Audio data presentation method and device, storage medium and electronic equipment

By simulating object collisions and motion trajectories during audio data playback, the problem of monotonous audio data representation is solved, achieving a rich synchronized visual and auditory experience and enhancing the audience's immersion and interactivity.

CN120877765APending Publication Date: 2025-10-31TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410533415.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-04-29
Publication Date
2025-10-31

AI Technical Summary

Technical Problem

Audio data exhibits a rather simplistic representation, and current technologies have failed to effectively address this issue.

Method used

Visual effects are enhanced by simulating object collisions and motion trajectories during audio data playback. Specifically, this includes displaying object collisions and their subsequent motion trajectories between note signals, and enriching audio performance by using visual effects that match object type and pitch.

Benefits of technology

It enables diverse representation of audio data, enhances the synchronized experience of vision and hearing, and provides an immersive audience interaction and engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses an audio data presentation method and device, a storage medium and electronic equipment. The method comprises the following steps: playing a segment of audio data composed of at least two note signals; under the condition that the first note signal in the at least two note signals is played, displaying that the first object collides with the second object; under the condition that the first note signal is played completely and a second note signal is not played yet, the movement track after the first object collides with the second object is displayed, and the second note signal is the next note signal of the first note signal in the at least two note signals. The technical problem that the performance of the audio data is relatively single is solved.
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Description

Technical Field

[0001] This application relates to the field of computers, and more specifically, to a method, apparatus, storage medium, and electronic device for representing audio data. Background Technology

[0002] In the context of audio data tables, simple graphical transformations are often used to represent the auditory characteristics of the audio data. However, this method is rather monotonous, leading to a rather simplistic representation of the audio data. Therefore, there is a problem with the representation of audio data being rather limited.

[0003] There is currently no effective solution to the above problems. Summary of the Invention

[0004] This application provides a method, apparatus, storage medium, and electronic device for representing audio data, in order to at least solve the technical problem that the representation of audio data is relatively simple.

[0005] According to one aspect of the embodiments of this application, a method for representing audio data is provided, comprising: playing a segment of audio data composed of at least two note signals; when a first note signal of the at least two note signals is played, displaying a collision between a first object and a second object; and when the first note signal has finished playing and the second note signal has not yet been played, displaying the motion trajectory of the first object after the collision between the first object and the second object, wherein the second note signal is the next note signal of the first note signal among the at least two note signals.

[0006] According to another aspect of the embodiments of this application, an audio data display device is also provided, comprising: a playback unit for playing a segment of audio data composed of at least two note signals; a first display unit for displaying a collision between a first object and a second object when a first note signal among the at least two note signals is played; and a second display unit for displaying the motion trajectory of the first object after the collision between the first object and the second object when the first note signal has finished playing but the second note signal has not yet been played, wherein the second note signal is the next note signal after the first note signal among the at least two note signals.

[0007] As an optional solution, the first display unit includes: a first display module for displaying a collision between the first object and a second object of a first type, wherein the first type is an object type that matches a note signal of a first pitch; or, a second display module for displaying a collision between the first object and a second object of a second type, wherein the second type is an object type that matches a note signal of a second pitch.

[0008] As an optional solution, the second display unit includes: a third display module, configured to display, in the event of a collision between the first object and a second object of the first type, the trajectory of the first object bouncing away from the second object of the first type and having an initial velocity of a first velocity, wherein the first velocity is a motion velocity that matches the first type; and a fourth display module, configured to display, in the event of a collision between the first object and a second object of the second type, the trajectory of the first object bouncing away from the second object of the second type and having an initial velocity of a second velocity, wherein the second velocity is a motion velocity that matches the second type.

[0009] As an optional solution, the above-mentioned device further includes: a first acquisition unit, configured to acquire, after the first object and the second object collide, the collision point of the first object and the second object, and the direction of motion and initial velocity of the first object after the collision; a second acquisition unit, configured to acquire, after the first object and the second object collide, the expected trajectory of the first object moving from the collision point in the direction of motion using the initial velocity and the gravity parameters pre-configured on the first object; and a determination unit, configured to determine the expected trajectory as the motion trajectory after the first object and the second object collide.

[0010] As an optional solution, the first acquisition unit includes at least one of the following: a first setting module, configured to determine the movement direction as downward when the interval between the first note signal and the second note signal is less than or equal to a preset duration; a second setting module, configured to determine the movement direction as upward when the interval between the first note signal and the second note signal is greater than the preset duration; a third setting module, configured to set the initial movement speed as a third speed when the interval between the first note signal and the second note signal is less than or equal to the preset duration; and a fourth setting module, configured to set the initial movement speed as a fourth speed when the interval between the first note signal and the second note signal is greater than the preset duration, wherein the fourth speed is less than the third speed.

[0011] As an optional solution, the above-mentioned device further includes: a parsing unit, configured to parse the audio data consisting of at least two note signals before playing the audio data, to obtain the time point corresponding to each note signal in the at least two note signals; a first simulation unit, configured to simulate a first trajectory after the collision between the first object and the second object at the corresponding time point before playing the audio data consisting of at least two note signals; an adjustment unit, configured to adjust the posture of the second object in response to an adjustment command for the second object before playing the audio data consisting of at least two note signals, to obtain an adjusted second object; and a second simulation unit, configured to simulate a second trajectory after the collision between the first object and the adjusted second object at the corresponding time point before playing the audio data consisting of at least two note signals.

[0012] As an optional solution, the adjustment unit includes: an adjustment module for adjusting the angle of the collision surface of the second object to obtain the adjusted second object, wherein the collision surface is the surface of the second object that collides with the first object; the second simulation unit includes: a calculation module for using a reflection vector algorithm to calculate the reflection velocity of the first object after colliding with the adjusted second object, based on the angle of the collision surface of the adjusted second object and the incident velocity when the first object collides with the adjusted second object.

[0013] The simulation module is used to simulate the second trajectory described above based on the aforementioned reflection velocity.

[0014] As an optional embodiment, the above-mentioned device further includes: a third display unit, configured to display, during the playback of an audio data segment composed of at least two note signals, when a note signal of the first timbre among the at least two note signals is played, that a first object in a first form collides with the second object, wherein the first form is an object form that matches the first timbre; and a fourth display unit, configured to display, during the playback of an audio data segment composed of at least two note signals, when a note signal of the second timbre among the at least two note signals is played, that a second object in a second form collides with the second object, wherein the second form is an object form that matches the second timbre.

[0015] According to another aspect of the embodiments of this application, a computer program product or computer program is provided, which includes computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the audio data performance method described above.

[0016] According to another aspect of the embodiments of this application, an electronic device is also provided, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the above-described method for representing audio data through the computer program.

[0017] In this embodiment, an audio data segment consisting of at least two note signals is played. When the first note signal of the at least two note signals is played, a collision between a first object and a second object is displayed. When the first note signal finishes playing but the second note signal has not yet been played, the motion trajectory of the first object after the collision with the second object is displayed, wherein the second note signal is the next note signal after the first note signal in the at least two note signals. When playing audio data consisting of at least two notes, the visual effect is enhanced by displaying object collisions and motion trajectories. Specifically, when the first note is played, this embodiment simulates a collision between the first and second objects, adding dynamic elements to the static audio display. When the first note finishes playing but the second note has not yet started, this embodiment displays the motion trajectory of the objects after the collision, maintaining dynamic continuity and deepening the synchronous expression of audio and visuals, thereby enriching the expressive effect of the audio data and achieving the technical effect of improving the expressive diversity of audio data, thus solving the technical problem of relatively simple audio data expression. Attached Figure Description

[0018] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:

[0019] Figure 1 This is a schematic diagram of an application environment for an optional audio data representation method according to an embodiment of this application;

[0020] Figure 2 This is a schematic diagram of the flow of an optional audio data representation method according to an embodiment of this application;

[0021] Figure 3 This is a schematic diagram of an optional method for representing audio data according to an embodiment of this application;

[0022] Figure 4 This is a schematic diagram of another optional method for representing audio data according to an embodiment of this application;

[0023] Figure 5 This is a schematic diagram of another optional method for representing audio data according to an embodiment of this application;

[0024] Figure 6 This is a schematic diagram of another optional method for representing audio data according to an embodiment of this application;

[0025] Figure 7 This is a schematic diagram of another optional method for representing audio data according to an embodiment of this application;

[0026] Figure 8 This is a schematic diagram of another optional method for representing audio data according to an embodiment of this application;

[0027] Figure 9 This is a schematic diagram of another optional method for representing audio data according to an embodiment of this application;

[0028] Figure 10 This is a schematic diagram of an optional audio data display device according to an embodiment of this application;

[0029] Figure 11 This is a schematic diagram of the structure of an optional electronic device according to an embodiment of this application. Detailed Implementation

[0030] To enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present application, and not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative effort should fall within the scope of protection of the present application.

[0031] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0032] According to one aspect of the embodiments of this application, a method for representing audio data is provided. Optionally, as an optional implementation, the above-described method for representing audio data can be applied to, but is not limited to, [examples of other methods]. Figure 1 The environment shown may include, but is not limited to, user equipment 102 and server 112. User equipment 102 may include, but is not limited to, a display 104, a processor 106 and a memory 108. Server 112 includes a database 114 and a processing engine 116.

[0033] The specific process can be summarized in the following steps:

[0034] In step S102, the user equipment 102 acquires a segment of audio data consisting of at least two note signals;

[0035] Step S104: Send the audio data to the server 112 via network 110;

[0036] In step S106, server 112 generates a performance animation corresponding to the audio data through processing engine 116;

[0037] In step S108, the animation is sent to the user device 102 via the network 110. The user device 102 displays the animation on the display 104 via the processor 106 and stores the animation in the memory 108.

[0038] remove Figure 1Beyond the examples shown, the terminal devices described above can be terminal devices configured with a target client, including but not limited to at least one of the following: mobile phones (such as Android phones, iOS phones, etc.), laptops, tablets, PDAs, MIDs (Mobile Internet Devices), PADs, desktop computers, smart TVs, etc. The target client can be a video client, instant messaging client, browser client, educational client, etc. The networks described above can include, but are not limited to, wired networks and wireless networks. The wired networks include local area networks (LANs), metropolitan area networks (MANs), and wide area networks (WANs). The wireless networks include Bluetooth, Wi-Fi, and other networks that enable wireless communication. The server described above can be a single server, a server cluster consisting of multiple servers, or a cloud server. The above is merely an example, and no limitations are imposed in this embodiment.

[0039] Alternatively, as an alternative implementation method, such as Figure 2 As shown, the method of representing audio data can be performed by an electronic device, such as... Figure 1 The user equipment or server shown includes the following specific steps:

[0040] S202, Play a segment of audio data consisting of at least two note signals;

[0041] S204, if the first note signal of at least two note signals is played, it is shown that the first object collides with the second object;

[0042] S206, after the first note signal has finished playing and before the second note signal has been played, display the trajectory of the first object after colliding with the second object, wherein the second note signal is the next note signal after the first note signal in at least two note signals.

[0043] Optionally, in this embodiment, the above-described audio data representation method can be applied to audio-based game scenarios, where players are placed in a virtual environment filled with musical notes and various collideable objects. The core gameplay combines audio and physical collision, allowing players to create unique musical note playback effects by placing different collision objects to pass different levels.

[0044] To illustrate further, consider a basic collision level. An audio clip (audio data) consisting of two note signals, such as "do-re," is played. Players need to choose two objects to collide with, such as a ball and a wall, and place them appropriately on the screen. When the game starts, the first note "do" plays, simultaneously showing the ball hitting the wall. As the first note finishes playing, the ball should follow a realistic bounce trajectory simulated by the physics engine, before the second note "re" plays. The game system judges the player's placement based on the ball's post-collision trajectory and the timing of the second note's playback. If the ball's trajectory matches the note's playback, the player successfully completes the level.

[0045] Another example is a complex collision level, featuring a more intricate audio track composed of multiple notes, such as "do-re-mi". Players need to select multiple collision objects and different surfaces (such as ramps, springs, etc.) and precisely arrange their positions and angles on the screen. As the audio plays, the player's placed objects will collide in sequence, producing corresponding notes. The game system judges the player's performance based on the degree of match between the notes produced by the object collisions and the preset audio. The higher the match, the higher the score.

[0046] Players can also create their own levels, where they can freely combine musical notes and objects to create unique melodies and scenes. Players can freely choose notes and objects to design their own levels and share them with other players for challenges. Other players can try out the levels designed by others and provide feedback and evaluations, forming a community-driven creative platform.

[0047] Optionally, in this embodiment, playing a segment of audio data consisting of at least two note signals can refer to continuously playing an audio segment containing two or more note signals on an audio playback device or software. These note signals can be continuous or intermittent, collectively forming the melody, harmony, or rhythm of this audio data.

[0048] In this context, note signals can refer to individual notes or pitches that can be identified and distinguished in audio. When these note signals are played in a specific order and at specific time intervals, they combine to form a complete audio data segment.

[0049] To illustrate further, consider a simple piano piece audio recording containing three consecutive notes: C, D, and E. When this audio is played, you will first hear the C note, then the D note, and finally the E note. These three note signals together form the audio data.

[0050] Optionally, in this embodiment, the first note signal may refer to the first note played in the audio data. The collision between the first object and the second object may refer to a visual simulation of the dynamic effect of two objects meeting and impacting each other, an effect synchronized with the playback of the first note signal.

[0051] To illustrate further, consider the optional scenario of playing an audio signal containing two notes, the first of which is a high-pitched tone. As this note is played, the screen displays two small balls (the first object and the second object) rapidly approaching and colliding with each other, the visual impact echoing the high-pitched tone in the audio.

[0052] By combining the first note signal with the visual effect of objects colliding, listeners and viewers can more intuitively perceive the rhythm and cadence of the audio. This design not only enhances the expressiveness of the audio but also makes the entire experience more vivid and engaging. For example, when listening to an energetic piece of music, the intense collision between objects can amplify the impact and dynamism of the music, providing listeners with a more immersive experience.

[0053] Optionally, in this embodiment, the completion of the first note signal playback can refer to the complete playback of the first note in the audio; the second note signal can be the next note that follows the first note signal, which begins playback after the first note has finished playing; and the motion trajectory can refer to the path or trajectory along which objects continue to move after a collision.

[0054] To illustrate further, consider the optional scenario of listening to a piece of drum music. As the first drumbeat sounds and ends, two drumsticks (representing the first and second objects) displayed on the screen bounce off along specific trajectories after striking the drumhead. During this brief interval, the viewer can see the movement path of the drumsticks from the point of impact to their final position.

[0055] Optionally, in this embodiment, when the audio playback reaches the end of the first note signal but the second note signal (i.e. the note immediately following the first note signal) has not yet started, the screen will display the motion trajectories of the two previously collided objects (the first object and the second object) after the collision.

[0056] Optionally, in this embodiment, "first" and "second" are merely illustrative examples and are not limited in quantity. For instance, in addition to the first and second note signals, at least two note signals may also include a third note signal, a fourth note signal, etc., and the same applies to the first and second objects. Furthermore, to improve the intuitiveness of the audio data presentation, the first object can be set to remain unchanged while the second object can be changed, such as the first object.

[0057] To illustrate further, alternatively, when the first note signal is played, the screen displays a small ball (the first object) colliding with a wooden board (the second object). The ball hits the board, producing a specific sound.

[0058] After the first note signal finishes playing, but before the second note signal begins, the screen displays the trajectory of the ball after colliding with the wooden board. The ball may bounce off at a certain angle, while the wooden board may produce a slight vibration.

[0059] When the second note signal is played, the ball on the screen (the first object) collides with a steel plate (the new second object). The sound of the ball hitting the steel plate is distinctly different from the sound of it hitting the wooden board; it is crisper and louder.

[0060] After the second note signal finishes playing, but before the third note signal begins, the screen again displays the trajectory of the ball after colliding with the steel plate. Because the steel plate is harder than the wooden board, the ball's rebound effect may be more pronounced.

[0061] This process can continuously vary depending on the number and type of musical note signals in the audio data. Each musical note signal can correspond to the same or different second object (such as a wooden board, steel plate, foam board, etc.), thus producing a rich variety of visual and auditory effects. This not only enhances the visual expressiveness of the audio data but also provides the audience with a surprising and ever-changing audiovisual experience.

[0062] It should be noted that this embodiment, by introducing dynamic visual effects of object collisions and motion trajectories, can more intuitively demonstrate the rhythmic changes and relationships between notes in the audio. The introduction of object collisions and motion trajectories not only makes the visual effects more vivid but also better synchronizes with the audio data, providing the audience with a more immersive experience. Each note signal corresponds to a specific visual effect; for example, the first note signal corresponds to the collision of two objects, and the motion trajectory after the collision corresponds to the interval between notes, establishing a closer connection between the audio data and the visual effects.

[0063] To further illustrate, optional examples include... Figure 3 As shown, an audio data segment 302 consisting of at least two note signals is played; when the first note signal of the at least two note signals is played, the collision between the first object 304 and the second object 306 is displayed; when the first note signal is played and the second note signal has not yet been played, the motion trajectory of the first object 304 and the second object 306 after the collision is displayed, wherein the second note signal is the next note signal of the first note signal among the at least two note signals.

[0064] The embodiments provided in this application enhance the visual effect by displaying object collisions and motion trajectories when playing audio data consisting of at least two notes. Specifically, when the first note is played, this embodiment simulates a collision between a first object and a second object, adding dynamic elements to the static audio display. After the first note finishes playing and before the second note begins, this embodiment displays the motion trajectory of the objects after the collision, maintaining dynamic continuity and deepening the synchronized expression of audio and visuals. This enriches the expressive effect of the audio data and achieves the technical effect of improving the expressive diversity of audio data.

[0065] As an optional approach, displaying a collision between the first object and the second object includes:

[0066] S1-1, displays a collision between a first object and a second object of the first type, where the first type is the object type that matches the note signal of the first pitch; or,

[0067] S1-2 shows that the first object collides with a second object of the second type, wherein the second type is the object type that matches the note signal of the second pitch.

[0068] Optionally, in this embodiment, in addition to pitch, the type of object can also vary according to other characteristics of the note, such as note duration and volume. For example, a long note may result in a more sustained collision effect, while a short note may result in a fast, instantaneous collision.

[0069] It should be noted that when a note signal of a specific pitch is played, the screen will display a collision between a ball (the first object) and a certain type of object (the second object). The type of the second object is determined by the pitch of the note signal. If the note signal is the first pitch, the collision of the object type matching the first pitch (the first type) will be displayed; if the note signal is the second pitch, the collision of the object type matching the second pitch (the second type) will be displayed.

[0070] To further illustrate, we can optionally assume that the first pitch corresponds to a low note and the second pitch corresponds to a high note. When a low note is played, the screen shows the ball colliding with a soft object (such as a foam board, as a second object of the first type); when a high note is played, the ball collides with a hard object (such as a steel plate, as a second object of the second type).

[0071] If a low note is played first in a piece of music, followed by a high note, the screen will first show the collision between the ball and the foam board, and then the collision between the ball and the steel plate.

[0072] The embodiments provided in this application not only present the pitch information of audio data through visual effects, but also enhance the audience's sense of participation and immersion. Each note signal has a matching visual collision effect, making the entire audio-visual experience richer and more interesting. The audience can intuitively feel the different collision effects brought about by different pitches, thereby gaining a deeper understanding and appreciation of the rhythm and cadence of the music.

[0073] As an optional approach, the trajectory of the first object after its collision with the second object is displayed, including:

[0074] S2-1, In the event that the first object collides with the second object of the first type, the trajectory of the first object bouncing away from the second object of the first type and moving with a first velocity as the initial velocity is displayed, wherein the first velocity is the motion velocity that matches the first type.

[0075] S2-2, in the case of a collision between the first object and the second object of the second type, displays the trajectory of the first object bouncing away from the second object of the second type and moving with a second velocity as the initial velocity, wherein the second velocity is the motion velocity that matches the second type.

[0076] Optionally, in this embodiment, in addition to speed, the trajectory can also vary according to other factors, such as the angle of collision, the material and shape of the second object, etc. For example, a second object with an inclined plane may cause the ball to bounce at a specific angle, forming a curved trajectory.

[0077] It should be noted that when the ball (the first object) collides with a second object of a different type, it will display a different trajectory depending on the type of object it collides with. If it collides with a second object of the first type, the ball will bounce off with a first velocity matching the first type; if it collides with a second object of the second type, the ball will bounce off with a second velocity matching the second type.

[0078] To illustrate further, alternatively, when a ball collides with a soft object (such as a sponge, belonging to the first type), it may bounce off at a slower speed, forming a smoother trajectory. This slower speed is the first velocity that matches the first type.

[0079] When a ball collides with a hard object (such as a steel plate, belonging to the second type), it may bounce at a faster speed, forming a steeper and farther trajectory. This faster speed is the second velocity that matches the second type.

[0080] The embodiments provided in this application adjust the speed and trajectory of the ball according to the type of the second object, not only providing viewers with visual diversity but also making the entire audio-visual experience more realistic and engaging. Viewers can clearly see the influence of different types of objects on the ball's motion, thus experiencing the richness and complexity of the audio data more deeply.

[0081] As an alternative approach, after displaying the collision between the first and second objects, the method further includes:

[0082] S3-1, obtain the collision point where the first object collides with the second object, and obtain the direction of motion and initial velocity of the first object after the collision.

[0083] S3-2, using the initial velocity and the pre-configured gravity parameters of the first object, obtain the expected trajectory of the first object moving from the collision point in the direction of motion;

[0084] S3-3, the expected trajectory is determined as the motion trajectory.

[0085] Optionally, in this embodiment, in addition to basic physical parameters (such as velocity, direction and gravity), trajectory calculation can also consider other factors, such as air resistance and ball rotation, to more accurately simulate physical phenomena in the real world.

[0086] It should be noted that after displaying the collision between the ball (the first object) and different types of objects (the second object), this embodiment also includes several key steps to determine the ball's trajectory after the collision. First, the specific location of the collision (the collision point), as well as the ball's direction of motion and initial velocity after the collision, are obtained. Then, using this information and the ball's gravity parameters, the expected trajectory of the ball starting from the collision point and moving along a specific direction of motion is calculated. Finally, this expected trajectory is determined as the actual displayed trajectory.

[0087] To further illustrate, consider the optional assumption that a small ball collides with an inclined plane (a second object) at its midpoint, and then bounces upwards and to the right. In this case, the point of impact is the midpoint of the plane, the direction of motion is upwards and to the right, and the initial velocity depends on the force of the impact and the angle of the plane. Using this information and the ball's gravity parameters, the expected trajectory of the ball moving in the upwards and to the right can be calculated. This trajectory takes into account the ball's parabolic motion in the air, and ultimately determines this trajectory as the actual displayed motion.

[0088] The embodiments provided in this application accurately calculate and simulate the trajectory of the ball after a collision, providing viewers with a more realistic and engaging visual experience. Viewers can clearly see the ball's motion under different conditions, thus better understanding and experiencing the physical phenomena. Simultaneously, this highly realistic effect enhances the viewer's immersion and participation, making them more interested in and engaged with the visual presentation of the audio data.

[0089] As an optional approach, the direction of motion and initial velocity of the first object after the collision between the first object and the second object are obtained, including at least one of the following:

[0090] S4-1, if the interval between the first note signal and the second note signal is less than or equal to the preset duration, the direction of movement is determined to be downward;

[0091] S4-2, if the interval between the first note signal and the second note signal is longer than the preset duration, the direction of motion is determined to be upward;

[0092] S4-3, if the interval between the first note signal and the second note signal is less than or equal to the preset duration, the initial speed of the motion is set to the third speed;

[0093] S4-4, if the interval between the first note signal and the second note signal is longer than the preset duration, the initial speed of the motion is set to the fourth speed, wherein the fourth speed is less than the third speed.

[0094] Optionally, in this embodiment, when the ball is set to move downwards after the collision, in addition to having an initial downward velocity, it is also affected by the Earth's gravity. Gravity is a downward force that accelerates the ball's motion towards the ground. Therefore, the ball's downward motion will increase as gravity continuously accelerates it.

[0095] Conversely, if the ball is programmed to move upwards after the collision, it first needs to overcome gravity. During its upward motion, the ball is affected by a downward gravitational force, which gradually slows it down. Therefore, the ball's upward motion will become increasingly slower until its speed reaches zero. Once this point is reached, the ball stops moving upwards and begins to fall (i.e., it begins its downward motion), and due to gravity, its falling speed will gradually increase.

[0096] It should be noted that when the ball (the first object) collides with another object (the second object), its direction of motion and initial velocity are determined based on the interval between the played musical notes. If the interval between two consecutive musical notes is shorter than or equal to a preset duration, the ball's direction of motion is set downwards, and its initial velocity is set to the third velocity. Conversely, if the interval is longer than the preset duration, the direction of motion is determined upwards, and the initial velocity is set to the fourth velocity, which is smaller than the third velocity.

[0097] To illustrate further, the optional assumption is that the preset duration is 0.5 seconds. If the interval between two note signals is 0.4 seconds, then when the ball collides with an object, it will move downwards and begin moving at the third velocity.

[0098] If the interval between the two musical notes is 0.6 seconds, the ball will move upwards after the collision and begin moving at the fourth speed (less than the third speed).

[0099] The embodiments provided in this application enable a close correlation between the motion of the ball and the musical note signals in the audio data. Viewers can intuitively see how the intervals between musical note signals affect the ball's direction and speed, thus gaining a deeper understanding of the rhythm and cadence of the audio. Simultaneously, this dynamic visual effect enhances the viewer's experience, making them more immersed in the visual presentation of the audio data.

[0100] As an alternative approach, the method further includes the following steps before playing a segment of audio data consisting of at least two note signals:

[0101] S5-1, parse a piece of audio data to obtain the time points corresponding to each note signal in at least two note signals;

[0102] S5-2, at the corresponding time point, simulates the first trajectory after the first object collides with the second object;

[0103] S5-3, in response to the adjustment command for the second object, adjusts the posture of the second object to obtain the adjusted second object;

[0104] S5-4 simulates the second trajectory of the first object after it collides with the adjusted second object at the corresponding time point.

[0105] Optionally, in this embodiment, in addition to adjusting the shape of the second object, the user can also adjust the size, position, color and other attributes of the second object, thereby further affecting the trajectory of motion after the collision.

[0106] It should be noted that this embodiment includes several key steps before playing audio data consisting of at least two note signals. First, the audio data is parsed to determine the time point of each note signal. Then, at the corresponding time point, the trajectory (first trajectory) of the ball (first object) after colliding with another object (second object) is simulated. Next, the system allows the user to adjust the posture of the second object, resulting in a new, adjusted object. Finally, at the original time point, a new trajectory (second trajectory) of the ball after colliding with this adjusted object is simulated.

[0107] To further illustrate, consider an optional assumption: an audio clip contains two note signals, appearing at the 2nd and 4th seconds respectively. First, these two time points are analyzed. Then, at the 2nd second, the trajectory of a ball colliding with a cube is simulated (the first trajectory). Next, the user issues a command to reshape the cube into a sphere. At the 4th second, the new trajectory of the ball after colliding with this sphere is simulated (the second trajectory).

[0108] The embodiments provided in this application, which pre-parse audio data and simulate collision trajectories, enable a more flexible and personalized visual experience for users. Users can adjust the posture of a second object according to their preferences and immediately see the adjusted effect (i.e., the new motion trajectory). This real-time feedback mechanism enhances user engagement and interactivity, making the visual presentation of audio data more interesting and engaging. Simultaneously, it demonstrates the close connection between audio data and visual representation, helping users to more deeply understand and appreciate the structure and characteristics of audio data.

[0109] As an optional approach, the posture of the second object is adjusted to obtain the adjusted second object, including: adjusting the angle of the collision surface of the second object to obtain the adjusted second object, wherein the collision surface is the surface of the second object that collides with the first object.

[0110] At the corresponding time point, the second trajectory after the collision between the first object and the adjusted second object is simulated, including:

[0111] S6-1, using the reflection vector algorithm, calculate the reflection velocity of the first object after it collides with the adjusted second object based on the collision surface angle of the second object and the incident velocity of the first object when it collides with the adjusted second object.

[0112] S6-2, based on reflection velocity, simulates the second trajectory.

[0113] Optionally, in this embodiment, the adjusted collision surface angle of the second object can be represented by the surface's normal vector. The normal vector is a vector perpendicular to the surface, indicating the surface's orientation, and its angle corresponds to the angle of the collision surface.

[0114] The incident velocity of the first object (e.g., a small ball) when it collides with the adjusted second object is also known, i.e., the velocity vector of the small ball before the collision.

[0115] Furthermore, based on the angle of the collision surface of the second object, its normal vector can be determined. This normal vector is a unit vector, representing the perpendicular direction of the collision surface. The angle of incidence is the angle between the incident velocity vector and the normal vector. This angle can be obtained by calculating the dot product of the two vectors and dividing by their magnitudes. However, in practical applications, the components of the vectors are usually more important than the angle itself.

[0116] Assuming the angle of incidence equals the angle of reflection, it means the angle between the reflected velocity vector and the normal will be the same as the angle between the incident velocity vector and the normal. Using the reflection vector formula, the reflected velocity vector can be calculated from the incident velocity vector and the normal vector. The formula is:

[0117] (\text{reflection velocity vector}=\text{incident velocity vector}-2\times(\text{normal vector}\cdot\text{incident velocity vector})\times\text{normal vector})

[0118] This formula first calculates the projection of the incident velocity vector onto the normal vector, and then subtracts twice this projection from the incident velocity vector to obtain the reflection velocity vector.

[0119] Through the above steps, this embodiment obtains the reflection velocity vector after the collision between the first object and the adjusted second object. This velocity vector describes the direction and magnitude of the first object's motion after the collision.

[0120] It should be noted that during the simulation of the collision between the ball (the first object) and another object (the second object), this embodiment can adjust the posture of the second object, particularly the angle of its collision surface, to obtain a new, posture-adjusted second object. Then, at a specific time point, this embodiment simulates the collision between the ball and this adjusted object. To more realistically simulate this collision, a reflection vector algorithm is used. This algorithm considers the angle of the adjusted second object's collision surface and the incident velocity of the ball at the time of collision to calculate the reflection velocity after the collision. Finally, based on this reflection velocity, this embodiment can simulate the trajectory of the ball after colliding with the adjusted object, i.e., the second trajectory.

[0121] To further illustrate, consider an optional assumption: a sloping ramp (the second object), where the collision surface is the surface of this ramp. The angle of this ramp is then adjusted to be steeper. When the ball collides with this adjusted ramp at a certain velocity, a reflection vector algorithm is used, combining the new angle of the ramp and the ball's incident velocity, to calculate the ball's reflection velocity after the collision. Based on this reflection velocity, the trajectory of the ball after the collision can be simulated.

[0122] By adjusting the posture of the second object using the embodiments provided in this application and combining it with a reflection vector algorithm to simulate the trajectory after a collision, a more realistic and dynamic physical effect can be presented to the viewer. This not only enhances the realism of the visual effect but also allows the viewer to more intuitively understand the principles and processes of physical collisions. Furthermore, by adjusting the posture of the second object, more variations and possibilities can be created for the viewer, thereby improving the overall viewing experience.

[0123] As an alternative approach, when at least two note signals include note signals with at least two timbres, the method further includes the following during the playback of an audio data segment consisting of at least two note signals:

[0124] S7-1, when at least two note signals are played, the first timbre note signal is displayed, and the first object in the first form collides with the second object, wherein the first form is the object form that matches the first timbre.

[0125] S7-2, when at least two note signals are played, the second timbre note signal is displayed, and the second object in the second form collides with the second object, wherein the second form is the object form that matches the second timbre.

[0126] Optionally, in this embodiment, it can be used not only to demonstrate the collision of two different timbres, but also to be extended to more timbres and shapes. For example, a unique object shape can be designed for each note signal, making the audio playback process a vivid visual feast. In addition, the collision effect between these objects and the second object can also be adjusted according to the different timbres. For example, low frequencies may produce a slower and stronger collision, while high frequencies may produce a faster and lighter collision.

[0127] It should be noted that when an audio data segment contains at least two note signals with different timbres, this embodiment not only plays these notes but also visualizes the collisions between the different timbres and the second object. Specifically, when a note signal with the first timbre is played, it displays a first object in a first form matching the first timbre colliding with the second object; and when a note signal with the second timbre is played, it displays a second object in a second form matching the second timbre colliding with the second object.

[0128] To illustrate further, consider an optional scenario with audio data containing two note signals: a low-pitched cello tone and a high-pitched violin tone. When the cello tone note is played, the screen might display a larger, cello-shaped object colliding with a second object (such as a cube); conversely, when the violin tone note is played, the screen might display a smaller, violin-shaped object colliding with the same cube.

[0129] Through the embodiments provided in this application, the playback of audio data not only offers auditory enjoyment but also brings a deeper level of immersion to the audience through visual collision effects. Viewers can intuitively see the shapes of objects corresponding to different timbres and feel their dynamic changes when they collide with a second object. This audiovisual combination not only enhances the expressiveness of the audio data but also improves the viewer's viewing experience.

[0130] As an alternative approach, for ease of understanding, the aforementioned audio data representation method is applied to audio playback scenarios on the web. Here, "web" refers to applications developed using web technologies (such as HTML, CSS, JavaScript, etc.) that can run in a web browser. Web applications can run in various environments, including desktop browsers, mobile browsers, and TV browsers, offering advantages such as cross-platform compatibility, ease of deployment, and ease of maintenance.

[0131] Specifically, this embodiment simulates a physical environment, using the collision between a ball (the first object) and a wooden board (the second object) as a musical note playback event to enhance the user's visual and auditory experience during audio playback. Furthermore, considering the different note intervals, beats, and speeds of various audio tracks, this embodiment also allows for customization by adjusting the angle of the wooden board using a ball-falling editor.

[0132] To further illustrate, an optional approach is to use a *.mid file as the audio file, load and parse the audio beat data using the Tone.js library, configure gravity acceleration and the initial velocity of the ball in 2D physical space. *.MIDI is a digital audio format, a standardized music file format that can be parsed and played by computers or other electronic devices. MIDI files do not contain audio data, but rather instructions and events used to control electronic instruments or computer-generated music. The Tone.js MIDI plugin is a JavaScript library based on the Web MIDI API, used to connect MIDI devices and the Tone.js library, enabling input and output control of the MIDI device. Using the MIDI plugin, the input of the MIDI device can be used as the input of the Tone.js library, and the output of the Tone.js library can be sent to the MIDI device, achieving interoperability between the MIDI device and the Tone.js library. The Tone.js MIDI plugin is a JavaScript library based on the Web MIDI API, used to connect MIDI devices and the Tone.js library, enabling input and output control of the MIDI device. Using a MIDI plugin, you can use the input from a MIDI device as the input to the Tone.js library and send the output of the Tone.js library to the MIDI device, thus enabling communication between the MIDI device and the Tone.js library.

[0133] Based on audio beat data, the time to reach the first beat is calculated. The ball, simulating 2D physical space, moves automatically. When it reaches the position where the note needs to be played, the ball stops. A wooden board is generated using the ball's stopping point as coordinates. The default angle of the board is set to 0. The trajectory of the ball after the collision with the board is calculated using the reflection vector (e.g.,...). Figure 4 As shown), the user can adjust the angle of the wooden board (e.g. Figure 5 As shown), after confirmation, the ball collides with the current angle of the wooden board, and so on (e.g. Figure 6 (As shown). After editing, you can export the ball's trajectory and the wooden board data using the "Export Data" button. The editor provides four operation buttons: "Continue Ball Movement," "Increase Wooden Board Angle," "Decrease Wooden Board Angle," and "Export Data," as shown below. Figure 7 As shown, the steps are as follows:

[0134] Step S702: Load and parse the *.mid file; the MIDI plugin of the Tone.js library can parse the *.mid file. After parsing, the two basic data of the audio file are obtained: note type and note playback time.

[0135] Step S704: In the 2D field, simulate the scene, set a downward gravitational acceleration, and configure the initial velocity for the ball; create an object to store the ball's coordinate data, the musical note playback data, and the wooden board data;

[0136] Step S706: Calculate the position of the ball based on the time; update the ball's position and record it in the data.ball array;

[0137] Step S708: Compare the time the ball moves with the time the note is played to determine whether the ball's current position requires playing a note. If not, proceed to step S706; if yes, proceed to step S710.

[0138] Step S710: When a musical note is required, a wooden board is generated at the position of the ball, and the initial angle of the wooden board is set to 0; the musical note data is recorded in the corresponding data.ball array, and the wooden board data is recorded in the data.bar array;

[0139] Step S712, Ball trajectory preview calculation. Calculate the time interval between the ball and the next note; this time interval is used to calculate the ball's trajectory to the next note for preview. Use the reflection vector algorithm to calculate the ball's velocity after reflection based on the current angle of the wooden board.

[0140] After obtaining the reflection vector, the ball's next position is calculated using step S706 and the time interval to the next beat, and then rendered onto the scene for easy preview.

[0141] Step S714: Adjust the angle of the wooden board, and recalculate and render the ball's position using the help of step S712;

[0142] Step S716: After determining the angle of the wooden board, use the calculated reflection vector as the current velocity vector of the ball, and the ball continues to move; update the angle of the wooden board corresponding to the data.bar element.

[0143] Step S718: Determine if the note has reached the end; otherwise, return to step S706; otherwise, proceed to step S720.

[0144] Step S720: Complete the audio ball logic editing. The data includes information such as ball coordinates, note playback, board coordinates and angles.

[0145] Optionally, in this embodiment, as Figure 8 As shown, based on the ball's trajectory, the wooden board, and the musical note playback data exported from the ball's falling motion editing, the wooden board is rendered, the ball's trajectory is shown, and the corresponding musical note is played. The audio playback process for the falling ball is as follows: Figure 9 As shown, the specific steps are as follows:

[0146] Step S902: Read the ball trajectory data and note data configuration file, which is the data exported in the first part;

[0147] Step S904: Render the wooden planks onto the scene based on the plank data;

[0148] Step S906: Render the ball and add it to the scene;

[0149] Step S908: Read the ball's position information based on the current time and update the ball's position on the scene;

[0150] Step S910: If there is note data at the current time point, play the corresponding note using the Tone.js library;

[0151] Step S912: Is there still ball data? If yes, return to step S908; otherwise, proceed to step S914.

[0152] Step S914: The audio of the ball falling is complete.

[0153] The embodiments provided in this application can enhance the visual and auditory experience of audio-based web pages.

[0154] It is understood that in the specific embodiments of this application, data such as user information are involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0155] It should be noted that, for the sake of simplicity, the foregoing method embodiments are all described as a series of actions. However, those skilled in the art should understand that this application is not limited to the described order of actions, as some steps may be performed in other orders or simultaneously according to this application. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions and modules involved are not necessarily essential to this application.

[0156] According to another aspect of the embodiments of this application, an audio data representation apparatus for implementing the above-described audio data representation method is also provided. For example... Figure 10 As shown, the device includes:

[0157] Playback unit 1002 is used to play a segment of audio data consisting of at least two note signals;

[0158] The first display unit 1004 is used to display a collision between a first object and a second object when the first note signal of at least two note signals is played.

[0159] The second display unit 1006 is used to display the motion trajectory of the first object and the second object after the collision when the first note signal has finished playing and the second note signal has not yet been played, wherein the second note signal is the next note signal of the first note signal in at least two note signals.

[0160] For specific implementation examples, please refer to the examples shown in the above-described audio data representation method; these examples will not be repeated here.

[0161] As an optional solution, the first display unit 1004 includes:

[0162] A first display module is used to display a collision between a first object and a second object of a first type, wherein the first type is an object type that matches a note signal of a first pitch; or,

[0163] The second display module is used to display the collision between the first object and a second object of the second type, wherein the second type is the object type that matches the note signal of the second pitch.

[0164] For specific implementation examples, please refer to the examples shown in the above-described audio data representation method; these examples will not be repeated here.

[0165] As an optional solution, the second display unit 1006 includes:

[0166] The third display module is used to display the trajectory of the first object bouncing away from the second object of the first type and with a first speed as the initial speed when the first object collides with the second object of the first type. The first speed is a motion speed that matches the first type.

[0167] The fourth display module is used to display the trajectory of the first object bouncing away from the second object of the second type and moving with a second speed as the initial speed when the first object collides with the second object of the second type. The second speed is a motion speed that matches the second type.

[0168] For specific implementation examples, please refer to the examples shown in the above-described audio data representation method; these examples will not be repeated here.

[0169] As an optional solution, the device also includes:

[0170] The first acquisition unit is used to acquire the collision point of the first object and the second object after the first object and the second object collide, and to acquire the motion direction and initial velocity of the first object after the first object and the second object collide.

[0171] The second acquisition unit is used to acquire the expected trajectory of the first object moving from the point of collision in the direction of motion after the first object and the second object have collided, using the initial velocity of motion and the gravity parameters pre-configured for the first object.

[0172] The determination unit is used to determine the expected trajectory as the motion trajectory after the first object and the second object have collided.

[0173] For specific implementation examples, please refer to the examples shown in the above-described audio data representation method; these examples will not be repeated here.

[0174] As an optional approach, the first acquisition unit includes at least one of the following:

[0175] The first setting module is used to determine the direction of movement as downward when the interval between the first note signal and the second note signal is less than or equal to a preset duration.

[0176] The second setting module is used to determine the direction of motion as upward when the interval between the first note signal and the second note signal is longer than a preset duration.

[0177] The third setting module is used to set the initial speed of motion to the third speed when the interval between the first note signal and the second note signal is less than or equal to the preset duration.

[0178] The fourth setting module is used to set the initial speed of motion to a fourth speed when the interval between the first note signal and the second note signal is longer than a preset duration, wherein the fourth speed is less than the third speed.

[0179] For specific implementation examples, please refer to the examples shown in the above-described audio data representation method; these examples will not be repeated here.

[0180] As an optional solution, the device also includes:

[0181] The parsing unit is used to parse a segment of audio data before playing it, which consists of at least two note signals, to obtain the time points corresponding to each note signal in the at least two note signals.

[0182] The first simulation unit is used to simulate the first trajectory of the first object and the second object after they collide at the corresponding time point before playing a segment of audio data consisting of at least two note signals.

[0183] An adjustment unit is used to adjust the posture of a second object in response to an adjustment command for the second object before playing a segment of audio data consisting of at least two note signals, so as to obtain an adjusted second object.

[0184] The second simulation unit is used to simulate the second trajectory of the first object after it collides with the adjusted second object at the corresponding time point before playing a segment of audio data consisting of at least two note signals.

[0185] For specific implementation examples, please refer to the examples shown in the above-described audio data representation method; these examples will not be repeated here.

[0186] As an optional solution, the adjustment unit includes: an adjustment module for adjusting the angle of the collision surface of the second object to obtain the adjusted second object, wherein the collision surface is the surface of the second object that collides with the first object;

[0187] The second simulation unit includes:

[0188] The calculation module is used to calculate the reflection velocity of the first object after colliding with the adjusted second object, based on the collision surface angle of the adjusted second object and the incident velocity of the first object when colliding with the adjusted second object, using the reflection vector algorithm.

[0189] The simulation module is used to simulate a second trajectory based on the reflection velocity.

[0190] For specific implementation examples, please refer to the examples shown in the above-described audio data representation method; these examples will not be repeated here.

[0191] As an optional solution, the device also includes:

[0192] The third display unit is used to display a collision between a first object and a second object in a first form when at least two note signals include note signals with at least two timbres, during the playback of an audio data segment composed of at least two note signals, and when the first timbre note signal is played among the at least two note signals, wherein the first form is an object form that matches the first timbre.

[0193] The fourth display unit is used to display a second object in a second form colliding with another object when at least two note signals include note signals with at least two timbres, during the playback of an audio data segment composed of at least two note signals, and when the note signal with the second timbre is played among the at least two note signals, wherein the second form is an object form that matches the second timbre.

[0194] For specific implementation examples, please refer to the examples shown in the above-described audio data representation method; these examples will not be repeated here.

[0195] According to another aspect of the embodiments of this application, an electronic device for implementing the above-described method for representing audio data is also provided. This electronic device may, but is not limited to, […]. Figure 1 The user equipment 102 or server 112 shown in the figure, in this embodiment, is taken as an example of an electronic device, namely user equipment 102. Further, as shown in the figure... Figure 11 As shown, the electronic device includes a memory 1102 and a processor 1104. The memory 1102 stores a computer program, and the processor 1104 is configured to execute the steps of any of the above method embodiments via the computer program.

[0196] Optionally, in this embodiment, the aforementioned electronic device may be located in at least one of a plurality of network devices in a computer network.

[0197] Optionally, in this embodiment, the processor can be configured to perform the following steps via a computer program:

[0198] S1, Play a segment of audio data consisting of at least two note signals;

[0199] S2, if the first note signal of at least two note signals is played, it is shown that the first object collides with the second object;

[0200] S3, after the first note signal has finished playing and before the second note signal has been played, displays the trajectory of the first object after colliding with the second object, wherein the second note signal is the next note signal after the first note signal in at least two note signals.

[0201] Alternatively, as those skilled in the art will understand, Figure 11 The structure shown is for illustrative purposes only. Figure 11 This does not limit the structure of the aforementioned electronic devices. For example, the electronic device may also include components that are more... Figure 11 The more or fewer components shown (such as network interfaces, etc.), or having the same Figure 11 The different configurations shown.

[0202] The memory 1102 can be used to store software programs and modules, such as the program instructions / modules corresponding to the audio data representation method and apparatus in this embodiment. The processor 1104 executes various functional applications and data processing by running the software programs and modules stored in the memory 1102, thereby realizing the aforementioned audio data representation method. The memory 1102 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 1102 may further include memory remotely located relative to the processor 1104, and these remote memories can be connected to electronic devices via a network. Examples of such networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof. Specifically, the memory 1102 may be used, but is not limited to, to store audio data, information about a first object, and information about a second object. As an example, such as... Figure 11 As shown, the memory 1102 may include, but is not limited to, the playback unit 1002, the first display unit 1004, and the second display unit 1006 in the audio data display device. Furthermore, it may include, but is not limited to, other module units in the audio data display device, which will not be elaborated upon in this example.

[0203] Optionally, the transmission device 1106 described above is used to receive or send data via a network. Specific examples of the network described above may include wired networks and wireless networks. In one example, the transmission device 1106 includes a Network Interface Controller (NIC), which can be connected to other network devices and a router via a network cable to communicate with the Internet or a local area network. In another example, the transmission device 1106 is a radio frequency (RF) module, used for wireless communication with the Internet.

[0204] In addition, the aforementioned electronic device also includes: a display 1108 for displaying the aforementioned audio data, information such as the first object and the second object; and a connection bus 1110 for connecting the various module components in the aforementioned electronic device.

[0205] In other embodiments, the aforementioned user equipment or server can be a node in a distributed system, wherein the distributed system can be a blockchain system, which is a distributed system formed by connecting multiple nodes through network communication. The nodes can form a peer-to-peer network, and any form of computing device, such as a server, user equipment, or other electronic device, can become a node in the blockchain system by joining this peer-to-peer network.

[0206] According to one aspect of this application, a computer program product is provided, comprising a computer program / instructions containing program code for performing the methods shown in the flowchart. In such embodiments, the computer program can be downloaded and installed from a network via a communication component, and / or installed from a removable medium. When the computer program is executed by a central processing unit, it performs various functions provided in embodiments of this application.

[0207] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0208] It should be noted that the computer system of the electronic device is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of this application.

[0209] A computer system includes a Central Processing Unit (CPU), which performs various appropriate actions and processes based on programs stored in Read-Only Memory (ROM) or loaded from RAM. ROM also stores various programs and data required for system operation. The CPU, ROM, and RAM are interconnected via a bus. Input / output interfaces (I / O interfaces) are also connected to the bus.

[0210] The following components are connected to the input / output interface: input sections including keyboards, mice, etc.; output sections including cathode ray tubes (CRTs), liquid crystal displays (LCDs), and speakers; storage sections including hard drives; and communication sections including network interface cards such as LAN cards and modems. The communication section performs communication processing via a network such as the Internet. Drives are also connected to the input / output interface as needed. Removable media, such as disks, optical discs, magneto-optical discs, semiconductor memories, etc., are installed on the drive as needed so that computer programs read from them can be installed into the storage section as required.

[0211] Specifically, according to embodiments of this application, the processes described in the various method flowcharts can be implemented as computer software programs. For example, embodiments of this application include a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via a communication component, and / or installed from a removable medium. When the computer program is executed by a central processing unit, it performs various functions defined in the system of this application.

[0212] According to one aspect of this application, a computer-readable storage medium is provided, wherein a processor of a computer device reads computer instructions from the computer-readable storage medium, and executes the computer instructions, causing the computer device to perform the methods provided in the various alternative implementations described above.

[0213] Optionally, in this embodiment, the computer-readable storage medium described above may be configured to store a computer program for performing the following steps:

[0214] S1, Play a segment of audio data consisting of at least two note signals;

[0215] S2, if the first note signal of at least two note signals is played, it is shown that the first object collides with the second object;

[0216] S3, after the first note signal has finished playing and before the second note signal has been played, displays the trajectory of the first object after colliding with the second object, wherein the second note signal is the next note signal after the first note signal in at least two note signals.

[0217] Optionally, in embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0218] Optionally, in this embodiment, those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be implemented by a program instructing related hardware of an electronic device. The program can be stored in a computer-readable storage medium, which may include: flash drive, read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0219] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0220] If the integrated units in the above embodiments are implemented as software functional units and sold or used as independent products, they can be stored in the aforementioned computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause one or more computer devices (which may be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods of the various embodiments of this application.

[0221] In the above embodiments of this application, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.

[0222] In the several embodiments provided in this application, it should be understood that the disclosed user equipment can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection of units or modules may be electrical or other forms.

[0223] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0224] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0225] The above description is only a preferred embodiment of this application. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principle of this application, and these improvements and modifications should also be considered within the scope of protection of this application.

Claims

1. A method for representing audio data, characterized in that, include: Play a segment of audio data consisting of at least two note signals; When the first note signal of the at least two note signals is played, it is shown that the first object collides with the second object; When the first note signal has finished playing and the second note signal has not yet been played, the trajectory of the first object after colliding with the second object is displayed, wherein the second note signal is the next note signal after the first note signal in the at least two note signals.

2. The method according to claim 1, characterized in that, The description of the collision between the first object and the second object includes: Displays a collision between the first object and a second object of a first type, wherein the first type is an object type that matches a note signal of a first pitch; or displays a collision between the first object and a second object of a second type, wherein the second type is an object type that matches a note signal of a second pitch.

3. The method according to claim 2, characterized in that, The display of the motion trajectory of the first object after colliding with the second object includes: In the event that the first object collides with a second object of the first type, the trajectory of the first object being ejected from the second object of the first type and having an initial velocity of a first velocity is displayed, wherein the first velocity is a motion velocity that matches the first type. In the event that the first object collides with the second object of the second type, the trajectory of the first object being ejected from the second object of the second type and having an initial velocity of the second velocity is displayed, wherein the second velocity is a velocity that matches the second type.

4. The method according to claim 1, characterized in that, After the first object and the second object are shown to have collided, the method further includes: Obtain the collision point where the first object collides with the second object, and obtain the direction of motion and initial velocity of the first object after the collision. Using the initial velocity of motion and the pre-configured gravity parameters of the first object, the expected trajectory of the first object moving from the collision point in the direction of motion is obtained; The expected trajectory is determined as the motion trajectory.

5. The method according to claim 4, characterized in that, The process of obtaining the direction of motion and initial velocity of the first object after the collision between the first object and the second object includes at least one of the following: If the interval between the first note signal and the second note signal is less than or equal to a preset duration, the direction of movement is determined to be downward. If the interval between the first note signal and the second note signal is longer than the preset duration, the direction of motion is determined to be upward. If the interval between the first note signal and the second note signal is less than or equal to a preset duration, the initial speed of the motion is set to the third speed. If the interval between the first note signal and the second note signal is longer than the preset duration, the initial speed of the motion is set to a fourth speed, wherein the fourth speed is less than the third speed.

6. The method according to claim 1, characterized in that, Before playing a segment of audio data consisting of at least two note signals, the method further includes: The audio data segment is parsed to obtain the time points corresponding to each note signal in the at least two note signals; At the corresponding time point, the first trajectory after the first object collides with the second object is simulated; In response to the adjustment command for the second object, the posture of the second object is adjusted to obtain the adjusted second object; At the corresponding time point, the second trajectory after the first object collides with the adjusted second object is simulated.

7. The method according to claim 6, characterized in that, The step of adjusting the posture of the second object to obtain the adjusted second object includes: adjusting the angle of the collision surface of the second object to obtain the adjusted second object, wherein the collision surface is the surface of the second object that collides with the first object; The step of simulating the second trajectory after the collision between the first object and the adjusted second object at the corresponding time point includes: Using the reflection vector algorithm, the reflection velocity of the first object after colliding with the adjusted second object is calculated based on the collision surface angle of the adjusted second object and the incident velocity of the first object when colliding with the adjusted second object. The second trajectory is simulated based on the reflection velocity.

8. The method according to any one of claims 1 to 7, characterized in that, When the at least two note signals include note signals with at least two timbres, the method further includes, during the playback of an audio data segment consisting of at least two note signals: When the first timbre note signal of the at least two note signals is played, the first object displaying the first form collides with the second object, wherein the first form is an object form that matches the first timbre. When the second timbre note signal is played among the at least two note signals, a second object displaying a second form collides with the second object, wherein the second form is an object form that matches the second timbre.

9. An audio data display device, characterized in that, include: A playback unit is used to play a segment of audio data consisting of at least two note signals; The first display unit is configured to display a collision between the first object and the second object when the first note signal of the at least two note signals is played. The second display unit is used to display the motion trajectory of the first object after colliding with the second object when the first note signal has finished playing but the second note signal has not yet been played, wherein the second note signal is the next note signal of the first note signal in the at least two note signals.

10. A computer-readable storage medium, characterized in that, The computer-readable storage medium includes a stored program, wherein the program is executed by an electronic device to perform the method according to any one of claims 1 to 8.

11. A computer program product, comprising a computer program / instructions, characterized in that, When the computer program / instructions are executed by the processor, they implement the steps of the method described in any one of claims 1 to 8.

12. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to execute the method described in any one of claims 1 to 8 through the computer program.