes:

[0205] a determination module, configured to determine, in response to a triggering operation on the scanning control, a current position of the controlled virtual object as a starting point and an indicated position as an end point;

[0206] a path calculation module, configured to calculate at least one sound path from the starting point to the end point according to acoustic properties of each area in the virtual environment;

[0207] A visualization module is used to display a visual indication of the sound path in the game scene.

[0208] Optionally, calculating at least one sound path from a starting point to an end point according to acoustic properties of each area in the virtual environment includes:

[0209] Based on the acoustic properties of each area in the virtual environment, the sound minimized path from the starting point to the end point is calculated.

[0210] Optionally, the corresponding part of the visual indication is displayed with different visual identifiers according to the volume of the sound at different positions on the sound path.

[0211] Optionally, the acoustic attributes include sound parameters corresponding to ground materials in different areas of the virtual environment, and the sound parameters are used to represent the volume of sound generated when the controlled virtual object moves on the corresponding ground material.

[0212] Optionally, the indicated position includes a position indicated by a crosshair displayed on the graphical user interface, or a target position specified on a small map of the graphical user interface.

[0213] Optionally, it also includes:

[0214] In response to an operation of dragging the scan control to a target location on the mini-map of the graphical user interface, the target location is set as the indicated location.

[0215] Optionally, calculating at least one sound path from a starting point to an end point according to acoustic properties of each area in the virtual environment includes:

[0216] Acquire environmental factors existing in the virtual environment;

[0217] Modify the acoustic properties of each area based on environmental factors;

[0218] At least one sound path from the start point to the end point is calculated based on the modified acoustic properties.

[0219] Optionally, the environmental factors include at least one of rainy days, darkness, wind, and sounds generated by other virtual objects around.

[0220] Optionally, the method further includes: the sound path dynamically changes as environmental factors in the virtual environment change, and the visual identification of the visualization indication also changes in real time.

[0221] Optionally, the corresponding part of the visual indication is displayed with different visual identifiers according to the sound volume at different positions on the sound path, including:

[0222] When the sound level at a specific location on the sound path is less than a preset sound threshold, displaying a corresponding portion of the visual indication with a first visual indicator;

[0223] When the sound level at a specific position on the sound path is greater than or equal to a preset sound threshold, a corresponding portion of the visual indication is displayed with a second visual marker.

[0224] Optionally, the method further includes: displaying, at a corresponding position of the visual indication of the sound path, a numerical value of the sound volume generated when traveling to the position.

[0225] Optionally, the method further includes: in response to a trigger event in which the controlled virtual object reaches an end point, canceling the visual indication of the sound path.

[0226] Optionally, calculating at least one sound path from a starting point to an end point according to acoustic properties of each area in the virtual environment includes:

[0227] Calculate multiple sound optimization paths from the starting point to the end point based on the acoustic properties of each area in the virtual environment;

[0228] selecting at least one of the plurality of sound optimization paths as a sound path according to a preset rule;

[0229] The preset rules include at least one of the total length of the path, the average sound volume on the path, the maximum sound volume on the path, and the number of material points passed by the path.

[0230] Optionally, the method further comprises:

[0231] Make sure to set at least one waypoint on the minimap;

[0232] Based on the acoustic properties of each area in the virtual environment, calculate at least one sound path from the starting point to the end point, including:

[0233] At least one sound path from a starting point to an end point passing through at least one midpoint is calculated according to the acoustic properties of each area in the virtual environment.

[0234] This method not only enhances the interactive experience, allowing players to more confidently conduct covert actions within the game, but also increases the richness of the game, providing players with new tactical options. Furthermore, this method addresses the problem in the computer field where game sound feedback relies solely on hearing and is difficult to quantify. By visualizing sound information, this method provides players with more accurate tactical decision-making.

[0235] The specific details of each module unit in the above embodiment have been described in detail in the corresponding translucent material effect production method. In addition, the sound visualization device also includes other unit modules corresponding to the display control method, so they will not be repeated here.

[0236] It should be noted that although several modules or units of the device for action execution are mentioned in the detailed description above, this division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of two or more modules or units described above can be concretized in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be concretized.

[0237] Figure 6 FIG. 1 is a schematic diagram of a computer-readable storage medium in an exemplary embodiment of the present disclosure. Figure 6 As shown, a program product 1100 according to an embodiment of the present disclosure is described, on which a computer program is stored, and when the computer program is executed by a processor, the method steps of the above-mentioned sound visualization method are implemented. This method not only improves the interactive experience, allowing players to more confidently perform covert actions in the game, but also improves the richness of the game and provides players with a new dimension of tactical selection. In addition, this method solves the problem in the computer field that game sound feedback relies only on hearing and is difficult to quantify, visualizes sound information, and provides players with more accurate tactical decision-making basis.

[0238] A computer-readable storage medium may include a data signal propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A computer-readable storage medium may transmit, propagate, or transfer a program for use by or in conjunction with an instruction execution system, apparatus, or device.

[0239] The program code contained in the computer-readable storage medium can be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, radio frequency, etc., or any suitable combination of the foregoing.

[0240] The following combination Figure 7 The electronic device 1000 in this exemplary embodiment is described. The electronic device 1000 is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.

[0241] See also Figure 7 As shown, electronic device 1000 is implemented as a general-purpose computing device. Components of electronic device 1000 may include, but are not limited to, at least one processor 1010, at least one memory 1020, a bus 1030 connecting various system components (including processor 1010 and memory 1020), and a display unit 1040.

[0242] Among them, the memory 1020 stores program code, and the program code can be executed by the processor 1010, so that the processor 1010 executes the specific method steps of the above-mentioned sound visualization method by executing the executable instructions. This method not only improves the interactive experience, allowing players to more confidently perform covert actions in the game, but also improves the richness of the game and provides players with a new dimension of tactical selection. In addition, this method solves the problem in the computer field that game sound feedback relies only on hearing and is difficult to quantify, visualizes sound information, and provides players with more accurate tactical decision-making basis.

[0243] The electronic device may further include: a power supply component configured to manage power for executing the electronic device; a wired or wireless network interface configured to connect the electronic device to the network; and an input / output (I / O) interface. The electronic device may operate based on an operating system stored in the memory, such as Android, iOS, Windows, Mac OS X, Unix, Linux, FreeBSD, or the like.

[0244] Through the description of the above embodiments, it is easy for those skilled in the art to understand that the example embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solution according to the embodiments of the present invention can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes a number of instructions to enable a computing device (which can be a personal computer, a server, an electronic device, or a network device, etc.) to execute the method according to the embodiments of the present invention.

[0245] Other embodiments of the present disclosure will readily occur to those skilled in the art after considering the specification and practicing the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the present disclosure that follow from the general principles of the present disclosure and include common knowledge or customary techniques in the art not disclosed herein. The description and examples are to be considered as exemplary only, with the true scope and spirit of the present disclosure being indicated by the claims.

[0246] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes can be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims

1. A sound visualization method, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface includes a scanning control; content displayed by the graphical user interface includes at least part or all of a game scene, wherein the game scene includes controlled virtual objects and a virtual environment, wherein the virtual environment is a collection of various environmental elements constituting the game scene; and includes: In response to a trigger operation on the scanning control, determining a current position of the controlled virtual object as a starting point and determining an indicated position as an end point; Calculating at least one sound path from the starting point to the end point according to the acoustic properties of each area in the virtual environment; A visual indication of the sound path is displayed in the game scene.

2. The method according to claim 1, characterized in that The calculating, according to the acoustic properties of each area in the virtual environment, at least one sound path from the starting point to the end point comprises: A sound minimization path from the starting point to the end point is calculated according to the acoustic properties of each area in the virtual environment.

3. The method according to claim 1, characterized in that According to the sound volume at different positions on the sound path, the corresponding part of the visual indication is displayed with different visual identifiers.

4. The method according to claim 1, wherein The acoustic properties include sound parameters corresponding to ground materials in different areas of the virtual environment, and the sound parameters are used to represent the volume of sound generated when the controlled virtual object moves on the corresponding ground material.

5. The method according to claim 1, wherein The indicated position includes a position indicated by a crosshair displayed on the graphical user interface, or a target position specified on a small map of the graphical user interface.

6. The method according to claim 1, wherein Also includes: In response to an operation of dragging the scan control to a target location on the mini-map of the graphical user interface, the target location is set as the indicated location.

7. The method according to claim 1, characterized in that The calculating, according to the acoustic properties of each area in the virtual environment, at least one sound path from the starting point to the end point comprises: Acquiring environmental factors existing in the virtual environment; Modifying the acoustic properties of each area according to the environmental factors; At least one sound path from the starting point to the end point is calculated based on the modified acoustic properties.

8. The method according to claim 10, characterized in that The environmental factors include: at least one of rainy days, dark nights, wind, and sounds generated by other virtual objects around.

9. The method according to claim 10, characterized in that The method further includes: the sound path dynamically changes as environmental factors in the virtual environment change, and the visual identifier of the visual indication also changes in real time.

10. The method according to claim 3, characterized in that The displaying of the corresponding portion of the visual indication with different visual markers according to the sound levels at different positions on the sound path includes: When the sound level at a specific location on the sound path is less than a preset sound threshold, displaying a corresponding portion of the visual indication with a first visual indicator; When the sound level at the specific position on the sound path is greater than or equal to the preset sound threshold, the corresponding part of the visual indication is displayed with a second visual identifier.

11. The method according to claim 1, wherein Also includes: At a corresponding position of the visual indication of the sound path, a numerical value of the sound volume generated when traveling to the position is displayed.

12. The method according to claim 1, characterized in that Also includes: In response to a triggering event in which the controlled virtual object reaches the end point, the visual indication of the sound path is canceled.

13. The method according to claim 1, wherein The calculating, according to the acoustic properties of each area in the virtual environment, at least one sound path from the starting point to the end point comprises: Calculating a plurality of sound optimization paths from the starting point to the end point according to the acoustic properties of each area in the virtual environment; selecting at least one of the plurality of sound optimization paths as the sound path according to a preset rule; The preset rules include at least one of the total length of the path, the average sound volume on the path, the maximum sound volume on the path, and the number of material points passed by the path.

14. The method according to claim 6, characterized in that The method further comprises: Determining to set at least one waypoint on the mini-map; The calculating, according to the acoustic properties of each area in the virtual environment, at least one sound path from the starting point to the end point comprises: At least one sound path from the starting point to the end point passing through the at least one midpoint is calculated according to the acoustic properties of each area in the virtual environment.

15. A sound visualization device, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface includes a scanning control; content displayed by the graphical user interface includes at least part or all of a game scene, wherein the game scene includes controlled virtual objects and a virtual environment, wherein the virtual environment is a collection of various environmental elements constituting the game scene; and includes: a determination module, configured to determine, in response to a triggering operation on the scanning control, a current position of the controlled virtual object as a starting point and an indicated position as an end point; a path calculation module, configured to calculate at least one sound path from the starting point to the end point according to acoustic properties of each area in the virtual environment; A visualization module is used to display a visual indication of the sound path in the game scene.

16. An electronic device, characterized in that: include: processor; a memory for storing processor-executable instructions; The processor is configured to execute the sound visualization method according to any one of claims 1 to 14.

17. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the sound visualization method according to any one of claims 1 to 14 is implemented.