Game sound effect playing control method and device and electronic equipment

By adjusting the sound effect parameters based on the sound effect trigger cycle and the number of virtual characters in the game, the sound effects are played in an orderly manner, solving the problem of chaotic sound effects triggered by multiple enemy characters at the same time, and improving the listening experience of the game sound effects and the player experience.

CN120733352APending Publication Date: 2025-10-03NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510961920.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-07-11
Publication Date
2025-10-03

AI Technical Summary

Technical Problem

In the game, when multiple enemy characters trigger injury sound effects simultaneously and continuously, the number of sound effects is too large and disordered, resulting in a chaotic sound, affecting the auditory perception of the game sound effects and the player's gaming experience.

Method used

By responding to the effect area that appears in the game scene, determining the sound effect triggering moment based on the preset sound effect triggering cycle, and adjusting the sound effect playback parameters according to the number and attributes of virtual characters, the sound effects can be played in an orderly manner to reflect the number of virtual characters affected by the effect.

Benefits of technology

It improves the listening experience of game sound effects, enhances the player's gaming experience, reduces clutter by playing sound effects in an orderly manner, and maintains the functional feedback of sound effects.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a playing control method and device for a game sound effect and electronic equipment. The playing control method comprises the following steps: displaying a part of scene in a game scene in which a controlled virtual character is located in a visual field range of the controlled virtual character on a graphical user interface; determining playing parameters of a target sound effect corresponding to the effect action area based on a virtual character in response to the virtual character in the effect action area at the sound effect triggering moment; and playing the target sound effect based on the playing parameter. In the mode, the sound effects in the effect action area are played in order according to the sound effect triggering period, and the sound effects can reflect the number of the virtual characters acted by the effects by adjusting the parameters, so that the listening feeling of the game sound effects is improved, and the game experience of players is improved.
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Description

Technical Field

[0001] The present invention relates to the field of game technology, and in particular to a method and device for controlling the playback of game sound effects, and an electronic device. Background Art

[0002] In games, when players control their virtual characters to inflict damage on enemies, special effects, sound effects, and other feedback are typically triggered. However, when multiple enemy characters trigger damage sound effects simultaneously and continuously, the excessive number of sound effects can create a chaotic sound effect, resulting in a poor listening experience for players and negatively impacting game retention. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a method, device and electronic device for controlling the playback of game sound effects, so that the sound effects in the effect area can be played in an orderly manner according to the sound effect trigger cycle, and by adjusting parameters, the sound effects can reflect the number of virtual characters affected by the effects, thereby improving the listening experience of the game sound effects and enhancing the player's gaming experience.

[0004] In a first aspect, an embodiment of the present invention provides a method for controlling the playback of game sound effects, the method comprising: in response to the appearance of an effect action area in a game scene, determining a sound effect triggering moment based on a preset sound effect triggering cycle; the effect action area is used to: produce a preset effect on a virtual character located in the effect action area; at the sound effect triggering moment, in response to the presence of a virtual character in the effect action area, determining the playback parameters of a target sound effect corresponding to the effect action area based on the virtual character; and playing the target sound effect based on the playback parameters.

[0005] In a second aspect, an embodiment of the present invention provides a playback control device for game sound effects, the device comprising: a sound effect triggering moment determination module for determining the sound effect triggering moment in response to the appearance of an effect action area in a game scene, based on a preset sound effect triggering period; the effect action area is used to: produce a preset effect on a virtual character located in the effect action area; a playback parameter determination module for determining the playback parameters of a target sound effect corresponding to the effect action area based on the virtual character in response to the presence of a virtual character in the effect action area at the sound effect triggering moment; and a sound effect playback module for playing the target sound effect based on the playback parameters.

[0006] In a third aspect, an embodiment of the present invention provides an electronic device including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned method for controlling the playback of game sound effects.

[0007] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned game sound effect playback control method.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The aforementioned method, device, and electronic device for controlling the playback of game sound effects determine the sound effect triggering moment based on a preset sound effect triggering period in response to the appearance of an effect action area in a game scene. The effect action area is used to: produce a preset effect on a virtual character located in the effect action area. At the sound effect triggering moment, in response to the presence of a virtual character in the effect action area, playback parameters for a target sound effect corresponding to the effect action area are determined based on the virtual character; and the target sound effect is played based on the playback parameters. In this method, the sound effects in the effect action area are played in an orderly manner according to the sound effect triggering period, and by adjusting the parameters, the sound effects are adjusted to reflect the number of virtual characters affected by the effect, thereby improving the audible quality of the game sound effects and enhancing the player's gaming experience.

[0010] Other features and advantages of the present invention will be described in the following description, and in part will become apparent from the description, or understood by practicing the present invention. The purposes and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0011] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0013] Figure 1 A flowchart of a method for controlling the playback of game sound effects provided by an embodiment of the present invention;

[0014] Figure 2 A schematic diagram of a sound effect triggering moment provided by an embodiment of the present invention;

[0015] Figure 3 A schematic diagram of another sound effect triggering moment provided by an embodiment of the present invention;

[0016] Figure 4A schematic diagram of the structure of a device for controlling the playback of game sound effects provided by an embodiment of the present invention;

[0017] Figure 5 A schematic structural diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0018] To make the objectives, technical solutions, and advantages of the embodiments of the present invention more clear, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of them. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work shall fall within the scope of protection of the present invention.

[0019] In games, when players inflict damage on enemies, special effects, sound effects, and other feedback are triggered. However, when multiple enemy characters trigger damage sound effects simultaneously and continuously, the sound becomes extremely chaotic and unpleasant due to the large number of sound effects being triggered simultaneously and out of order. Furthermore, in some game types, these sounds must be triggered and cannot be blocked.

[0020] In related technologies, the main solution to this problem is to limit the number of sound triggers. Specifically, this can be done by limiting the number of triggers based on the distance of the sound, blocking distant and low-volume sounds, limiting sound triggers based on a set priority, or limiting triggers based on the order of sound triggers.

[0021] The above method can solve most issues in the game, but some sound types cannot be used with this method. Sound effects with functional prompts generally do not have any attenuation, so the number of triggers cannot be limited by distance determination. Functional prompt sounds generally do not have priority differences, so they cannot be blocked by priority determination. It is possible to rigidly limit the number of sounds based on the order in which they are triggered, but too few limits will affect the sound feedback, while too many limits will not solve the problem of sound clutter.

[0022] Based on this, the embodiments of the present invention provide a method, device, and electronic device for controlling the playback of game sound effects. This technology can be applied to game scenarios that produce functional prompt sound effects.

[0023] In one embodiment of the present invention, the method for controlling the playback of game sound effects can be executed on a local terminal device or a server. When the method for controlling the playback of game sound effects is executed 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.

[0024] 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 gaming 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 playback control method of the game sound effects are completed on the cloud gaming 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 cloud gaming server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0025] In an optional embodiment, taking a game as an example, a local terminal device stores a 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 a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0026] See also Figure 1 First, a method for controlling the playback of game sound effects provided by an embodiment of the present invention is introduced. The method comprises the following steps:

[0027] Step S102, in response to the appearance of an effect action area in the game scene, determining a sound effect triggering moment based on a preset sound effect triggering cycle; the effect action area is used to: generate a preset effect on the virtual character located in the effect action area.

[0028] The aforementioned effect area can be created by a virtual character in the game scene releasing a skill. For example, a virtual character can use themselves as the center and release a skill, forming a skill area. Other virtual characters that enter the area will be affected by the skill. This skill can be an attack skill, which reduces the health or life points of the virtual character that enters the area. Alternatively, it can be a healing skill, which increases the health or life points of the virtual character that enters the area.

[0029] The aforementioned effect area can also be generated within the game scene under the control of the game system. For example, a swamp area can be set up in the game scene; this swamp area will release poison gas to any virtual character that enters it, thereby reducing the virtual character's health or life points. In this case, the swamp area can be considered an effect area. The swamp area can release poison gas all the time, at a specified time period, or after a virtual character touches a virtual object in the swamp area, the swamp area can release poison gas. When the swamp area releases poison gas, the swamp area can be considered an effect area; when the swamp area does not release poison gas, the swamp area is not considered an effect area.

[0030] The aforementioned effect area can be fixed within the game scene or variable. For example, the effect area can be defined by a center and size. The size can be set to change over time, such as gradually decreasing. The center can also be set to change randomly, or both can change. When the effect area is generated by a virtual character releasing a skill and is centered on the virtual character's location, the effect area can change as the virtual character moves.

[0031] The effect area produces a preset effect on the virtual characters within the effect area. It can also limit the effects to virtual characters with specified attributes within the effect area. For example, when the effect area is generated by a virtual character from a certain faction releasing a skill, the effect area can be set to only have an effect on virtual characters from other factions. This situation usually applies to skills with attack effects. When the effect area displays the fire element, it can be set that virtual characters with the wood attribute entering the effect area will be affected by the effect area, while virtual characters with other attributes entering the effect area will not be affected by the effect area.

[0032] The effect area can produce damage effects, healing effects, etc. on the virtual characters located therein, and there are no restrictions here. The types of effects produced by the effect area on the virtual characters located therein. For example, a certain area in the game scene will produce damage effects on the virtual characters entering the area in the first preset time period, and will produce healing effects on the virtual characters entering the area in the second preset time period; it is also possible to set a certain area to determine the effect on the virtual character according to the type of virtual props carried by the virtual character entering the area. The specific settings can be made according to the needs and there are no restrictions here.

[0033] The intensity of the effect produced by an effect area on the virtual characters within it can be fixed or variable. For example, the intensity of the effect area can be reduced from a preset intensity to zero over a set period of time. The intensity of the effect area can also vary based on the type and number of virtual characters entering the area. For example, the more virtual characters that enter the area, the greater the intensity of the effect produced by the effect area on the virtual characters within it.

[0034] The effect area has an effect on any virtual character that enters it. To determine the virtual character's real-time status, this effect usually requires a settlement. This settlement process typically involves calculating the virtual character's attribute values ​​(such as health points and life points) after the effect area has affected them.

[0035] Typically, settlement of effects is performed according to a specific settlement cycle. For example, settlement may occur every 1 second. This means that after a virtual character enters the effect area for 1 second, the changed attribute values ​​of the virtual character under the influence of the effect area must be calculated. Since different virtual characters may enter the effect area at different times, the settlement time for the effects of different virtual characters will also vary.

[0036] The sound effect triggering period for different effect areas can be different or the same, and can be set according to needs. If the effect area lasts for 30 seconds, the sound effect triggering period can be 5 seconds. The sound effect is triggered at 5 seconds, 10 seconds, 15 seconds, 20 seconds, 25 seconds, and 30 seconds after the effect area appears.

[0037] The sound effect triggering period can be constant or variable. For example, the sound effect triggering period can be gradually increased. For example, the sound effect triggering period can be 5 seconds in the first 15 seconds of the effect area appearing. After 15 seconds, the sound effect triggering period can be 8 seconds, etc. The specific setting can be based on needs and is not limited here.

[0038] The sound effect triggering cycle can be tied to the effect settlement cycle of the effect area. If different avatars enter the effect area at different times, resulting in different effect settlement times, the sound effect will be triggered at different times, resulting in a more chaotic auditory effect. In this case, it is necessary to disregard the time when the avatar enters the effect area and instead unify the effect settlement time according to the effect settlement cycle. That is, instead of considering the avatar's stay time in the effect area, consider whether the avatar is in the effect area at the time of the current effect settlement. If the avatar is in the effect area, the effect settled for the current cycle will be applied to the avatar.

[0039] If the sound effect trigger period can be untied from the effect settlement period of the effect area, the corresponding sound effect can be played based only on the sound effect trigger period without considering the effect settlement time.

[0040] Step S104 : at the moment of triggering the sound effect, in response to the presence of a virtual character in the effect action area, determining the playback parameters of the target sound effect corresponding to the effect action area based on the virtual character.

[0041] When the sound effect is triggered, the current position of the virtual character in the game scene needs to be obtained. Then, based on the position of the virtual character in the game scene and the range of the effect area, the number of virtual characters located in the effect area is determined.

[0042] If there are no virtual characters in the effect area, that is, the number is 0, then the effect area has no effect on any virtual character, and in this case, the target sound effect corresponding to the effect area does not need to be played. If the number of virtual characters in the effect area is not 0, then the effect area has an effect on the virtual character located therein, and the target sound effect corresponding to the effect area needs to be played.

[0043] The target sound effect for an effect area can be one or more. For example, if the intensity of the effect area changes over time, multiple target sound effects can be set to represent the effects of varying intensities. In this case, the target sound effect to be played must be determined from the multiple target sound effects based on the current intensity of the effect area.

[0044] It is also possible to pre-set different virtual characters with different attributes or virtual props so that different virtual characters receive different effects in the effect area. In this case, corresponding target sound effects can also be set for different effects. In this case, the target sound effect to be played needs to be determined from the multiple target sound effects that have been set based on the attributes of the virtual character or the virtual props carried by the virtual character in the effect area.

[0045] The aforementioned playback parameters may include playback volume, playback count, and the like. When there is only one target sound effect, the more virtual characters in the effect area that are affected by the effect, the louder the target sound effect should be played. This volume may be proportional to the number of virtual characters in the effect area. Alternatively, a corresponding target sound effect may be played for each virtual character, limiting the number of playbacks of the target sound effect by the number of virtual characters, to enhance the playback effect.

[0046] When multiple sound effects are targeted, the aforementioned playback parameters typically also include the type of sound effect. Based on factors such as the current effect intensity within the effect area or the attributes of the virtual character within the effect area, the one or more sound effects to be played are determined, and the playback volume and number of times the sound effects are played are then determined. If multiple sound effects are determined to be played, the playback volume or number of times for each sound effect can be determined based on the number of virtual characters corresponding to that sound effect, providing feedback to the player from the listening character's perspective on the effect of the current effect area on the controlled virtual character within it.

[0047] Step S106: Play the target sound effect based on the playback parameters.

[0048] After determining the playback parameters, the target sound effect needs to be played based on those parameters. For each sound effect trigger, the playback parameters for the target sound effect corresponding to the effect area need to be determined and the target sound effect played. The target sound effect does not need to be played at other times, which reduces the clutter of sound effects that can affect the player's listening experience.

[0049] When playing a target sound effect, the distance between the listener (usually the player's controlled virtual character) and the effect area is often taken into consideration. The actual playback volume of the target sound effect can then be determined based on this distance and playback parameters. The target sound effect can then be played based on the actual playback volume, ensuring that the target sound effect's auditory experience matches the listener's distance from the effect area, as well as the effect of the current effect area on the controlled virtual character within it.

[0050] The above-mentioned method for controlling the playback of game sound effects determines the sound effect triggering time based on a preset sound effect triggering period in response to the appearance of an effect area in a game scene. The effect area is used to produce a preset effect on a virtual character located in the effect area. At the sound effect triggering time, in response to the presence of a virtual character in the effect area, playback parameters for a target sound effect corresponding to the effect area are determined based on the virtual character. The target sound effect is then played based on the playback parameters. In this method, the sound effects in the effect area are played in an orderly manner according to the sound effect triggering period, and the sound effects are adjusted to reflect the number of virtual characters affected by the effect, thereby improving the audible quality of the game sound effects and enhancing the player's gaming experience.

[0051] The following embodiment provides an implementation method for determining the playback parameters of a target sound effect corresponding to an effect action area based on the number of virtual characters.

[0052] In practical applications, the playback parameters may include playback volume. In order to reflect the number of virtual characters affected by the effect in the effect action area, the playback volume may be pre-set to be positively correlated with the number of virtual characters in the effect action area.

[0053] In practice, the playback volume can be set to be proportional to the number of avatars in the effect area. In this case, the number of avatars and the initial volume of the target sound effect need to be multiplied to obtain the playback volume of the target sound effect in the effect area. For example, if the initial volume of the target sound effect is 20 decibels and there are 3 avatars in the effect area, the playback volume will be 60 decibels.

[0054] A volume threshold can also be pre-set. When the calculated playback volume exceeds the threshold, the threshold is set as the playback volume of the target sound effect. For example, the volume threshold can be set to 70 decibels. If the initial volume of the target sound effect is 20 decibels and there are 4 avatars in the effect area, the calculated playback volume is 80 decibels. If the playback volume exceeds the threshold of 70 decibels, the playback volume of the target sound effect is set to 10 decibels.

[0055] The target sound effect's playback volume can also be further adjusted based on the distance between the controlled virtual character and the effect area. The playback volume typically decreases as the distance between the controlled virtual character and the effect area increases. For example, if the playback volume is 60 decibels and the distance between the controlled virtual character and the effect area causes a volume attenuation of 10 decibels, the target sound effect should be played at 50 decibels.

[0056] If the volume threshold is 70 decibels, the calculated playback volume is 80 decibels, and the attenuation caused by the distance between the controlled virtual character and the effect area is 15 decibels, the attenuated playback volume is 65 decibels. If 65 decibels is less than 70 decibels, 65 decibels can be directly determined as the target sound effect playback volume. The specific setting can be based on needs and is not limited here.

[0057] The aforementioned playback parameters may also include a playback count. When the effects on all virtual characters in the effect application area are identical, the target sound effect played for each virtual character is identical. In this case, the number of virtual characters can be determined as the playback count for the target sound effect. Thus, when playing the target sound effect, control is generated to generate audio playback events that match the playback count, and the target sound effect is played through each audio playback event.

[0058] When the effects on virtual characters with different attributes in the effect area are different, corresponding target sound effects can be set for the different effects. For each character, the corresponding target sound effect to be played needs to be determined. The types of target sound effects to be played can then be counted, and for target sound effects of the same type, the playback volume or number of times can be determined. Then, for target sound effects of the same type, an audio playback event that matches the number of times the target sound effect has been played is generated to achieve playback of the corresponding sound effect; alternatively, an audio playback event corresponding to the target sound effect is generated, and the target sound effect is played at the corresponding playback volume through the audio playback event.

[0059] The settlement time of the effects generated in the above-mentioned effect action area is usually also periodic. When the settlement of the effect and the sound effect trigger are bound, the two have the same period, and the settlement time of the effect is the same as the sound effect triggering time. At the moment of the sound effect triggering, the effect of the effect action area on the virtual character is settled at the same time, and the special effect corresponding to the effect received by the virtual character in the effect action area is displayed. The special effect can include multiple types, such as the special effect of the virtual character being attacked, or related special effects in the effect action area, such as the generation of poison gas effects. Both can also be displayed at the same time. The specific settings can be made according to needs and are not limited here.

[0060] If there's no avatar in the effect area when a sound effect is triggered, the target audio doesn't need to play, so you can cancel the target sound effect. Alternatively, you can set a sound effect to play when there's no avatar in the effect area. Similarly, the playback of this sound effect is also affected by the distance between the effect area and the controlled avatar.

[0061] The embodiment of the present invention also provides another method for controlling the playback of game sound effects. Figure 1 This method is implemented based on the method shown in the figure. When a certain sound effect is triggered continuously at high frequencies, this method unifies the triggering timing and number of sound effects, maintaining the functional feedback of the sound while reducing the sense of clutter.

[0062] This method is specifically implemented in the following ways:

[0063] 1. Modify the trigger logic of area damage and continuous damage in the game.

[0064] The triggering logic for ordinary continuous damage settlement and feedback sounds is that the damage settlement cycle begins when an enemy character (also called an "enemy unit") enters the damage range (equivalent to the "effect area" mentioned above), or when continuous damage is applied to multiple enemy characters. When continuous damage is applied to multiple enemy characters, the time when the damage starts to be applied may be different, such as when the enemy characters enter the effect area at different times, so the time when the sound feedback is triggered will also be different. This method will increase the number of times the auditory feedback sound is triggered, resulting in very chaotic sound feedback.

[0065] In order to solve the above problem, instead of settling damage for each enemy individually, the settlement time for continuous damage triggered simultaneously by multiple enemies is unified. In the specific implementation, it is necessary to unify the damage settlement timing (equivalent to the above-mentioned "effect action moment"), and settle all continuous damage for different enemy characters at the same time. Then, based on the number of damage settled at the same time, modify the volume of the triggering feedback sound effect or modify the feedback sound. In this way, the sound will no longer be messy and will be unified. The number of triggers will not increase exponentially. Figure 2 As shown, players A, B, and C start to receive damage at different times. By unifying the continuous damage settlement time and sound effect triggering time, damage calculation for the three players and playing damage sound effects for the three players can be achieved at the same time.

[0066] 2. For game types where damage settlement timing cannot be standardized, unify the sound feedback and damage settlement mechanisms. Unify the triggering timing of sound feedback (equivalent to the "sound effect triggering time" mentioned above).

[0067] Instead of triggering a sound once per damage, a feedback sound effect will be triggered once per damage over time (equivalent to the "sound effect triggering period" mentioned above). The sound content will be modified based on the number of enemy characters currently triggering the damage over time, and the sound volume will increase as the number of triggers increases. This method can be used for games where modifying the damage calculation mechanism is inconvenient.

[0068] like Figure 3 As shown, players A, B, and C start taking damage at different times. Damage calculation for each player is based on the time they start taking damage. Damage is calculated if the difference between the current time and the previous damage calculation time meets the preset calculation period. The sound effect triggering time is pre-set and is unrelated to the time the player starts taking damage.

[0069] This method does not simply limit the number of sounds, but unifies the triggering timing of sounds at the damage trigger logic setting level, eliminating the chaotic triggering of sounds from the root; unifies the triggering timing and number of high-frequency disordered sounds, maintaining the functional feedback of the sounds while reducing the clutter of the sounds, thereby improving the audio experience of the game.

[0070] For the above method embodiments, see Figure 4 The embodiment of the present invention shown provides a device for controlling the playback of game sound effects, the device comprising:

[0071] The sound effect triggering time determination module 402 is configured to determine a sound effect triggering time in response to the appearance of an effect action area in the game scene based on a preset sound effect triggering period; the effect action area is configured to generate a preset effect on a virtual character located in the effect action area;

[0072] The playback parameter determination module 404 is configured to determine, at the time of triggering the sound effect, the playback parameters of the target sound effect corresponding to the effect effect area based on the virtual character in response to the virtual character being present in the effect effect area;

[0073] The sound effect playing module 406 is used to play the target sound effect based on the playing parameters.

[0074] The aforementioned device for controlling the playback of game sound effects determines a sound effect triggering moment based on a preset sound effect triggering cycle in response to the appearance of an effect area in a game scene. The effect area is used to produce a preset effect on a virtual character located in the effect area. At the sound effect triggering moment, in response to the presence of a virtual character in the effect area, playback parameters for a target sound effect corresponding to the effect area are determined based on the virtual character. The target sound effect is then played based on the playback parameters. In this method, sound effects in the effect area are played in an orderly manner according to the sound effect triggering cycle, and parameters are adjusted to reflect the number of virtual characters affected by the effect, thereby improving the audible quality of the game sound effects and enhancing the player's gaming experience.

[0075] The above-mentioned playback parameters include the playback volume; the playback volume is positively correlated with the number of virtual characters in the effect action area.

[0076] The playback parameter determination module is further configured to: multiply the number of virtual characters by the initial volume of the target sound effect to obtain the playback volume of the target sound effect corresponding to the effect action area.

[0077] The above-mentioned playback parameters include the number of playbacks; the above-mentioned playback parameter determination module is further used to: determine the number of virtual characters as the number of playbacks of the target sound effect.

[0078] The above playback parameters include the number of playbacks; the number of playbacks is consistent with the number of virtual characters in the effect area; the sound effect playback module is also used to: control the generation of audio playback events that match the number of playbacks, and play the target sound effects through each audio playback event.

[0079] The effect action moment of the above-mentioned effect action area is bound to the sound effect triggering moment; the above-mentioned device also includes: an effect generating module, which is used to generate an effect to the virtual character located in the effect action area at the sound effect triggering moment, and control the special effects corresponding to the effect.

[0080] The above-mentioned device also includes: a sound effect playing cancellation module, which is used to cancel the playing of the target sound effect in response to the absence of a virtual character in the effect action area at the time of sound effect triggering.

[0081] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned method for controlling the playback of game sound effects. The details are as follows:

[0082] In response to the appearance of an effect action area in a game scene, a sound effect triggering moment is determined based on a preset sound effect triggering cycle; the effect action area is used to: produce a preset effect on a virtual character located in the effect action area; at the sound effect triggering moment, in response to the presence of a virtual character in the effect action area, based on the virtual character, playback parameters of a target sound effect corresponding to the effect action area are determined; and based on the playback parameters, the target sound effect is played.

[0083] In the above method, the sound effects in the effect area are played in order according to the sound effect trigger cycle, and by adjusting the parameters, the sound effects can reflect the number of virtual characters affected by the effect, thereby improving the listening experience of the game sound effects and enhancing the player's gaming experience.

[0084] Optionally, the above-mentioned playback parameters include playback volume; the playback volume is positively correlated with the number of virtual characters in the effect action area.

[0085] Optionally, the above-mentioned step of determining the playback parameters of the target sound effect corresponding to the effect area based on the number of virtual characters includes: multiplying the number of virtual characters by the initial volume of the target sound effect to obtain the playback volume of the target sound effect corresponding to the effect area.

[0086] Optionally, the above-mentioned playback parameters include the number of playbacks; based on the virtual characters, the step of determining the playback parameters of the target sound effect corresponding to the effect action area includes: determining the number of virtual characters as the number of playbacks of the target sound effect.

[0087] Optionally, the above-mentioned playback parameters include the number of playbacks; the number of playbacks is consistent with the number of virtual characters in the effect area; based on the playback parameters, the step of playing the target sound effect includes: controlling the generation of audio playback events that match the number of playbacks, and playing the target sound effect through each audio playback event.

[0088] Optionally, the effect action moment of the above-mentioned effect action area is bound to the sound effect triggering moment; the above-mentioned method also includes: at the sound effect triggering moment, generating an effect on the virtual character located in the effect action area, and controlling the special effects corresponding to the effect.

[0089] Optionally, the above method further includes: at the moment of triggering the sound effect, in response to the absence of a virtual character in the effect action area, canceling the playing of the target sound effect.

[0090] See also Figure 5 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the above-mentioned game sound effect playback control method.

[0091] Further, Figure 5 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0092] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 5 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.

[0093] The processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 100 or software instructions. The above processor 100 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly implemented and executed by a hardware decoding processor, or by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0094] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned game sound effect playback control method.

[0095] The embodiments of the present invention provide a method, device, and electronic device for controlling the playback of game sound effects, including a computer-readable storage medium storing program code. The program code includes instructions that can be used to execute the methods described in the previous method embodiments. Specifically, the following:

[0096] In response to the appearance of an effect action area in a game scene, a sound effect triggering moment is determined based on a preset sound effect triggering cycle; the effect action area is used to: produce a preset effect on a virtual character located in the effect action area; at the sound effect triggering moment, in response to the presence of a virtual character in the effect action area, based on the virtual character, playback parameters of a target sound effect corresponding to the effect action area are determined; and based on the playback parameters, the target sound effect is played.

[0097] In the above method, the sound effects in the effect area are played in order according to the sound effect trigger cycle, and by adjusting the parameters, the sound effects can reflect the number of virtual characters affected by the effect, thereby improving the listening experience of the game sound effects and enhancing the player's gaming experience.

[0098] Optionally, the above-mentioned playback parameters include playback volume; the playback volume is positively correlated with the number of virtual characters in the effect action area.

[0099] Optionally, the above-mentioned step of determining the playback parameters of the target sound effect corresponding to the effect area based on the number of virtual characters includes: multiplying the number of virtual characters by the initial volume of the target sound effect to obtain the playback volume of the target sound effect corresponding to the effect area.

[0100] Optionally, the above-mentioned playback parameters include the number of playbacks; based on the virtual characters, the step of determining the playback parameters of the target sound effect corresponding to the effect action area includes: determining the number of virtual characters as the number of playbacks of the target sound effect.

[0101] Optionally, the above-mentioned playback parameters include the number of playbacks; the number of playbacks is consistent with the number of virtual characters in the effect area; based on the playback parameters, the step of playing the target sound effect includes: controlling the generation of audio playback events that match the number of playbacks, and playing the target sound effect through each audio playback event.

[0102] Optionally, the effect action moment of the above-mentioned effect action area is bound to the sound effect triggering moment; the above-mentioned method also includes: at the sound effect triggering moment, generating an effect on the virtual character located in the effect action area, and controlling the special effects corresponding to the effect.

[0103] Optionally, the above method further includes: at the moment of triggering the sound effect, in response to the absence of a virtual character in the effect action area, canceling the playing of the target sound effect.

[0104] See also Figure 5 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the above-mentioned game sound effect playback control method.

[0105] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0106] In addition, in the description of the embodiments of the present invention, unless otherwise expressly specified or limited, the terms "mounted," "connected," and "connected" should be understood in a broad sense. For example, they may refer to fixed connections, detachable connections, or integral connections; they may refer to mechanical connections or electrical connections; they may refer to direct connections or indirect connections through an intermediate medium; and they may refer to internal communication between two components. Those skilled in the art will understand the specific meanings of the above terms in the present invention based on the specific circumstances.

[0107] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0108] In the description of the present invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate and simplify the description of the present invention. They are not intended to indicate or imply that the devices or components referred to must have, be constructed, or operate in a specific orientation, and therefore should not be construed as limitations on the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0109] Finally, it should be noted that the above embodiments are only specific implementation methods of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed by the present invention, or replace some of the technical features therein with equivalents. Such modifications, changes or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be based on the scope of protection of the claims.

Claims

1. A method for controlling the playback of game sound effects, characterized in that: The method comprises: In response to the appearance of an effect action area in the game scene, determining a sound effect triggering time based on a preset sound effect triggering period; the effect action area is used to: produce a preset effect on a virtual character located in the effect action area; At the sound effect triggering moment, in response to the presence of a virtual character in the effect action area, determining playback parameters of a target sound effect corresponding to the effect action area based on the virtual character; Based on the playback parameters, the target sound effect is played.

2. The method according to claim 1, characterized in that The playback parameters include playback volume; The playback volume is positively correlated with the number of virtual characters in the effect action area.

3. The method according to claim 2, characterized in that The step of determining the playback parameters of the target sound effect corresponding to the effect action area based on the number of the virtual characters includes: The number of the virtual characters is multiplied by the initial volume of the target sound effect to obtain the playback volume of the target sound effect corresponding to the effect action area.

4. The method according to claim 1, wherein The playback parameters include the number of playbacks; The step of determining the playback parameters of the target sound effect corresponding to the effect action area based on the virtual character includes: The number of the virtual characters is determined as the number of times the target sound effect is played.

5. The method according to claim 1, wherein The playback parameters include the number of playbacks; the number of playbacks is consistent with the number of virtual characters in the effect action area; The step of playing the target sound effect based on the playback parameters includes: Controlling the generation of audio play events that match the number of plays, and playing the target sound effect through each audio play event.

6. The method according to claim 1, wherein The effect action time of the effect action area is bound to the sound effect triggering time; The method further comprises: At the moment when the sound effect is triggered, the effect is generated to the virtual character located in the effect action area, and the special effect corresponding to the effect is controlled to be generated.

7. The method according to claim 1, characterized in that The method further comprises: At the moment of triggering the sound effect, in response to the absence of a virtual character in the effect action area, the playing of the target sound effect is canceled.

8. A device for controlling the playback of game sound effects, characterized in that: The device comprises: A sound effect triggering time determination module is configured to determine a sound effect triggering time in response to the appearance of an effect action area in the game scene based on a preset sound effect triggering period; the effect action area is configured to produce a preset effect on a virtual character located in the effect action area; a playback parameter determination module for determining, at the time of triggering the sound effect, in response to a virtual character being present in the effect action area, a playback parameter of a target sound effect corresponding to the effect action area based on the virtual character; The sound effect playing module is used to play the target sound effect based on the playing parameters.

9. An electronic device, characterized in that: The method comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the method for controlling the playback of game sound effects according to any one of claims 1 to 7.

10. A machine-readable storage medium, characterized in that The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions prompt the processor to implement the game sound effect playback control method according to any one of claims 1 to 7.