Interaction method and device, storage medium and electronic equipment

By adjusting the sound properties of virtual objects in virtual games and displaying a sound propagation range map, the problem of insufficient interaction between virtual objects and the physical environment is solved, the propagation of sound in physical space is simulated, and the social authenticity and interactive experience of the game scene are improved.

CN120789645APending Publication Date: 2025-10-17NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202511206283.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-08-26
Publication Date
2025-10-17

AI Technical Summary

Technical Problem

The dialogue systems in existing virtual games lack interaction in the physical space dimension. The reactions of virtual objects are only related to the dialogue text and have nothing to do with the physical environment, making it impossible to achieve real social simulation of physical space.

Method used

By providing a graphical user interface on the terminal device, adjusting the sound properties of the virtual object and displaying the sound propagation range map, voice is output based on the sound properties, so that the virtual objects within the sound propagation range can receive the voice, thereby realizing the simulation of sound propagation in the physical space.

Benefits of technology

It improves the social authenticity in the game scene, meets the interactive effects of different social needs, and enhances the physical space interaction experience between virtual objects.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides an interaction method and device, electronic equipment and a storage medium. The method comprises the steps that in response to a sound attribute adjusting operation on the graphical user interface, the sound attribute of a target object in a game scene is adjusted, a sound propagation range diagram displayed in the graphical user interface is adjusted, the sound propagation range diagram comprises a sound propagation range identifier of the target object, and the sound propagation range identifier of the target object is displayed in the graphical user interface; the sound propagation range represented by the sound propagation range identifier is matched with the adjusted sound attribute of the target object; and in response to a voice output triggering operation, outputting voice based on the voice attribute of the target object, so that a virtual object located in the voice transmission range in the game scene receives the voice. The propagation simulation of sound in a physical space in a game scene is realized, the social authenticity in the game scene is improved, a reference is provided for the adjustment of sound attributes through the sound propagation range graph, and the accuracy of sound attribute adjustment is improved.
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Description

TECHNICAL FIELD

[0001] The present disclosure relates to the technical field of computer, and particularly relates to an interaction method and device, a storage medium and an electronic device. BACKGROUND

[0002] The dialogue system is an important system in the game, which influences the immersion of the player in the game scene.

[0003] At present, in the virtual game, the dialogue system between virtual objects generally adopts two types of linear trigger mechanism and limited branch selection mechanism.

[0004] In the process of implementing the present application, the inventor found that at least the following technical problems exist in the prior art: the current dialogue system lacks physical space dimension interaction, the reaction of the virtual object is only related to the dialogue text and is irrelevant to the physical environment, and the real social simulation of the physical space cannot be realized. SUMMARY

[0005] The present disclosure provides an interaction method, device, storage medium and electronic device, which realizes social simulation based on sound characteristics and physical space in a virtual game, and improves dialogue authenticity.

[0006] According to an aspect of the present disclosure, an interaction method is provided, a graphical user interface is provided by a terminal device, and the graphical user interface displays a game scene; the method comprises:

[0007] In response to a sound property adjustment operation of the graphical user interface, a sound property of a target object in the game scene is adjusted, and a sound propagation range diagram displayed in the graphical user interface is adjusted, the sound propagation range diagram comprising a sound propagation range identifier of the target object, the sound propagation range identifier representing a sound propagation range matched with the adjusted sound property of the target object; the target object is a controllable virtual object of the terminal device;

[0008] In response to a voice output trigger operation, a voice is output based on the sound property of the target object, so that a virtual object located in the sound propagation range in the game scene receives the voice.

[0009] According to another aspect of the present disclosure, an interaction device is provided, which is applied to a terminal device, a graphical user interface is provided by the terminal device, and the graphical user interface displays a game scene; the device comprises:

[0010] The sound propagation range map display module is configured to adjust a sound attribute of a target object in the game scene and adjust a sound propagation range map displayed in the graphical user interface in response to a sound attribute adjustment operation of the graphical user interface, the sound propagation range map including a sound propagation range identifier of the target object, the sound propagation range identifier representing a sound propagation range that matches the adjusted sound attribute of the target object; and the target object is a controllable virtual object of the terminal device.

[0011] The voice output module is configured to output a voice based on the sound attribute of the target object in response to a voice output trigger operation, so that a virtual object located in the sound propagation range in the game scene receives the voice.

[0012] According to another aspect of the present disclosure, an electronic device is provided, which includes:

[0013] at least one processor; and

[0014] a memory communicatively connected to the at least one processor; wherein

[0015] The memory stores a computer program executable by the at least one processor, and the computer program is executed by the at least one processor to enable the at least one processor to perform the interaction method according to any one of the embodiments of the present disclosure.

[0016] According to another aspect of the present disclosure, a computer readable storage medium is provided, which stores computer instructions for enabling a processor to perform the interaction method according to any one of the embodiments of the present disclosure when executed by the processor.

[0017] According to another aspect of the present disclosure, a computer program product is provided, which includes a computer program for enabling a processor to perform the interaction method according to any one of the embodiments of the present disclosure when executed by the processor.

[0018] The technical solution of the embodiments of the present disclosure is that, in the process of adjusting the sound attribute of the target object based on the sound attribute adjustment operation, the sound propagation range diagram is displayed, the sound propagation range identifier in the sound propagation range diagram is adjusted according to the adjusted sound attribute, so that the sound propagation range represented by the sound propagation range identifier matches the sound attribute of the target object after adjustment, the sound propagation range of the sound attribute of the target object is intuitively displayed to the user, a reference for the adjustment of the sound attribute is provided, the accuracy of the adjustment of the sound attribute is improved, and different social needs of the target object in the game scene are met. Further, based on the adjusted sound attribute, the voice of the target object is output, and the voice of the target object propagates within the sound propagation range, so that the virtual object located in the sound propagation range in the game scene receives the voice of the target object, the propagation simulation of the sound in the physical space in the game scene is realized, and the social authenticity in the game scene is improved.

[0019] It should be understood that the content described in this part is not intended to identify key or important features of the embodiments of the present disclosure, nor is it used to limit the scope of the present disclosure. Other features of the present disclosure will become apparent from the following description. BRIEF DESCRIPTION OF DRAWINGS

[0020] In order to more clearly illustrate the technical solutions in the embodiments of the present disclosure, the drawings needed in the embodiment description will be briefly introduced below. Obviously, the drawings in the following description are only some embodiments of the present disclosure, and other drawings can also be obtained by those skilled in the art without creative labor.

[0021] Figure 1 is a flowchart of an interaction method provided by an embodiment of the present disclosure;

[0022] Figure 2 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0023] Figure 3 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0024] Figure 4 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0025] Figure 5 is a flowchart of another interaction method provided by an embodiment of the present disclosure;

[0026] Figure 6a is a schematic diagram of a volume bar adjustment control provided by an embodiment of the present disclosure;

[0027] Figure 6b is a schematic diagram of another volume bar adjustment control provided by an embodiment of the present disclosure;

[0028] Figure 6c is a schematic diagram of another volume bar adjustment control provided by an embodiment of the present disclosure;

[0029] Figure 7 is a schematic diagram of a volume adjustment process provided by an embodiment of the present disclosure;

[0030] Figure 8 is a schematic diagram of a volume range setting control provided by an embodiment of the present disclosure;

[0031] Figure 9 is a flowchart of another interaction method provided by an embodiment of the present disclosure;

[0032] Figure 10 is a schematic diagram of a sound propagation direction adjustment control provided by an embodiment of the present disclosure;

[0033] Figure 11 is a schematic diagram of adjustment of a sound propagation direction provided by an embodiment of the present disclosure;

[0034] Figure 12 is a schematic diagram of another adjustment of a sound propagation direction provided by an embodiment of the present disclosure;

[0035] Figure 13 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0036] Figure 14 is a structural schematic diagram of an interaction device provided by an embodiment of the present disclosure;

[0037] Figure 15 is a structural schematic diagram of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION

[0038] In order to enable persons skilled in the art to better understand the present disclosure scheme, the technical solutions in the embodiments of the present disclosure will be described clearly and completely below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only a part of the embodiments of the present disclosure, rather than all the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by persons skilled in the art without creative labor should belong to the scope of protection of the present disclosure.

[0039] It should be noted that the terms "first", "second", and the like in the description and in the claims of the present disclosure and above-described accompanying drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged under appropriate circumstances, so that the embodiments of the present disclosure described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "include" and "have" and any variations thereof are intended to cover non-exclusive inclusion, for example, a process, method, system, product or device including a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but can include other steps or units not clearly listed or inherent to these processes, methods, products or devices.

[0040] Figure 1 is a flowchart of an interaction method provided by an embodiment of the present disclosure. The embodiment can be applicable to adjusting the sound propagation range of a virtual object in a virtual game to realize social simulation in a physical space in a game scene and improve the social authenticity in the game scene. The method can be executed by an interaction device, which can be realized in the form of hardware and / or software and can be configured in an electronic device such as a mobile terminal and a computer device. The mobile device includes but is not limited to a mobile phone and a tablet computer, etc. As shown in Figure 1 the method includes:

[0041] S110, in response to a sound property adjustment operation of the graphical user interface, adjusting a sound property of a target object in a game scene and adjusting a sound propagation range diagram displayed in the graphical user interface, the sound propagation range diagram including a sound propagation range identifier of the target object, the sound propagation range identifier representing a sound propagation range matching the adjusted sound property of the target object; the target object is a controllable virtual object of the terminal device.

[0042] S120, in response to a voice output trigger operation, outputting a voice based on the sound property of the target object, so that a virtual object located in the sound propagation range in the game scene receives the voice.

[0043] A graphical user interface is provided by the terminal device, and the graphical user interface displays a game scene. A user interacts with a virtual game through the graphical user interface. The game scene can include a plurality of virtual objects, which can include non-player character objects (NPCs) and player character objects. A player character object can be a virtual object controlled by a user of the terminal device. It can be understood that the game scene can include at least one player character object, which can be a virtual object controlled by a different user of a different terminal device. Alternatively, the game scene can include at least one non-player character object and at least one player character object. The at least one player character object can include a target object, which can be a virtual object controllable by the current terminal device. Optionally, the at least one player character object can also include a virtual object controllable by a different terminal device. Different virtual characters in the game scene can have a conversation. For example, the target object can have a conversation with a non-player character object, or the target object can have a conversation with another player character object. It should be noted that the voice output by the virtual object can be voice information ultimately output by the terminal device and perceived by a player's hearing, or voice information expressed by written information such as text displayed by the display screen of the terminal device, or a combination of the two. The present disclosure does not make specific limitations.

[0044] In the embodiments of the present disclosure, the game system provides a propagation simulation system for sound waves. A conversation between any virtual objects in the game scene can be simulated to propagate within a space where the game scene is located. Virtual objects within a propagation range of the sound waves can receive the conversation content, thereby achieving social simulation in the physical space of the game scene and improving the social authenticity in the game scene.

[0045] It can be understood that when the target object outputs voice, the voice output by the target object can propagate within a certain sound propagation range and be received by other virtual objects in the sound propagation range. According to different social needs of the target object in the game scene, the sound propagation range of the target object can be adjusted by adjusting the sound properties of the target object. For example, in order to promote the development of the plot in the game scene, there are different social needs, such as conversation needs of public announcement, group conversation, and private conversation. Different conversation needs correspond to different sound propagation ranges. The terminal device user adjusts the sound properties of the target object through interaction with the graphical user interface. The sound properties of the target object are associated with the sound propagation range of the target object, thereby adjusting the sound propagation range of the target object to meet different social needs.

[0046] The sound property in the solution can be understood as a property that affects the sound propagation range, for example, can include at least one of the volume and the sound propagation direction.

[0047] Optionally, the sound property adjustment control can be included in the graphical user interface, and correspondingly, the sound property adjustment operation can be a triggering operation on the sound property adjustment control in the graphical user interface. Optionally, the sound property adjustment operation can also be a gesture operation input by the user in the graphical user interface, different sound properties correspond to different gesture operations to achieve adjustment of the sound property. Here, the implementation of the sound property adjustment operation is not limited.

[0048] The sound propagation range of the target object is associated with the sound property of the target object. By adjusting the sound property of the target object, the sound propagation range of the target object is adjusted accordingly. Specifically, the sound propagation range of the target object can be increased or decreased. In order to improve the adjustment accuracy of the sound propagation range of the target object, the sound propagation range diagram is displayed in the graphical user interface during the adjustment of the sound property, and the sound propagation range diagram is adjusted in real time in response to the sound property adjustment operation, thereby providing a basis for the adjustment of the sound property.

[0049] In some embodiments, the game scene and the sound propagation range diagram are continuously displayed in the graphical user interface. The sound propagation range diagram can be arranged on the upper layer of the game scene. The sound propagation range diagram can be provided with a transparency. By continuously displaying the sound propagation range diagram during the display of the game scene, the terminal device user is prompted about the sound propagation range diagram of the target object during the game.

[0050] In some embodiments, the game scene is displayed in the graphical user interface. When the adjustment intention of the sound property is detected, the sound propagation range diagram is displayed, and the sound propagation range diagram is continuously displayed during the adjustment of the sound property until the adjustment of the sound property is completed or the voice output triggering operation is completed, and the display of the sound propagation range diagram is stopped (of course, it can also be kept in the graphical user interface all the time). The adjustment intention of the sound property can be embodied based on the first sound property adjustment operation within the first preset time period. No sound property adjustment operation is detected within the second preset time period, indicating that the adjustment of the sound property is completed.

[0051] The sound propagation range map includes a sound propagation range identifier of the target object, which is used to characterize the sound propagation range of the target object in the game scene. The sound propagation range identifier can be a graphic identifier, for example, a two-dimensional graphic or a three-dimensional graphic, wherein the sound propagation range identifier of the two-dimensional image can characterize the sound propagation range of the target object in the horizontal space of the game scene; the sound propagation range identifier of the three-dimensional graphic can characterize the sound propagation range of the target object in the three-dimensional space of the game scene. For example, when the spatial map of the game scene is a three-dimensional map, different virtual objects can be located in physical spaces at different heights, and the sound propagation range map can be a three-dimensional graphic; for example, when the spatial map of the game scene is a two-dimensional map, the sound propagation range map can be a two-dimensional graphic.

[0052] Optionally, the sound propagation range identifier may include a regular graphic identifier and an irregular graphic identifier. For example, the sound propagation range identifier may be a regular graphic identifier such as a circle or a sphere, and the radius of the circle or the sphere serves as the maximum propagation distance in the sound propagation range of the target object, and the maximum propagation distances in different propagation directions are the same. For another example, the sound propagation range identifier is an irregular graphic identifier, which represents that the maximum propagation distances of the sound of the target object in different propagation directions are different. In other words, the physical space complexity of the game scene where the target object is located is high, and the sound propagation media in different propagation directions are different. By setting an irregular graphic identifier, the authenticity of the sound propagation simulation is improved.

[0053] For example, see Figure 2 , Figure 2 It is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure. Figure 2 Taking the sound attribute as volume as an example, the target object 0 is displayed in the game scene displayed by the graphical user interface, and the volume adjustment control 10 and the sound propagation range diagram 20 are displayed in the graphical user interface. The sound propagation range diagram 20 includes a sound propagation range identifier 21, and the sound propagation range identifier 21 is a circular identifier, wherein the center point of the sound propagation range identifier 21 can represent the location of the target object, and the identifier of the target object can be displayed at the center point of the sound propagation range identifier 21.

[0054] In some embodiments of the present disclosure, the sound propagation range diagram 20 may include a spatial thumbnail of at least a portion of the game scene and a sound propagation range identifier 21, and the position of the center point of the sound propagation range identifier 21 in the sound propagation range diagram 20 may match the position of the target object in the game scene. The spatial thumbnail in the sound propagation range diagram 20 can be obtained by proportionally reducing the physical space corresponding to the game scene. The sound propagation range identifier 21 represents the sound propagation range of the target object in the spatial range corresponding to the spatial thumbnail.

[0055] In some embodiments of the present disclosure, the sound propagation range diagram 20 can include an attribute value of the sound propagation range identifier 21, which can include a propagation distance value, for example Figure 2 In some embodiments, the radius of the sound propagation range identifier 21 can be displayed to represent the maximum propagation distance. For example, when the sound propagation range identifier is an irregular figure, at least one of the maximum propagation distance value, the minimum propagation distance value, and the propagation distance value in at least one direction can be displayed on the sound propagation range diagram 20. The sound propagation distance of the target object is intuitively displayed through the propagation distance value.

[0056] The adjustment of the sound property of the target object can be achieved through at least one sound property adjustment operation. In response to each sound property adjustment operation, the sound property of the target object after the adjustment of the sound property adjustment operation is determined, and the adjusted sound propagation range diagram is adjusted, wherein the sound propagation range identifier in the sound propagation range diagram matches the adjusted sound property of the target object. Taking the sound property as the volume as an example, the volume is increased through the sound property adjustment operation, and correspondingly, the sound propagation range identifier in the sound propagation range diagram is increased to represent the increase of the sound propagation range of the target object. The volume is reduced through the sound property adjustment operation, and correspondingly, the sound propagation range identifier in the sound propagation range diagram is reduced to represent the decrease of the sound propagation range of the target object. The sound propagation range of the target object is displayed to the user through the sound propagation range identifier in the sound propagation range diagram, so that the user can accurately adjust the sound property according to the social needs. For example, when the current sound propagation range of the target object is too large, the sound property can be adjusted through the sound property adjustment operation to reduce the sound propagation range of the target object. For example, when the current sound propagation range of the target object is too small, the sound property can be adjusted through the sound property adjustment operation to increase the sound propagation range of the target object, until the sound propagation range that meets the social needs is obtained, and the accurate sound property is obtained.

[0057] In some embodiments of the present disclosure, the sound propagation range diagram further includes an identifier of a virtual object in the game scene. The virtual object in the game scene can be understood as other virtual objects in the game scene except the target object, and the other virtual objects can include at least one of a non-player character object and a player character object.

[0058] Optionally, the position of the identifier of the virtual object in the sound propagation range diagram matches the position of the virtual object in the game scene. Correspondingly, the positional relationship between any virtual object and the target object in the sound propagation range diagram is the same as the positional relationship between any virtual object and the target object in the game scene. The identifier of the virtual object in the sound propagation range diagram can represent the virtual object, which can be at least one of an avatar and a name of the virtual object, and the like.

[0059] It can be understood that the sound propagation range identifier is a graphic identifier that occupies a certain space in the sound propagation range diagram. The identifier of the virtual object can be located within the sound propagation range identifier, or the identifier of the virtual object can be located outside the sound propagation range identifier, wherein the positional relationship between the identifier of the virtual object and the sound propagation range identifier represents whether the virtual object is located within the sound propagation range. For example, if the identifier of the virtual object is located within the sound propagation range identifier, it represents that the virtual object in the game scene is within the sound propagation range of the target object, and the virtual object can receive the voice of the target object; if the identifier of the virtual object is located outside the sound propagation range identifier, it represents that the virtual object in the game scene is outside the sound propagation range of the target object, and the virtual object cannot receive the voice of the target object.

[0060] For example, see Figure 3 , Figure 3 It is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure. Figure 3 The sound propagation range diagram 20 includes a sound propagation range identifier 21, an identifier 22 of virtual object 1, and an identifier 23 of virtual object 2, wherein the identifier 22 of virtual object 1 and the identifier 23 of virtual object 2 respectively represent different virtual objects in the game scene. Figure 3 In the game scene of the graphical user interface, only the target object is shown, and virtual object 1 and virtual object 2 are not shown.

[0061] By displaying the identification of virtual objects in the sound propagation range map, the positional relationship between the identification of virtual objects and the identification of sound propagation range can be intuitively displayed, so as to clearly indicate whether each virtual object is within the sound propagation range of the target object, providing an intuitive reference for the accurate adjustment of sound properties.

[0062] In some embodiments of the present disclosure, the sound propagation range map also includes a sound reception identifier corresponding to the identifier of the virtual object; the sound reception identifier can be understood as an identifier used to indicate whether the virtual object can receive the voice of the target object. If the sound reception identifier is a first identifier, it indicates that the virtual object can receive the voice of the target object; if the sound reception identifier is a second identifier, it indicates that the virtual object cannot receive the voice of the target object; the first identifier and the second identifier are different.

[0063] It can be understood that, since the sound propagation range identification represents the sound propagation range in the form of a graphic identification, there is a certain error between the actual sound propagation range and the sound propagation range identification, and especially when the identification of the virtual object is located at the edge of the sound propagation range identification, it is not possible to accurately determine whether the virtual object can receive the voice of the target object. In order to improve the display accuracy, the identification of the virtual object and the sound receiving identification of the virtual object are displayed in the sound propagation range diagram to intuitively represent whether the virtual object can receive the voice of the target object.

[0064] For example, the first identification can be a symbol representation such as "√" or "!", and the second identification can be a symbol representation such as "×" or "?". For example, the first identification and the second identification can be graphic identifications of different colors, for example, the first identification can be a green graphic identification, and the second identification can be a red graphic identification. For example, the first identification and the second identification can be different text identifications. The specific forms of the first identification and the second identification are not limited here, and they can be distinguished.

[0065] For example, the first identification can be a symbol representation such as "√" or "!", and the second identification can be a symbol representation such as "×" or "?". For example, the first identification and the second identification can be graphic identifications of different colors, for example, the first identification can be a green graphic identification, and the second identification can be a red graphic identification. For example, the first identification and the second identification can be different text identifications. The specific forms of the first identification and the second identification are not limited here, and they can be distinguished. Figure 4 Figure 4 is a schematic diagram of a graphic user interface provided by an embodiment of the present disclosure. Figure 4 The sound propagation range diagram 20 in the game scene 10 includes a sound propagation range identification 21, an identification 22 of the virtual object 1, and an identification 23 of the virtual object 2, and a sound receiving identification 25 corresponding to the identification 22 of the virtual object 1, and a sound receiving identification 26 corresponding to the identification 23 of the virtual object 2. According to the position relationship between the identification 22 of the virtual object 1 and the sound propagation range identification 21, the identification 23 of the virtual object 2 and the sound propagation range identification 21, and the sound receiving identification 25 corresponding to the identification 22 of the virtual object 1, and the sound receiving identification 26 corresponding to the identification 23 of the virtual object 2, it can be known that the virtual object 1 can receive the voice of the target object, and the virtual object 2 cannot receive the voice of the target object. Figure 4 It can be understood that, since the sound propagation range identification represents the sound propagation range in the form of a graphic identification, there is a certain error between the actual sound propagation range and the sound propagation range identification, and especially when the identification of the virtual object is located at the edge of the sound propagation range identification, it is not possible to accurately determine whether the virtual object can receive the voice of the target object. In order to improve the display accuracy, the identification of the virtual object and the sound receiving identification of the virtual object are displayed in the sound propagation range diagram to intuitively represent whether the virtual object can receive the voice of the target object.

[0066] Optionally, when the position of the virtual object in the game scene changes, the position of the identification of the virtual object in the sound propagation range diagram 20 is updated in real time. Optionally, when the position of the target object in the game scene changes, the position of the sound propagation range identification in the sound propagation range diagram 20 is updated. Optionally, when the sound attribute of the target object changes based on the volume adjustment operation, the sound propagation range identification in the sound propagation range diagram is adjusted. Accordingly, when the position of the target object in the game scene changes, the position of the virtual object in the game scene changes, or the sound propagation range identification in the sound propagation range diagram changes, causing the position relationship between the identification of the virtual object and the sound propagation range identification to change, the sound receiving identification of the virtual object is updated, for example, when the virtual object moves in the game scene, causing the identification of the virtual object to change from being located outside the sound propagation range identification to being located inside the sound propagation range identification, and accordingly, the sound receiving identification of the virtual object in the sound propagation range diagram is switched from the second identification to the first identification.

[0067] ​In the above embodiments, the sound propagation range diagram is displayed to provide a reference for adjusting the sound property of the target object, improve the accuracy of adjusting the sound property of the target object, and in the case that the sound property of the target object is adjusted, the terminal device user can control the target object to output speech based on the sound property of the target object. Correspondingly, the speech of the target object is propagated within the sound propagation range of the target object, so that the virtual object located within the sound propagation range of the target object receives the speech of the target object, and the virtual object located outside the sound propagation range of the target object cannot receive the speech of the target object.

[0068] The terminal device user can control the target object to output speech through a speech output triggering operation on the graphical user interface. Optionally, the graphical user interface can display the text of the speech that can be output by the target object, and the speech output triggering operation can be a triggering operation on any text of the speech that can be output. Specifically, in response to the triggering operation on the text of the speech that can be output by the target object on the graphical user interface, the text of the speech that can be output is converted into speech based on the sound property of the target object and output.

[0069] Optionally, the graphical user interface can include a speech output control, and the speech output triggering operation can be a triggering operation on the speech output control. In response to the triggering operation on the speech output control, the microphone of the terminal device is started to collect the speech of the terminal device user, the sound property of the collected speech is updated based on the sound property of the target object, and the speech conforming to the sound property of the target object is output.

[0070] For the virtual object located within the sound propagation range, if the virtual object is a player character object, the speech of the target object is transmitted to the terminal device of the player character object, for example, by transmitting the speech of the target object to a server and transmitting the speech of the target object to the terminal device of the player character object through the server, so that the terminal device of the player character object outputs the speech of the target object; if the virtual object is a non-player character object, the speech of the target object is transmitted to a game system processor in the terminal device or a game system processor in the server, so as to simulate the non-player character object receiving the speech of the target object.

[0071] The technical solution of the embodiment is that, in the process of adjusting the sound attribute of the target object based on the sound attribute adjustment operation, the sound propagation range diagram is displayed, the sound propagation range identifier in the sound propagation range diagram is adjusted according to the adjusted sound attribute, so that the sound propagation range represented by the sound propagation range identifier matches the sound attribute of the target object after adjustment, the sound propagation range of the target object in the sound attribute is intuitively displayed to the user, a reference for the adjustment of the sound attribute is provided, the accuracy of the adjustment of the sound attribute is improved, and different social needs of the target object in the game scene are met. Further, based on the adjusted sound attribute, the voice of the target object is output, and the voice of the target object propagates within the sound propagation range, so that the virtual objects located in the sound propagation range in the game scene receive the voice of the target object, the propagation simulation of the sound in the physical space in the game scene is realized, and the social authenticity in the game scene is improved.

[0072] Figure 5 is a flowchart of an interaction method provided by an embodiment of the present disclosure, and the volume, a sound attribute, is adjusted on the basis of the above-mentioned embodiment, as shown in Figure 5 , the method comprises the following steps.

[0073] S210, in response to the volume adjustment operation of the graphical user interface, adjusting the volume of the target object in the game scene, and adjusting the sound propagation range diagram displayed in the graphical user interface, the sound propagation range diagram includes a sound propagation range identifier of the target object, and the sound propagation range represented by the sound propagation range identifier matches the volume of the target object after adjustment; the target object is a controllable virtual object of the terminal device.

[0074] S220, in response to the voice output trigger operation, outputting the voice based on the volume of the target object, so that the virtual objects located in the sound propagation range in the game scene receive the voice.

[0075] In the embodiment of the present disclosure, the sound propagation range of the target object is associated with the volume of the target object, and when the volume of the target object is adjusted, the sound propagation range identifier in the sound propagation range diagram is adjusted. Wherein, the sound propagation range of the target object is positively correlated with the volume of the target object, and accordingly, the larger the volume of the target object is, the larger the sound propagation range identifier of the target object is, and the larger the sound propagation range represented by the target object is. The terminal device user can accurately adjust the volume of the target object according to the sound propagation range represented by the sound propagation range identifier in the sound propagation range diagram.

[0076] In some embodiments of the present disclosure, the sound attribute adjustment operation can include an adjustment operation on the volume adjustment control. Optionally, the volume adjustment control can include a volume bar adjustment control, and an example is shown in Figure 6a - Figure 6c ,Figure 6a - Figure 6c Fig. 1 is a schematic diagram of a volume bar adjusting control provided by an embodiment of the present disclosure, Figure 6a - Figure 6c Three volume adjusting controls are disclosed in the present disclosure, for Figure 6a The volume can be increased or decreased by dragging the circular sliding block. For Figure 6b The volume can be increased or decreased by clicking the "+" or "-" key. For Figure 6c The volume can be adjusted by clicking or sliding on the volume bar.

[0077] For example, refer to Figure 7 , Figure 7 Fig. 2 is a schematic diagram of a volume adjusting process provided by an embodiment of the present disclosure. During the process of adjusting the volume by the volume bar adjusting control, the sound propagation range diagram is updated in real time, so that the sound propagation range represented by the sound propagation range identifier in the sound propagation range diagram matches the updated volume. Figure 7 In the present disclosure, the volume is decreased by the volume bar adjusting control, and correspondingly, the sound propagation range identifier in the sound propagation range diagram is reduced, representing that the sound propagation range of the target object is reduced.

[0078] Optionally, the volume adjusting control can further include a volume numerical value setting control, which can be an input control. The volume is adjusted by inputting the volume value in the volume numerical value setting control. Correspondingly, the sound propagation range represented by the sound propagation range identifier in the sound propagation range diagram matches the updated volume value.

[0079] Optionally, the volume adjusting control can further include a volume range setting control. The volume range setting control includes a plurality of annular selection controls. Different sizes of the annular selection controls correspond to different volume ranges and different sound propagation ranges. For example, refer to Figure 8 , Figure 8 Fig. 3 is a schematic diagram of a volume range setting control provided by an embodiment of the present disclosure. The volume range setting control includes a plurality of annular selection controls. Different annular selection controls correspond to different social needs, for example, the social needs can include but are not limited to public announcement, group conversation and personal whispering. The above-mentioned social needs correspond to different sound propagation ranges, and the annular selection controls in the volume range setting control correspond to different volume ranges and different sound propagation ranges. The terminal device user can select different annular selection controls according to the social needs, so as to automatically adjust the volume of the target object.

[0080] Correspondingly, the volume adjusting operation can be a triggering operation on any annular selection control in the volume range setting control, and the rendering attribute of the selected annular selection control is changed, which can be a color attribute, so as to show the selected annular selection control to the user.

[0081] Referring to Figure 8 The range setting control comprises three annular selection controls, wherein the annular selection control 31 corresponds to the social demand of personal whispering, the volume range is 0-30%, the annular selection control 32 corresponds to the social demand of small-group conversation, the volume range is 31%-70%, and the annular selection control 33 corresponds to the social demand of public declaration, the volume range is 71%-100%.

[0082] Optionally, the volume value of the target object is determined according to the social demand corresponding to the selected annular selection control and the positions of the virtual objects in the game scene. Specifically, the maximum propagation distance satisfying the social demand corresponding to the selected annular selection control is determined according to the social demand corresponding to the selected annular selection control and the positions of the virtual objects in the game scene, and the volume value of the target object is reversely determined based on the maximum propagation distance. For example, if the social demand corresponding to the selected annular selection control is personal whispering, the maximum propagation distance is less than the minimum distance between the target object and other virtual objects, so that all the virtual objects in the game scene are located outside the sound propagation range of the target object. If the social demand corresponding to the selected annular selection control is public declaration, the maximum propagation distance is greater than the maximum distance between the target object and other virtual objects, so that all the virtual objects in the game scene are located within the sound propagation range of the target object. If the social demand corresponding to the selected annular selection control is small-group conversation, the maximum distance between the target object and other virtual objects in the group to which the target object belongs is determined based on the position of the target object and the positions of the other virtual objects in the group to which the target object belongs, the minimum distance between the target object and non-group virtual objects is determined based on the position of the target object and the positions of the non-group virtual objects, and the maximum propagation distance is greater than the maximum distance between the target object and other virtual objects in the group to which the target object belongs and less than the minimum distance between the target object and the non-group virtual objects.

[0083] The volume value of the target object reversely determined based on the maximum propagation distance can be calculated based on the propagation characteristics of sound. The sound propagation attenuation algorithm can be preset, and the volume value corresponding to the maximum propagation distance can be obtained by inputting the maximum propagation distance into the sound propagation attenuation algorithm.

[0084] It can be understood that when the volume value of the target object determined in the above manner exceeds the volume range of the selected annular selection control, the critical volume of the volume range of the selected annular selection control can be used as the volume value of the target object; or the position of the target object in the game scene or the positions of other virtual objects in the game scene can be adjusted, and the volume value satisfying the social demand corresponding to the selected annular selection control is determined again.

[0085] In this embodiment, the ring-shaped selection control is selected according to the social needs, and the volume value of the target object is automatically determined, without repeatedly adjusting the volume of the target object, thereby simplifying the volume adjustment process. It can be understood that, in addition to the ring-shaped selection control, other control forms can also be used, for example, square or circular controls corresponding to three or more social needs.

[0086] In some embodiments of the present disclosure, the sound property adjustment operation can include a calling operation of a volume auxiliary prop. The volume auxiliary prop can include at least one of a sound amplification prop and a sound elimination prop. The sound amplification prop is used to multiply the current volume value of the target object, and the sound elimination prop is used to eliminate or set a proportional reduction of the current volume value of the target object. The sound amplification prop and the sound elimination prop can be provided with at least one, respectively, to realize different degrees of adjustment of the volume.

[0087] In the above volume adjustment process, each time the volume is adjusted, the sound propagation range identifier in the sound propagation range diagram is adjusted to represent the sound propagation range corresponding to the volume of the target object in real time until the adjustment of the volume of the target object is completed. The terminal device user can control the target object to output the voice based on the adjusted volume through the voice output triggering operation on the graphical user interface.

[0088] The technical solution provided in this embodiment is that, in the process of adjusting the volume of the target object, the sound propagation range diagram is displayed, the sound propagation range identifier in the sound propagation range diagram is adjusted according to the adjusted volume, so that the sound propagation range represented by the sound propagation range identifier matches the adjusted volume of the target object, the sound propagation range of the target object is intuitively displayed to the user, a reference for the volume adjustment is provided, the accuracy of the volume adjustment is improved, different social needs of the target object in the game scene are met. Further, the voice of the target object is output based on the adjusted volume, so that the virtual objects located in the sound propagation range in the game scene receive the voice of the target object, the propagation simulation of the sound in the physical space in the game scene is realized, and the social authenticity in the game scene is improved.

[0089] Figure 9 is a flowchart of an interaction method provided by an embodiment of the present disclosure, based on the above-mentioned embodiments, the sound propagation direction, as a sound property, is adjusted, as shown in Figure 9 The method comprises the following steps.

[0090] S310, in response to the sound propagation direction adjustment operation of the graphical user interface, adjusting the sound propagation direction of the target object in the game scene, and adjusting the sound propagation range diagram displayed in the graphical user interface, the sound propagation range diagram including a sound propagation range identifier of the target object, the sound propagation range identifier representing a sound propagation range matching the adjusted sound propagation direction of the target object; the target object is a controllable virtual object of the terminal device.

[0091] S320, in response to the voice output trigger operation, outputting a voice based on the sound propagation direction of the target object, so that the virtual object located in the sound propagation range in the game scene receives the voice.

[0092] In the embodiments of the present disclosure, the sound propagation range of the target object is associated with the sound propagation direction of the target object, and when the sound propagation direction of the target object is adjusted, the sound propagation range identifier in the sound propagation range diagram is adjusted. The sound propagation range identifier can be a two-dimensional identifier such as a circular identifier or a sector identifier, or can also be a three-dimensional identifier such as a conical identifier or a spherical identifier. The angle of the sound propagation range identifier is consistent with the angle formed by the sound propagation direction of the target object.

[0093] Optionally, the sound property adjustment operation includes at least one of the following: an adjustment operation on the sound propagation direction adjustment control; a calling operation on the sound propagation direction prop; and an adjustment operation on the face orientation of the target object.

[0094] For example, referring to Figure 10 , Figure 10 is a schematic diagram of a sound propagation direction adjustment control provided by the embodiments of the present disclosure. Correspondingly, the sound propagation direction adjustment operation can be a trigger operation on the sound propagation direction adjustment control. The sound propagation direction adjustment operation can be a drag operation on any one of the two sides of the propagation direction angle in the sound propagation direction adjustment control, so as to increase or decrease the angle formed by the sound propagation direction.

[0095] The sound propagation direction prop can be understood as a prop capable of limiting the sound propagation direction. The sound propagation direction prop corresponds to a set angle of the sound propagation direction, which can be 60 degrees or 90 degrees, etc. Different sound propagation direction props can correspond to different angles, or the angle value of the sound propagation direction prop can be set according to requirements. In the case of calling the sound propagation direction prop, the face orientation of the target object is taken as the central direction of the sound propagation direction of the target object, and the angle corresponding to the sound propagation direction prop is taken as the angle range of the sound propagation direction of the target object, to obtain the sound propagation direction range of the target object, and then determine the sound propagation range identifier in the sound propagation range map. For example, taking the north direction as zero degrees and the clockwise rotation angle as increasing in turn, the face orientation of the target object is the east direction, i.e. 90 degrees, and the angle corresponding to the sound propagation direction prop is 60 degrees. Accordingly, when the sound propagation direction prop is called, the sound propagation direction range of the target object in the game scene is 60°-120°, i.e. the range of 30° north of the east direction to 30° south of the east direction.

[0096] On the basis of the above embodiments, the sound propagation direction range of the target object can also be adjusted by adjusting the face orientation of the target object. For example, in the case of calling the sound propagation direction prop, the central direction of the sound propagation direction of the target object is adjusted by adjusting the face orientation of the target object, and then the sound propagation direction range of the target object is adjusted. For example, the face orientation of the target object is adjusted from the east direction to the north direction, and the sound propagation direction range of the target object in the game scene is adjusted to -30°-30°, i.e. the range of 30° west of the north direction to 30° east of the north direction. For example, in the case of not calling the sound propagation direction prop, the sound propagation direction range of the target object is a set angle range (e.g. 120 degrees) with the face orientation of the target object as the central direction. The sound propagation direction range of the target object in the game scene is adjusted by adjusting the face orientation of the target object.

[0097] It can be understood that in the adjustment process of the sound propagation direction, the sound propagation direction adjustment operation only affects the angle of the sound propagation range identifier in the sound propagation range map, and the sound propagation distance in each sound propagation direction is determined based on the volume of the target object. For example, referring to Figure 11 , Figure 11is a schematic diagram of adjusting a sound propagation direction provided by an embodiment of the present disclosure. Before the sound propagation direction is adjusted, the virtual object 1 and the virtual object 2 are both located within the sound propagation range of the target object, that is, the identifier 22 of the virtual object 1 and the identifier 23 of the virtual object 2 are both located within the sound propagation range identifier 21. Through the adjustment of the sound propagation direction, for example, the adjustment operation of the sound propagation direction adjustment control 30, the sound propagation range of the target object is adjusted, so that only the virtual object 1 is located within the sound propagation range of the target object, and the virtual object 2 is located outside the sound propagation range of the target object, so as to meet the social requirement that the target object has a conversation with the virtual object 1 without being heard by the virtual object 2.

[0098] In some embodiments of the present disclosure, the sound propagation range of the target object includes a distance range and an angle range, wherein the distance range is associated with the volume of the target object, and the angle range is associated with the sound propagation direction of the target object. In the adjustment process of the sound property, the distance range of the sound propagation range of the target object can be adjusted by adjusting the volume of the target object, and / or the angle range of the sound propagation range of the target object can be adjusted by adjusting the sound propagation direction of the target object, so that the sound propagation range of the target object meets the social requirement.

[0099] For example, referring to Figure 12 , Figure 12 is a schematic diagram of adjusting a sound propagation direction provided by an embodiment of the present disclosure. The social requirement of the target object is “having a conversation with the virtual object 1 without being heard by the virtual object 2”, Figure 12 It can be known from the upper diagram of that the virtual object 1 is located outside the sound propagation range of the target object. The volume of the target object can be adjusted, that is, the adjustment operation of the volume adjustment control 10, so that the virtual object 1 is located within the sound propagation range of the target object, that is, Figure 12 It can be known from the upper diagram of that the virtual object 1 is located outside the sound propagation range of the target object. The volume of the target object can be adjusted, that is, the adjustment operation of the volume adjustment control 10, so that the virtual object 1 is located within the sound propagation range of the target object, that is, Figure 12 In the middle diagram of, the distance between the virtual object 2 and the target object is less than the distance between the virtual object 1 and the target object, and the virtual object 2 is also located within the sound propagation range of the target object. The sound propagation direction of the target object can be adjusted, that is, the adjustment operation of the sound propagation direction adjustment control 30, so that only the virtual object 1 is located within the sound propagation range of the target object, and the virtual object 2 is located outside the sound propagation range of the target object, so as to meet the social requirement of the target object.

[0100] It can be understood that in the adjustment process of the sound property of the target object, the adjustment order and the adjustment times of the volume and the sound propagation direction are not limited, and the corresponding sound property adjustment operation can be performed according to the adjustment requirement.

[0101] The user of the terminal device can trigger the operation by outputting voice in the graphical user interface to control the target object to output voice based on the adjusted sound propagation direction.

[0102] The technical solution provided by this embodiment displays a sound propagation range diagram during the process of adjusting the sound propagation direction of the target object, and adjusts the sound propagation range identifier in the sound propagation range diagram according to the adjusted sound propagation direction, so that the sound propagation range represented by the sound propagation range identifier matches the adjusted sound propagation direction of the target object, intuitively displays the sound propagation range corresponding to the sound propagation direction of the target object to the user, provides a reference for adjusting the sound propagation direction, improves the accuracy of the sound propagation direction adjustment, and meets the different social needs of the target object in the game scene. Furthermore, the voice of the target object is output based on the adjusted sound propagation direction, so that the virtual objects in the game scene that are within the sound propagation range receive the voice of the target object, thereby improving the social authenticity and diversity in the game scene.

[0103] In some embodiments of the present disclosure, the sound propagation range identifier is determined based on the propagation distance of the sound in the propagable direction; wherein the size of the sound propagation range identifier in any propagable direction and the propagation distance of the sound in that propagable direction meet a set ratio, such as 1:500 or 1:100. When the propagation distance of the sound in the propagable direction is determined, the size of the sound propagation range identifier in that propagable direction is determined, and the sound propagation range identifier is formed based on the size of the sound propagation range identifier in each propagable direction.

[0104] Optionally, the propagation distance in any propagable direction is determined based on the sound absorption coefficient of at least one propagation medium in the propagable direction, the volume of the target object's output voice, and the volume-to-distance conversion coefficient. The propagable direction can be understood as any sound propagation direction within the angular range determined by the above-mentioned sound propagation direction adjustment operation. In any propagable direction, there may be at least one propagation medium. For example, if the game scene environment is an outdoor environment or a single indoor environment, the propagation medium may be air; for example, if the game scene environment is a complex indoor environment with multiple rooms, the propagation medium may include at least one of air, walls, and doors. The propagation medium in different propagable directions may be different.

[0105] The sound wave propagation in any propagation medium satisfies the distance attenuation characteristic. In the process of sound propagation, the sound volume value becomes smaller with the increase of the propagation distance until the sound volume value becomes zero at the maximum propagation distance and the sound stops propagating. In the case that there is one propagation medium in the propagable direction, the maximum propagation distance of the sound in the propagable direction is determined based on the sound absorption coefficient of the propagation medium, the sound volume of the target object output voice and the volume-distance conversion coefficient. In the case that there are two or more propagation media in the propagable direction, the sound propagates in each propagation medium in turn. In the process of propagation in each propagation medium, the sound volume of the target object output voice is attenuated based on the sound absorption coefficient of the propagation medium until the sound volume of the target object output voice is zero and the sound stops propagating. The sum of the propagation distances of the target object output voice in each propagation medium is taken as the propagation distance in the propagable direction.

[0106] In the process of sound propagation in the same propagation medium, the penetration coefficient of the propagation medium can be determined by the sound absorption coefficient of the propagation medium. The maximum propagation distance of the target object output voice in the propagable direction is determined by the product of the penetration coefficient of the propagation medium, the sound volume of the target object output voice and the volume-distance conversion coefficient. For example, the mapping relationship between the sound volume and the propagation distance can be represented by the following formula: L=X*a*(1-S), where S is the sound absorption coefficient of the propagation medium, 1-S is the penetration coefficient of the propagation medium, a is the volume-distance conversion coefficient, for example, it can be 0.5, X is the sound volume of the target object output voice, and L is the maximum propagation distance in the propagable direction.

[0107] For example, the sound volume of the target object output voice is 100 decibels, the propagation medium is air, the sound absorption coefficient of the air is 0.02, and the volume-distance conversion coefficient is 0.5. Correspondingly, the maximum propagation distance L=100*0.5*(1-0.02)=49 meters. In the game environment, the propagation medium is single, that is, the propagation medium in the game environment where the target object is located is air. In this case, the sound volume of the target object is 100 decibels, and the distance range of the target object in any propagable direction is 49 meters. According to the preset scaling ratio, the size of the sound propagation range identifier of the target object in the propagable direction can be determined. In the case that the angle range corresponding to the sound propagation direction of the target object is 360°, the sound propagation range identifier of the target object is a circular identifier with the position of the target object in the sound propagation range map as the center and the above-mentioned size as the radius.

[0108] Optionally, in the case that the propagable direction includes at least two propagation media, the voice propagates in the at least two propagation media in turn. For example, referring to Figure 13 , Figure 13Figure 1 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure. Target object 0 and virtual object 1 are located in room A, while virtual object 2 is located in room B. Rooms A and B are separated by a wall. In the local sound propagation direction toward room B, the speech output by the target object first propagates in room A, then passes through the wall before propagating into room B. Alternatively, if the volume of the speech output by the target object is low, the speech output by the target object propagates only in room A and cannot penetrate the wall to propagate into room B.

[0109] The method for determining the propagation distance in any of the propagable directions includes: in the process of propagation in any propagation medium, obtaining the initial volume of the speech entering the propagation medium, and determining the first propagation distance of the speech in the propagation medium based on the initial volume, the sound absorption coefficient of the propagation medium and the volume-distance conversion coefficient; if the first propagation distance in the propagation medium is greater than the propagable length corresponding to the propagation medium, determining the remaining volume of the speech after propagation in the propagation medium as the initial volume entering the next propagation medium, and taking the propagable length corresponding to the propagation medium as the target propagation distance of the speech in the propagation medium; if the first propagation distance in the propagation medium is less than or equal to the propagable length corresponding to the propagation medium, taking the first propagation distance as the target propagation distance of the speech in the propagation medium, and determining that the speech stops propagating; determining the propagation distance of the speech in the propagable direction based on the target propagation distance of the speech in at least one propagation medium.

[0110] The initial volume of the speech entering the propagation medium can be the adjusted volume of the target object, or the residual volume of the target object's speech after continuous attenuation during propagation through at least one propagation medium. The propagation length of the corresponding propagation medium can be understood as the distance between the target object and the next propagation medium in the direction of sound propagation within the propagation medium.

[0111] by Figure 13 For example, in the direction of sound propagation perpendicular to room B (i.e., a certain propagable direction), the propagation medium of the target object's voice during the propagation process is air, wall, and air, in order. For example, if the volume of the target object is 100 decibels, the distance between the target object and the wall is 20 meters, the sound absorption coefficient of air is 0.02, and the sound absorption coefficient of the wall is 0.8, when propagating in the air of room A, the initial volume of the voice entering the propagation medium is the initial volume of the voice, i.e., 100 decibels. Based on the initial volume of 100 decibels, the sound absorption coefficient of air of 0.02, and the volume-distance conversion coefficient of 0.5, the first propagation distance of the voice in the air is determined, and the first propagation distance is L = 100 × 0.5 × (1-0.02) = 49 meters.

[0112] In the sound propagation direction of the vertical orientation to room B, the transmissible length of the air in room A is 20 meters, which is less than the first propagation distance, indicating that the voice of the target object continues to propagate after the air propagation to the wall. The volume attenuation in the propagation medium (air) is determined in reverse according to the corresponding transmissible length of the propagation medium, and the remaining volume of the voice after propagation in the propagation medium is determined based on the initial volume of the voice entering the propagation medium and the volume attenuation. Wherein, the sound absorption coefficient of air is 0.02, and the volume attenuation corresponding to air is Xxl 空气 ×S 空气 =100×20×0.02=40, wherein, l 空气 is the transmissible length of the air in room A in the sound propagation direction, and the corresponding remaining volume is the difference between the initial volume 100 of the voice entering the propagation medium and the volume attenuation 40, that is, 60 decibels. The remaining volume after propagation in the air in room A in the sound propagation direction is taken as the initial volume entering the next propagation medium (i.e. the wall), and the transmissible length of the air in the sound propagation direction is taken as the target propagation distance in the air, i.e. l1=20 meters.

[0113] In the case of ignoring the thickness of the wall, the sound absorption coefficient of the wall is 0.8, and the remaining proportion after the absorption capacity of the wall is 0.2, and the remaining volume of the voice of the target object passing through the wall is 60 decibels x 0.2 = 12 decibels.

[0114] In the case of not ignoring the wall, the thickness of the wall is taken as the corresponding transmissible length of the wall, the target propagation distance and the remaining volume of the wall are determined as the initial volume entering the next propagation medium, and the processing process is consistent with the processing process of the voice propagation in the air, which will not be described here.

[0115] The remaining volume of the voice of the target object passing through the wall is taken as the initial volume of the voice propagation in the air of room B, and the maximum propagation distance of the voice propagation in the air of room B is determined, L = 12 x 0.5 x (1-0.02) = 5.88 meters. In the case that the maximum propagation distance is less than or equal to the corresponding transmissible length of the air of room B in the sound propagation direction, the maximum propagation distance is taken as the corresponding target propagation distance of the air of room B in the sound propagation direction, i.e. l2=5.88 meters, and it is determined that the voice of the target object stops continuing to propagate. In the case of ignoring the thickness of the wall, the propagation distance of the voice in the transmissible direction is l1+l2=25.88 meters. In the case of not ignoring the thickness of the wall, the propagation distance of the voice in the transmissible direction is the sum of the target propagation distance of the air in room A, the target propagation distance of the wall and the target propagation distance of the air in room B.

[0116] It can be understood that, in other sound propagation directions of the room A, if the propagable length of the sound propagation direction in the air is greater than 49 meters, the propagation distance of the voice in the propagable direction is 49 meters, and the propagation stops.

[0117] For example, referring to Figure 13 Since the propagation media in different sound propagation directions are different, the propagation distances of the voice of the target object in different sound propagation directions are different, and for any sound propagation direction, the size of the voice propagation range identifier of the target object in the sound propagation direction can be determined according to a preset scaling ratio, to form a voice propagation range identifier of the target object, which is an irregular figure.

[0118] The technical scheme of the embodiment realizes the simulation of the real propagation of the voice in the physical space in the game scene by calculating the propagation of the voice in at least one propagation medium. By determining the propagation distance in each propagable direction and determining the voice propagation range identifier of the target object, the voice propagation range of the target object is intuitively displayed to the user, and a reference is provided for accurate adjustment of the voice attribute.

[0119] In some embodiments of the present disclosure, in response to the voice output trigger operation, the virtual object located in the voice propagation range of the target object can receive the voice when the target object outputs the voice, and the volume of the voice received by the virtual object can be different according to the attenuation effect of the voice with the propagation distance. The distance between the virtual object and the target object and the propagation medium between the virtual object and the target object serve as influencing factors. The greater the distance between the virtual object and the target object, the smaller the volume of the voice received by the virtual object; the greater the sound absorption coefficient of the propagation medium between the virtual object and the target object, the smaller the volume of the voice received by the virtual object.

[0120] Optionally, the volume of the voice received by the virtual object in the voice propagation range of the target object is determined based on the volume of the voice output by the target object, the distance between the virtual object and the target object, and the sound absorption coefficient of at least one propagation medium located between the virtual object and the target object. Specifically, the at least one propagation medium between the virtual object and the target object and the corresponding propagable length of each propagation medium are determined, the volume attenuation amount of the voice of the target object in the propagation process in each propagation medium is determined, the remaining volume of the voice of the target object at the position of the virtual object is determined based on the volume of the voice output by the target object and the volume attenuation amount in the propagation process in each propagation medium, that is, the volume of the voice received by the virtual object.

[0121] In this embodiment, the voice output by the target object is acquired, the volume of the voice is adjusted to meet the volume of the voice received by the virtual object, and the adjusted volume is transmitted to the corresponding virtual object. It can be understood that the voice volume adjustment process and the voice transmission process can be processed by the terminal device or by the server.

[0122] In the embodiments of the present disclosure, the volume of the voice received by the virtual object is adjusted so that the volume of the voice received by the virtual object meets the attenuation characteristics of the sound propagation process, thereby improving the authenticity of the sound propagation simulation in the game scene.

[0123] In some embodiments of the present disclosure, noise is added to the voice output by the target object according to the environment type of the game scene in which the target object is located, wherein the properties of the noise are determined based on the environment type, and the voice received by the virtual object within the sound propagation range includes the voice output by the target object and the noise.

[0124] It can be understood that different sizes and different noise types of noise can exist in different environment types of game scenes, for example, the noise in a library environment is small, and the noise types can include but are not limited to footsteps and book flipping sounds; for example, the noise in a banquet hall is large, and the noise types can include but are not limited to speaking sounds, music sounds, and applause sounds, etc.

[0125] In order to improve the authenticity of social simulation, noise is added to the voice output by the target object according to the environment type of the game scene in which the target object is located. Different environment types correspond to pre-set noise properties, which can include noise volume and noise type. According to the environment type of the game scene, noise content satisfying the noise volume and noise type corresponding to the environment type is generated, the noise content is fused with the voice of the target object to obtain noise-added voice, and the noise-added voice is transmitted to the virtual object within the sound propagation range so that the virtual object within the sound propagation range receives the noise-added voice. Optionally, the noise volume corresponding to the environment type can be a volume range, and the size of the noise volume can be determined according to the number of virtual objects in the game scene, and the size of the noise volume is positively correlated with the number of virtual objects in the game scene.

[0126] The technical solution of the embodiment adds noise to the voice output by the target object according to the environment type of the game scene, so that the virtual object within the sound propagation range receives the noise-added voice, thereby improving the authenticity of social simulation.

[0127] In some embodiments of the present disclosure, there can be at least one sound source in the game scene, which can be understood as a virtual object outputting voice. For example, when a target object outputs voice, the target object is a sound source. There can be two or more virtual objects outputting voice simultaneously in the game scene, i.e., there are two or more sound sources in the game scene, each sound source corresponds to a sound transmission range, and the sound transmission ranges of different sound sources can overlap.

[0128] When the game scene includes multiple sound sources and any of the virtual objects is located within the sound propagation ranges corresponding to at least two sound sources, the virtual object receives the voices corresponding to the at least two sound sources respectively. For example, a target object and a virtual object 2 output voice synchronously in the game scene, the target object and the virtual object 2 are sound sources respectively, and the virtual object 1 is located in the overlapping area of the sound transmission range of the target object and the sound transmission range of the virtual object 2, and can receive the voices output by the target object and the virtual object 2 respectively.

[0129] When any of the virtual objects is located within the sound propagation ranges corresponding to at least two sound sources, the virtual object receives the voices corresponding to the at least two sound sources respectively, and the voices corresponding to the at least two sound sources interfere with each other, resulting in unclear or incomplete information received by the virtual object. Alternatively, the virtual object receives voice with random loss of information and / or information crossover between the voices corresponding to different sound sources.

[0130] In the above case, the virtual object receiving information receives the voice volumes of the at least two sound sources, determines the ratio of the voice volumes of the at least two sound sources, determines the information loss rates of the voices of the sound sources according to the ratio, and performs random loss of information on the voice information of the sound sources according to the information loss rates of the voice information to obtain the voice received by the virtual object. The information loss rates of the at least two sound sources are negatively related to the ratio of the voice volumes of the at least two sound sources. For example, the ratio of the voice volumes of the two sound sources is 1:1, and the information loss rates of the two sound sources are 50% respectively; for example, the ratio of the voice volumes of the two sound sources is 2:1, and the information loss rates of the two sound sources are 33% and 66% respectively. For example, the ratio of the voice volumes of the three sound sources is 1:1:1, and the information loss rates of the three sound sources are 33% respectively. Alternatively, the sum of the information loss rates corresponding to the at least two sound sources respectively can be set to 100%.

[0131] Optionally, the virtual object receiving the information is determined to receive speech volumes of at least two sound sources, and when the speech volumes of the at least two sound sources are all greater than or equal to the volume threshold, it is indicated that the speech received by the virtual object has high intelligibility, and the virtual object receiving the speech can have information crossover between the speech corresponding to different sound sources, but there is no loss of speech. For example, in the speech of the at least two sound sources, the random local information of the speech of the first sound source is added to the speech of the second sound source, or the speech information in the second sound source is replaced, the random local information in the second sound source is added to the speech of the first sound source, or the speech information in the first sound source is replaced, and the speech after the information crossover is transmitted to the virtual object as the speech received by the virtual object. Wherein, the proportion of the random local information added in each sound source can be determined according to the speech volume of the virtual object receiving the speech of the at least two sound sources, and the proportion of the random local information added in any sound source is negatively related to the speech volume of the virtual object receiving the speech of the sound source.

[0132] Optionally, when at least one of the speech volumes of the at least two sound sources is less than the volume threshold, it is indicated that the speech received by the virtual object has low intelligibility, and the virtual object receiving the speech can have random loss of information and / or information crossover between the speech corresponding to different sound sources.

[0133] The technical scheme provided by the embodiment improves the simulation reality of the social scene of the game scene by randomly losing information or information crossover of the speech received by the virtual object in the case that there are multiple sound sources in the game scene.

[0134] On the basis of the above-mentioned embodiments, in the case that the virtual object in the sound propagation range of the target object receives the speech output by the target object, the speech output by the target object can be used as feedback, and accordingly, the feedback effect of the virtual object in the sound propagation range of the target object to the speech is displayed in the graphical user interface. The feedback effect can include at least one of feedback speech and feedback action of the virtual object to the speech.

[0135] In the case where the virtual object within the sound propagation range is a non-player character object, the game system processor in the terminal device or the game system processor in the server obtains feedback information based on the received voice, and renders the corresponding feedback effect in the graphical user interface based on the feedback information. For example, if the feedback information includes feedback voice, the feedback voice is output through the virtual object. For example, if the feedback information includes a feedback action, the feedback action is performed through the virtual object. Optionally, the game system processor in the terminal device or the game system processor in the server can be configured with a neural network model, and the voice received by the virtual object is input into the above-mentioned neural network model to obtain feedback information. Optionally, the game system processor in the terminal device or the game system processor in the server is pre-set with an information mapping table, which includes feedback information corresponding to various input information. The voice received by the virtual object is converted into text, and the text is matched in the information mapping table to obtain feedback information. The method of generating feedback information is not limited here.

[0136] Optionally, the virtual objects within the sound transmission range include the target object's direct dialogue objects and indirect dialogue objects; direct dialogue objects can be understood as the target object's target social objects, and indirect dialogue objects can be understood as other virtual objects that can receive the target object's voice in the dialogue scenario between the target object and the direct dialogue object. For example, the target object is having a conversation with virtual object 1, which is the target object's direct dialogue object. During this conversation, virtual object 2 is within the target object's sound transmission range and can receive the target object's voice output to virtual object 1. This virtual object 2 is the target object's indirect dialogue object.

[0137] Optionally, the duration of the direct dialogue partner's feedback response to the speech is shorter than the duration of the indirect dialogue partner's feedback response to the speech. The direct dialogue partner's feedback effect on the speech is displayed within a first response duration, and the indirect dialogue partner's feedback effect on the speech is displayed within a second response duration, where the first response duration is shorter than the second response duration.

[0138] The technical solution of this embodiment improves the authenticity of social simulation in the game scene and the effect of promoting the game plot in the game scene by displaying the feedback effect of the virtual object in the graphical user interface when the virtual object within the sound propagation range of the target object receives the voice output by the target object.

[0139] Figure 14 This is a structural diagram of an interactive device provided by an embodiment of the present disclosure. The interactive device is applied to a terminal device and provides a graphical user interface through the terminal device. The graphical user interface displays a game scene. Figure 14 As shown, the device includes:

[0140] The sound propagation range map display module 410 is configured to adjust a sound attribute of a target object in a game scene in response to a sound attribute adjustment operation of the graphical user interface, and adjust a sound propagation range map displayed in the graphical user interface, the sound propagation range map including a sound propagation range identifier of the target object, the sound propagation range identifier representing a sound propagation range matching the adjusted sound attribute of the target object; the target object being a controllable virtual object of the terminal device.

[0141] The voice output module 420 is configured to output a voice based on the sound attribute of the target object in response to a voice output trigger operation, so that a virtual object in the game scene located in the sound propagation range receives the voice.

[0142] The technical scheme of the embodiment, by adjusting the sound attribute of the target object based on the sound attribute adjustment operation, displaying the sound propagation range map, and adjusting the sound propagation range identifier in the sound propagation range map according to the adjusted sound attribute, so that the sound propagation range represented by the sound propagation range identifier matches the adjusted sound attribute of the target object, intuitively displays the sound propagation range of the sound attribute of the target object to the user, provides a reference for the adjustment of the sound attribute, improves the accuracy of the adjustment of the sound attribute, and meets different social needs of the target object in the game scene. Further, based on the adjusted sound attribute, the voice of the target object is output, and the voice of the target object propagates within the sound propagation range, so that the virtual object in the game scene located in the sound propagation range receives the voice of the target object, and the propagation simulation of the sound in the physical space in the game scene is realized, and the social authenticity in the game scene is improved.

[0143] On the basis of the above-mentioned embodiment, optionally, the sound propagation range map further includes an identifier of a virtual object in the game scene;

[0144] The position of the identifier of the virtual object matches the position of the virtual object in the game scene, and the positional relationship between the identifier of the virtual object and the sound propagation range identifier represents whether the virtual object is located in the sound propagation range.

[0145] Optionally, the sound propagation range map further includes a sound receiving identifier corresponding to the identifier of the virtual object;

[0146] If the sound receiving identifier is a first identifier, it represents that the virtual object can receive the voice of the target object; if the sound receiving identifier is a second identifier, it represents that the virtual object cannot receive the voice of the target object; the first identifier and the second identifier are different.

[0147] In the above embodiments, optionally, the sound attribute comprises a volume.

[0148] Optionally, the sound attribute adjustment operation comprises at least one of: an adjustment operation on a volume adjustment control; an operation of calling a volume auxiliary prop.

[0149] Optionally, the volume adjustment control comprises at least one of a volume bar adjustment control, a volume numerical value setting control, and a volume range setting control.

[0150] The volume range setting control comprises a plurality of annular selection controls, and different sizes of the annular selection controls correspond to different volume ranges and different sound propagation ranges.

[0151] In the above embodiments, optionally, the sound attribute comprises a sound propagation direction.

[0152] Optionally, the sound attribute adjustment operation comprises at least one of: an adjustment operation on a sound propagation direction adjustment control; an operation of calling a sound propagation direction prop; an adjustment operation on a face orientation of the target object.

[0153] In the above embodiments, optionally, the sound propagation range indication is determined based on a propagation distance of the sound in a propagable direction; and the propagation distance in any propagable direction is determined based on an acoustic absorption coefficient of at least one propagation medium in the propagable direction, a volume of the voice output by the target object, and a volume-distance conversion coefficient.

[0154] Optionally, the device further comprises a propagation distance determination module configured to, in a case where the propagable direction comprises at least two propagation media, the voice propagates in the at least two propagation media in sequence: in the process of propagating in any propagation medium, an initial volume of the voice entering the propagation medium is obtained, a first propagation distance of the voice in the propagation medium is determined based on the initial volume, an acoustic absorption coefficient of the propagation medium, and the volume-distance conversion coefficient; if the first propagation distance in the propagation medium is greater than a propagable length corresponding to the propagation medium, a remaining volume of the voice after propagating in the propagation medium is determined as the initial volume entering the next propagation medium, and the propagable length corresponding to the propagation medium is determined as a target propagation distance of the voice in the propagation medium; if the first propagation distance in the propagation medium is less than or equal to the propagable length corresponding to the propagation medium, the first propagation distance is determined as the target propagation distance of the voice in the propagation medium, and it is determined that the voice stops propagating; and the propagation distance of the voice in the propagable direction is determined based on the target propagation distances of the voice in the at least one propagation medium.

[0155] On the basis of the above-mentioned embodiment, optionally, the volume of the voice received by the virtual object in the sound propagation range is determined based on the volume of the voice output by the target object, the distance between the virtual object and the target object, and the sound absorption coefficient of at least one propagation medium located between the virtual object and the target object.

[0156] On the basis of the above-mentioned embodiment, optionally, the device further comprises a voice processing module configured to add noise to the voice output by the target object according to the environmental type of the game scene in which the target object is located; wherein the properties of the noise are determined based on the environmental type, and the voice received by the virtual object in the sound propagation range comprises the voice output by the target object and the noise.

[0157] On the basis of the above-mentioned embodiment, optionally, the voice processing module is further configured to: when the game scene comprises a plurality of sound sources and any virtual object is located within the sound propagation ranges corresponding to at least two sound sources, the virtual object receives the voices corresponding to the at least two sound sources respectively, and the virtual object receives random loss of information and / or information cross between the voices corresponding to different sound sources, wherein the sound sources comprise virtual objects outputting voices.

[0158] On the basis of the above-mentioned embodiment, optionally, the virtual objects in the game scene comprise at least one of non-player character objects and player character objects.

[0159] The device further comprises a feedback effect display module configured to display the feedback effect of the virtual object in the sound propagation range on the voice in the graphical user interface.

[0160] Optionally, the virtual objects in the sound propagation range comprise direct dialogue objects and indirect dialogue objects of the target object.

[0161] The feedback response time length of the direct dialogue object on the voice is less than that of the indirect dialogue object on the voice.

[0162] The interaction device provided in the embodiments of the present disclosure can execute the interaction method provided in any of the embodiments of the present disclosure, and has the corresponding function modules and beneficial effects of the execution method.

[0163] Figure 151 is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. The electronic device 10 is intended to represent various forms of digital computers, such as laptop computers, desktop computers, workstations, personal digital assistants, servers, blade servers, mainframe computers, and other suitable computers. The electronic device can also represent various forms of mobile devices, such as personal digital processing, cellular phones, smart phones, wearable devices (such as helmets, glasses, watches, etc.) and other similar computing devices. The components shown herein, their connections and relationships, and their functions are merely examples and are not intended to limit the implementation of the present disclosure described and / or required herein.

[0164] like Figure 15 As shown, the electronic device 10 includes at least one processor 11 and a memory, such as a read-only memory (ROM) 12, a random access memory (RAM) 13, etc., which is communicatively connected to the at least one processor 11. The memory stores a computer program that can be executed by the at least one processor, and the processor 11 can perform various appropriate actions and processes according to the computer program stored in the read-only memory (ROM) 12 or the computer program loaded from the storage unit 18 into the random access memory (RAM) 13. Various programs and data required for the operation of the electronic device 10 can also be stored in the random access memory (RAM) 13. The processor 11, the read-only memory (ROM) 12, and the random access memory (RAM) 13 are connected to each other via a bus 14. An input / output (I / O) interface 15 is also connected to the bus 14.

[0165] Multiple components in the electronic device 10 are connected to the I / O interface 15, including an input unit 16, such as a keyboard, a mouse, etc.; an output unit 17, such as various types of displays, speakers, etc.; a storage unit 18, such as a magnetic disk, an optical disk, etc.; and a communication unit 19, such as a network card, a modem, a wireless communication transceiver, etc. The communication unit 19 allows the electronic device 10 to exchange information / data with other devices via a computer network such as the Internet and / or various telecommunication networks.

[0166] The processor 11 may be any general-purpose and / or specialized processing component with processing and computing capabilities. Examples of the processor 11 include, but are not limited to, a central processing unit (CPU), a graphics processing unit (GPU), various specialized artificial intelligence (AI) computing chips, various processors for running machine learning model algorithms, a digital signal processor (DSP), and any suitable processor, controller, microcontroller, etc. The processor 11 executes the various methods and processes described above, such as the interactive method.

[0167] In some embodiments, the interaction method can be implemented as a computer program tangibly embodied in a computer readable storage medium, e.g., storage unit 18. In some embodiments, parts or all of the computer program can be loaded and / or installed onto electronic device 10 via read-only memory (ROM) 12 and / or communication unit 19. When the computer program is loaded onto random access memory (RAM) 13 and executed by processor 11, one or more steps of the interaction method described above can be performed. Alternatively, in other embodiments, processor 11 can be configured to perform the interaction method by way of other means (e.g., by way of firmware).

[0168] Various implementations of the systems and techniques described above can be realized in digital electronic circuitry, integrated circuitry, specially designed application specific integrated circuits (ASICs), field programmable gate arrays (FPGAs), computer hardware, firmware, software, and / or combinations thereof. These various implementations can include implementation in one or more computer programs that are executable and / or interpretable on a programmable system including at least one programmable processor, which can be special or general purpose, coupled to receive data and instructions from, and to transmit data and instructions to, a storage system, at least one input device, and at least one output device.

[0169] Computer programs used to implement the interaction method of the present disclosure can be written in any combination of one or more programming languages. These computer programs can be provided to a processor of a general purpose computer, special purpose computer, or other programmable data processing apparatus to produce a machine, such that the computer program running on the processor implements the functions / operations specified in the flowcharts and / or the block diagrams. The computer program can be executed entirely on a machine, partially on a machine, partially on a machine as part of a standalone software package, or entirely on a remote machine or server.

[0170] Embodiments of the present disclosure further provide a computer readable storage medium, which stores computer instructions for causing a processor to execute an interaction method, the method comprising:

[0171] In response to a sound property adjustment operation of the graphical user interface, a sound property of a target object in a game scene is adjusted, and a sound propagation range diagram displayed in the graphical user interface is adjusted, the sound propagation range diagram including a sound propagation range identifier of the target object, the sound propagation range identifier representing a sound propagation range matching the adjusted sound property of the target object; the target object is a controllable virtual object of the terminal device; in response to a voice output trigger operation, a voice is output based on the sound property of the target object, so that virtual objects in the game scene located in the sound propagation range receive the voice.

[0172] In the context of the present disclosure, a computer-readable storage medium can be a tangible medium that can contain or store a computer program for use by or in connection with an instruction execution system, apparatus, or device. The computer-readable storage medium can include, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any suitable combination of the foregoing. Alternatively, a computer-readable storage medium can be a machine-readable signal medium. More specific examples of the machine-readable storage medium will include one or more lines of electrical connections, portable computer disks, hard disk drives, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or Flash memory), optical fibers, portable compact disc read-only memories (CD-ROMs), optical storage devices, magnetic storage devices, or any suitable combination of the foregoing.

[0173] To provide for interaction with a user, the systems and techniques described here can be implemented on an electronic device having a display device (e.g., a CRT (cathode ray tube) or LCD (liquid crystal display) monitor) for displaying information to the user and a keyboard and a pointing device (e.g., a mouse or a trackball) by which the user can provide input to the electronic device. Other kinds of devices can be used to provide for interaction with a user as well; for example, feedback provided to the user can be any form of sensory feedback (e.g., visual feedback, auditory feedback, or tactile feedback); and input from the user can be received in any form, including acoustic, speech, or tactile input.

[0174] The systems and techniques described here can be implemented in a computing system that includes a back end component (e.g., as a data server), or that includes a middleware component (e.g., an application server), or that includes a front end component (e.g., a user computer having a graphical user interface or a Web browser through which a user can interact with an implementation of the systems and techniques described here), or any combination of such back end, middleware, or front end components. The components of the system can be interconnected by any form or medium of digital data communication (e.g., a communication network). Examples of communication networks include a local area network (LAN), a wide area network (WAN), blockchain networks, and the Internet.

[0175] The computing system can include clients and servers. A client and server are generally remote from each other and typically interact through a communication network. The relationship of client and server arises by virtue of computer programs running on the respective computers and having a client-server relationship to each other. A server can be a cloud server, also known as a cloud computing server or cloud host, which is a host product in the cloud computing service system, to solve the defects of large management difficulty and weak business scalability in traditional physical host and VPS service.

[0176] The embodiments of the present disclosure further provide a computer program product, comprising a computer program which, when executed by a processor, implements the interaction method according to any of the embodiments of the present disclosure.

[0177] The computer program code implementing the operations of the present disclosure can be written in one or more programming languages or combinations of languages including object oriented, such as Java, Smalltalk, C++, and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code can execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the latter scenario, the remote computer can be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or the connection can be made to an external computer (for example, through the Internet using an Internet Service Provider).

[0178] It should be understood that the various forms of flow shown above can be used to reorder, add, or remove steps. For example, the steps recited in the present disclosure can be performed in parallel, in series, or in a different order, as long as the desired results of the technical solutions of the present disclosure can be achieved, which are not limited herein.

[0179] The above detailed description does not constitute a limitation on the protection scope of the present disclosure. Those skilled in the art should understand that various modifications, combinations, sub-combinations, and substitutions can be made according to design requirements and other factors. Any modifications, equivalent replacements, and improvements made within the spirit and principles of the present disclosure shall be included in the protection scope of the present disclosure.

Claims

1. An interactive method, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays a game scene; the method includes: In response to a sound attribute adjustment operation in the graphical user interface, the sound attributes of a target object in the game scene are adjusted, and a sound propagation range map displayed in the graphical user interface is adjusted, wherein the sound propagation range map includes a sound propagation range identifier of the target object, and the sound propagation range represented by the sound propagation range identifier matches the adjusted sound attributes of the target object; the target object is a controllable virtual object of the terminal device; In response to a voice output triggering operation, voice is output based on the sound attribute of the target object, so that virtual objects in the game scene that are within the sound propagation range receive the voice.

2. The method according to claim 1, characterized in that The sound propagation range map also includes identifiers of virtual objects in the game scene; The identification position of the virtual object matches the position of the virtual object in the game scene; the positional relationship between the identification of the virtual object and the sound propagation range identification indicates whether the virtual object is within the sound propagation range.

3. The method according to claim 2, characterized in that The sound propagation range map also includes a sound receiving identifier corresponding to the identifier of the virtual object; If the sound receiving identifier is the first identifier, it indicates that the virtual object can receive the voice of the target object; If the sound receiving identifier is the second identifier, it indicates that the virtual object cannot receive the voice of the target object; the first identifier and the second identifier are different.

4. The method according to claim 1, wherein The sound attributes include volume.

5. The method according to claim 4, characterized in that The sound attribute adjustment operation includes at least one of the following: Adjustment operation of the volume control; Call operation for volume helper prop.

6. The method according to claim 5, characterized in that The volume adjustment control includes at least one of a volume bar adjustment control, a volume value setting control, and a volume range setting control; The volume range setting control includes a plurality of annular selection controls, and the annular selection controls of different sizes correspond to different volume ranges and different sound propagation ranges.

7. The method according to claim 1, characterized in that The sound attributes include the sound propagation direction.

8. The method according to claim 7, characterized in that The sound attribute adjustment operation includes at least one of the following: Adjustment operation of the control for adjusting the direction of sound propagation; Calling operation of the sound propagation direction prop; An adjustment operation is performed on the facial orientation of the target object.

9. The method according to any one of claims 1 to 8, characterized in that: The sound propagation range identifier is determined based on the propagation distance of the sound in the propagable direction; The propagation distance in any propagation direction is determined based on the sound absorption coefficient of at least one propagation medium in the propagation direction, the volume of the output voice of the target object, and a volume-to-distance conversion coefficient.

10. The method according to claim 9, characterized in that Methods for determining the propagation distance in any of the propagable directions include: When the propagation direction includes at least two propagation media, the speech propagates in the at least two propagation media in sequence: during the propagation process in any propagation medium, an initial volume of the speech entering the propagation medium is obtained, and a first propagation distance of the speech in the propagation medium is determined based on the initial volume, the sound absorption coefficient of the propagation medium, and the volume-distance conversion coefficient; If the first propagation distance in the propagation medium is greater than the corresponding propagation length of the propagation medium, determining the remaining volume of the speech after propagation in the propagation medium as the initial volume of the speech entering the next propagation medium, and using the corresponding propagation length of the propagation medium as the target propagation distance of the speech in the propagation medium; If the first propagation distance in the propagation medium is less than or equal to the propagable length corresponding to the propagation medium, taking the first propagation distance as the target propagation distance of the speech in the propagation medium and determining that the speech stops propagating; The propagation distance of the speech in the propagable direction is determined based on a target propagation distance of the speech in at least one propagation medium.

11. The method according to any one of claims 1 to 8, characterized in that: The volume of the voice received by the virtual object within the sound propagation range is determined based on the volume of the voice output by the target object, the distance between the virtual object and the target object, and the sound absorption coefficient of at least one propagation medium located between the virtual object and the target object.

12. The method according to any one of claims 1 to 8, characterized in that: The method further comprises: Noise is added to the voice output by the target object according to the environment type of the game scene where the target object is located; wherein the attributes of the noise are determined based on the environment type, and the voice received by the virtual object within the sound propagation range includes the voice output by the target object and the noise.

13. The method according to any one of claims 1 to 8, characterized in that: When the game scene includes multiple sound sources and any virtual object is within the sound propagation range corresponding to at least two sound sources, the virtual object receives the voices corresponding to the at least two sound sources respectively, and the virtual object receives random loss of voice existence information and / or information intersection between voices corresponding to different sound sources, wherein the sound source includes a virtual object that outputs voice.

14. The method according to any one of claims 1 to 8, characterized in that: The virtual objects in the game scene include at least one of a non-player character object and a player character object; The method further includes: displaying, in the graphical user interface, a feedback effect of a virtual object within the sound propagation range in response to the voice.

15. The method according to claim 14, characterized in that The virtual objects within the sound propagation range include the direct dialogue objects and indirect dialogue objects of the target object; The duration of the feedback response of the direct dialogue partner to the speech is shorter than the duration of the feedback response of the indirect dialogue partner to the speech.

16. An interactive device, characterized in that: The device is applied to a terminal device, providing a graphical user interface through the terminal device, wherein the graphical user interface displays a game scene; the device includes: a sound propagation range map display module, configured to adjust the sound properties of a target object in the game scene in response to a sound property adjustment operation in the graphical user interface, and adjust a sound propagation range map displayed in the graphical user interface, wherein the sound propagation range map includes a sound propagation range identifier of the target object, and the sound propagation range represented by the sound propagation range identifier matches the sound properties of the target object after adjustment; the target object is a controllable virtual object of the terminal device; The voice output module is used to output voice based on the sound attributes of the target object in response to the voice output trigger operation, so that the virtual objects in the game scene within the sound propagation range receive the voice.

17. An electronic device, characterized in that: The electronic device comprises: at least one processor; and a memory communicatively connected to the at least one processor; wherein, The memory stores a computer program executable by the at least one processor, and the computer program is executed by the at least one processor to enable the at least one processor to perform the interaction method according to any one of claims 1 to 15.

18. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer instructions, and the computer instructions are used to enable a processor to implement the interactive method according to any one of claims 1 to 15 when executed.

19. A computer program product, characterized in that The computer program product comprises a computer program, which, when executed by a processor, implements the interaction method according to any one of claims 1 to 15.