Audio resource processing method and device, storage medium and electronic device
By detecting and adjusting audio parameters in the game editor, the problem of the game editor's inability to standardize the processing of audio resources was solved, thus achieving standardized processing and quality improvement of audio resources.
Patent Information
- Application Number
- CN202410607217.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-05-15
- Publication Date
- 2025-11-18
AI Technical Summary
Game editors cannot standardize audio resources, especially for non-professional users. Existing tools have a high barrier to entry and cannot directly process audio resources within the game editor.
By detecting the initial audio parameters in the game editor, obtaining audio parameter indicators, and adjusting the audio parameters according to the indicators until the difference information is less than the threshold, the standardized target audio resource is output.
It enables standardized processing of audio resources within the game editor, simplifying operations, reducing potential errors, improving the quality of audio resources, and reducing post-debugging workload.
Smart Images

Figure CN120960770A_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present disclosure relates to the technical field of data processing, and in particular, to a processing method and device of an audio resource, a storage medium and an electronic device. BACKGROUND
[0002] Currently, when the audio resource is standardized, it is usually necessary to use professional functions or tools for processing. However, these processing tools are external software modules independent of the game editor. For non-professional users, when using these processing tools to standardize the audio resource, the threshold is high, and the audio resource cannot be standardized directly within the game editor, thereby existing the technical problem that the game editor cannot standardize the audio resource.
[0003] For the above problems, no effective solution has been proposed so far. SUMMARY
[0004] The embodiments of the present disclosure at least provide a processing method and device of an audio resource, a storage medium and an electronic device to at least solve the technical problem that the game editor cannot standardize the audio resource.
[0005] According to an embodiment of the present disclosure, a processing method of an audio resource is provided. The method can include: obtaining an initial audio resource to be processed; detecting at least one initial audio parameter from the initial audio resource; obtaining an audio parameter index corresponding to the initial audio parameter in the initial audio resource, wherein the audio parameter index is used to represent a rule required to be met by the initial audio parameter for audio processing on a game editor; adjusting the initial audio parameter according to the audio parameter index to obtain a target audio parameter, wherein the difference information between the target audio parameter and the audio parameter index is less than a difference threshold; and outputting a target audio resource including the target audio parameter.
[0006] According to an embodiment of the present disclosure, a processing device of an audio resource is also provided. The device can include: a first obtaining unit configured to obtain an initial audio resource to be processed; a detecting unit configured to detect at least one initial audio parameter from the initial audio resource; a second obtaining unit configured to obtain an audio parameter index corresponding to the initial audio parameter in the initial audio resource, wherein the audio parameter index is used to represent a rule required to be met by the initial audio parameter for audio processing on a game editor; an adjusting unit configured to adjust the initial audio parameter according to the audio parameter index to obtain a target audio parameter, wherein the difference information between the target audio parameter and the audio parameter index is less than a difference threshold; and an output unit configured to output a target audio resource including the target audio parameter.
[0007] According to one embodiment of this disclosure, a computer-readable storage medium is also provided. The computer-readable storage medium stores a computer program configured to execute the audio resource processing method described in any of the preceding claims when running.
[0008] According to one embodiment of this disclosure, an electronic device is also provided. The electronic device may include a memory and a processor, the memory storing a computer program, and the processor being configured to run the computer program to perform the audio resource processing method described in any of the preceding claims.
[0009] According to one embodiment of this disclosure, a computer program product is also provided. This computer program product may include a computer program configured to execute the audio resource processing method described in any of the preceding embodiments when running.
[0010] According to one embodiment of this disclosure, a computer program product is also provided. The computer program product may include a non-volatile computer-readable storage medium storing a computer program configured to execute the audio resource processing method described in any of the preceding claims when run.
[0011] According to one embodiment of this disclosure, a computer program is also provided. This computer program is configured to execute the audio resource processing method described in any of the preceding claims when it runs.
[0012] In at least some embodiments of this disclosure, an initial audio resource to be processed is obtained; at least one initial audio parameter is detected from the initial audio resource; an audio parameter index corresponding to the initial audio parameter in the initial audio resource is obtained, wherein the audio parameter index is used to represent the rules that the initial audio parameter needs to meet for audio processing in the game editor; the initial audio parameter is adjusted according to the audio parameter index to obtain a target audio parameter, wherein the difference between the target audio parameter and the audio parameter index is less than a difference threshold; and a target audio resource including the target audio parameter is output. In other words, this disclosure, through game editor operation, can quickly achieve the standardization processing of initial audio resources, which can at least include adjusting and compressing the initial audio parameters of the initial audio resource, reducing the potential for errors in the standardization processing of initial audio resources, improving the quality of the target audio resource, and achieving the goal of reducing the workload of later debugging. This achieves the technical effect of the game editor standardizing audio resources and solves the technical problem that the game editor cannot standardize audio resources. Attached Figure Description
[0013] The accompanying drawings, which are included to provide a further understanding of this disclosure and form part of this application, illustrate exemplary embodiments of this disclosure and are used to explain this disclosure, but do not constitute an undue limitation of this disclosure. In the drawings:
[0014] Figure 1 This is a hardware structure block diagram of a mobile terminal for an audio resource processing method according to an embodiment of the present disclosure.
[0015] Figure 2 This is a flowchart of an audio resource processing method according to one embodiment of the present disclosure;
[0016] Figure 3 This is a flowchart of another method for processing audio resources according to one embodiment of the present disclosure;
[0017] Figure 4 This is a schematic diagram illustrating the normalization of audio resources based on gain compensation according to one embodiment of the present disclosure;
[0018] Figure 5 This is a structural block diagram of an audio resource processing apparatus according to one embodiment of the present disclosure;
[0019] Figure 6 This is a schematic diagram of an electronic device according to an embodiment of the present disclosure. Detailed Implementation
[0020] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present disclosure.
[0021] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this disclosure 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 disclosure 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.
[0022] In one possible implementation, standardizing initial audio resources typically involves specialized functions or tools, such as a Digital Audio Workstation (DAW) or software for interactive media and video game development (e.g., Wwise). However, after practical experience and careful research, the inventors discovered that if the above methods are used to standardize initial audio resources, the processing tools employed are external software modules independent of the game editor. These are unfamiliar and have a high barrier to entry for most non-professional users, resulting in a technical problem where the game editor cannot standardize audio resources.
[0023] Based on the above, this disclosure proposes an audio resource processing method that can be applied to the field of game editors that focus on user-generated content (UGC) and are geared towards the general public. This method allows users to quickly standardize the initial audio resources when importing them. It can include, but is not limited to, the detection of initial audio parameters and the processing of specific initial audio parameters, such as the application of compression effects in advanced options. This achieves the technical effect of standardizing audio resources in the game editor.
[0024] Considering that related technologies employ specialized processing tools to standardize initial audio resources, game editors face the technical challenge of not being able to standardize audio resources. However, this embodiment of the disclosure achieves the standardization of initial audio resources quickly and easily through game editor operation, simplifying user operations and thus realizing the technical effect of game editors standardizing audio resources, resolving the technical problem of game editors being unable to standardize audio resources.
[0025] According to one embodiment of this disclosure, an embodiment of an audio resource processing method is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.
[0026] This method embodiment can be executed on a mobile terminal, computer terminal, or similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smartphone (such as an Android phone, iOS phone, etc.), tablet computer, PDA, mobile Internet Device (MID), PAD, game console, and other terminal devices. Figure 1This is a hardware structure block diagram of a mobile terminal for an audio resource processing method according to an embodiment of this disclosure. Figure 1 As shown, a mobile terminal may include one or more ( Figure 1 Only one is shown in the diagram. A processor 102 (which may include, but is not limited to, a central processing unit (CPU), graphics processing unit (GPU), digital signal processing (DSP) chip, microprocessor (MCU), programmable logic device (FPGA), neural network processor (NPU), tensor processor (TPU), artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data are also shown. Optionally, the mobile terminal may further include a transmission device 106 for communication functions, an input / output device 108, and a display device 110. Those skilled in the art will understand that... Figure 1 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown.
[0027] The memory 104 can be used to store computer programs, such as application software programs and modules, like the computer program corresponding to the audio resource processing method in this embodiment. The processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, thereby implementing the aforementioned audio resource processing method. The memory 104 may include high-speed random access memory and 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 104 may further include memory remotely located relative to the processor 102, and these remote memories can be connected to the mobile terminal 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.
[0028] The transmission device 106 is used to receive or send data via a network. Specific examples of the network described above may include a wireless network provided by the mobile terminal's communication provider. In one example, the transmission device 106 includes a Network Interface Controller (NIC), which can connect to other network devices via a base station to communicate with the Internet. In another example, the transmission device 106 may be a Radio Frequency (RF) module used for wireless communication with the Internet.
[0029] The inputs in input / output device 108 can come from multiple human interface devices (HIDs). Examples include keyboards and mice, gamepads, and other dedicated game controllers (such as steering wheels, fishing rods, dance mats, and remote controls). Some HIDs, in addition to providing input functions, can also provide output functions, such as force feedback and vibration from gamepads, and audio output from controllers.
[0030] Display device 110 may be, for example, a head-up display (HUD), a touchscreen liquid crystal display (LCD), and a touch display (also referred to as a "touchscreen" or "touch display"). The LCD allows a user to interact with the user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), which allows the user to interact with the GUI by touching and / or gesturing on a touch-sensitive surface. Optional human-computer interaction functions include: creating web pages, drawing, word processing, creating electronic documents, playing games, video conferencing, instant messaging, sending and receiving emails, a call interface, playing digital video, playing digital music, and / or web browsing, etc. Executable instructions for performing the above human-computer interaction functions are configured / stored in one or more processor-executable computer program products or readable storage media.
[0031] Those skilled in the art will understand that Figure 1 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown.
[0032] In one possible implementation, embodiments of this disclosure provide a method for processing audio resources. Figure 2 This is a flowchart of an audio resource processing method according to one embodiment of the present disclosure, such as... Figure 2 As shown, the method may include the following steps:
[0033] Step S202: Obtain the initial audio resources to be processed.
[0034] In the technical solution provided in step S202 of this disclosure, the initial audio resource to be processed can be obtained. This initial audio resource can be a user-imported UGC audio resource, which can be referred to as the original resource. This is merely an example and does not impose specific limitations on the form in which the initial audio resource is obtained.
[0035] In this embodiment, the initial audio resources can be obtained during the user's import process for standardization. It should be noted that audio resources built into the game editor, as well as audio resources downloaded from the cloud or purchased, do not require standardization.
[0036] Step S204: Detect at least one initial audio parameter from the initial audio resource.
[0037] In the technical solution provided in step S204 of this disclosure, after acquiring the initial audio resource to be processed, at least one initial audio parameter can be detected from the acquired initial audio resource. This initial audio parameter can be referred to as a feature parameter, audio resource parameter, etc., and can include at least average loudness, maximum peak value, number of channels, sampling rate, and bit depth. The average loudness can be the average volume of the initial audio resource, measured in decibels (dB). For example, the average loudness could be -18dB; this is merely an example and no specific limit is placed on the value of the average loudness. The maximum peak value can be the highest volume value appearing in the initial audio resource, measured in dB, and can be represented by "Peak." For example, the maximum peak value could be -0.1dB; this is merely an example and no specific limit is placed on the value of the maximum peak value. The number of channels can be the number of channels in the initial audio resource; for example, the number of channels could be two channels; this is merely an example and no specific limit is placed on the number of channels. The sampling rate is the number of times the initial audio resource is sampled within a certain time period, measured in Hertz (Hz). For example, a sampling rate of 44100Hz is an example only, and no specific limit is imposed on the value of the sampling rate. The bit depth is the position of the amplitude of the initial audio resource, measured in bits. For example, a bit depth of 16 bits is an example only, and no specific limit is imposed on the value of the bit depth.
[0038] In this embodiment, after acquiring the initial audio resource to be processed, one or more initial audio parameters among the average loudness, maximum peak value, number of channels, sampling rate, and bit depth of the acquired initial audio resource can be detected to obtain the detection result.
[0039] Step S206: Obtain the audio parameter index corresponding to the initial audio parameters in the initial audio resource. The audio parameter index is used to represent the rules that the initial audio parameters need to meet for audio processing in the game editor.
[0040] In the technical solution provided by step S206 of this disclosure, after detecting at least one initial audio parameter from the initial audio resource, the audio parameter index corresponding to the initial audio parameter in the initial audio resource can be obtained. The audio parameter index can be used to represent the rules that the initial audio parameter needs to meet for audio processing in the game editor, and can be referred to as a unified index, a standardized standard, or a standard value.
[0041] In this embodiment, when the initial audio parameter is the average loudness, the loudness of the initial audio resource is measured using Loudness Units Full Scale (LUFS), and the audio parameter index corresponding to the average loudness can be -18dB. When the initial audio parameter is the maximum peak value, the audio parameter index corresponding to the maximum peak value can be -0.1dB. When the initial audio parameter is the number of channels, the audio parameter index corresponding to the number of channels can be two channels. When the initial audio parameter is the sampling rate, the audio parameter index corresponding to the sampling rate can be 44100Hz. When the initial audio parameter is the bit depth, the audio parameter index corresponding to the bit depth can be 16bit. The audio parameter index corresponding to the average loudness (-18dB), the audio parameter index corresponding to the maximum peak value (-0.1dB), the audio parameter index corresponding to the number of channels (two channels), the audio parameter index corresponding to the sampling rate (44100Hz), and the audio parameter index corresponding to the bit depth (16bit) can be obtained. LUFS can be a loudness measurement standard, measured in dB, representing the average loudness over a period of time.
[0042] It should be noted that the initial audio parameters and their corresponding audio parameter indicators mentioned above can be flexibly adjusted according to the actual situation. For example, the initial audio parameters and their corresponding audio parameter indicators can be adjusted according to the iteration of the game product.
[0043] Step S208: Adjust the initial audio parameters according to the audio parameter index to obtain the target audio parameters, wherein the difference between the target audio parameters and the audio parameter index is less than the difference threshold.
[0044] In the technical solution provided in step S208 of this disclosure, after obtaining the audio parameter index corresponding to the initial audio parameters in the initial audio resources, the initial audio parameters can be adjusted according to the obtained audio parameter index to obtain the target audio parameters. The difference between the target audio parameters and the audio parameter index is less than a difference threshold, which can be a critical threshold used to measure the degree of similarity between the target audio parameters and the audio parameter index. The difference information can be the gap or tolerance between the target audio parameters and the audio parameter index; that is, a certain gap or tolerance is allowed between the target audio parameters and the audio parameter index. The difference threshold can be a threshold flexibly set according to the characteristics of the game product itself. For example, when the initial audio parameter is the average loudness, and the audio parameter index corresponding to the average loudness is -18dB, the difference threshold can be 0.5dB; that is, the difference between the initial audio parameters and the target audio parameters needs to be less than the difference threshold of 0.5dB.
[0045] In this embodiment, when the initial audio parameter is the average loudness, the average loudness can be adjusted by -18dB to obtain the target audio parameter, which can be equal to the audio parameter index -18dB. When the initial audio parameter is the maximum peak value, the maximum peak value can be adjusted by -0.1dB to obtain the target audio parameter, which can be less than or equal to the audio parameter index -0.1dB. When the initial audio parameter is the number of channels, the number of channels can be adjusted according to the audio parameter index of two channels. When the number of channels is less than or equal to two channels, the number of channels remains unchanged; when the number of channels is greater than two channels, the number of channels is downmixed to two channels to obtain the target audio parameter. When the initial audio parameter is the sampling rate, it can be adjusted according to the corresponding audio parameter specification of 44100Hz. When the sampling rate is less than or equal to 44100Hz, the sampling rate remains unchanged. When the sampling rate is greater than 44100Hz, the sampling rate is resampled to 44100Hz to obtain the target audio parameter. When the initial audio parameter is the bit depth, it can be adjusted according to the corresponding audio parameter specification of 16bit to obtain the target audio parameter, which can be equal to the 16-bit audio parameter specification.
[0046] Step S210: Output the target audio resource including the target audio parameters.
[0047] In the technical solution provided by step S210 of this disclosure, after adjusting the initial audio parameters according to the audio parameter indicators to obtain the target audio parameters, a target audio resource including the target audio parameters can be output. The target audio resource can be an audio resource obtained by standardizing the initial audio parameters of the initial audio resource, and can be referred to as a new audio resource, a normalized audio resource, etc.
[0048] In this embodiment, after adjusting the initial audio parameters according to the audio parameter indicators to obtain the target audio parameters, the normalized target audio resource can be output to the original path, which can be the file path where the initial audio resource before normalization is obtained.
[0049] Through steps S202 to S210, the initial audio resource to be processed is obtained; at least one initial audio parameter is detected from the initial audio resource; the audio parameter index corresponding to the initial audio parameter in the initial audio resource is obtained, wherein the audio parameter index is used to represent the rules that the initial audio parameter needs to meet for audio processing in the game editor; the initial audio parameter is adjusted according to the audio parameter index to obtain the target audio parameter, wherein the difference between the target audio parameter and the audio parameter index is less than the difference threshold; and the target audio resource including the target audio parameter is output. In other words, this disclosure, through game editor operation, can quickly achieve the standardized processing of initial audio resources, which can at least include the adjustment and compression of the initial audio parameters of the initial audio resource, reducing the potential errors in the standardized processing of initial audio resources, improving the quality of the target audio resource, and achieving the goal of reducing the workload of later debugging. This achieves the technical effect of the game editor performing standardized processing of audio resources, solving the technical problem that the game editor cannot perform standardized processing of audio resources.
[0050] The methods described above in the embodiments of this disclosure will be further described below.
[0051] As an optional embodiment, step S204, detecting at least one initial audio parameter from the initial audio resource, includes: determining the game product corresponding to the initial audio resource, wherein the target audio resource corresponding to the initial audio resource is referenced by the game product during operation; and detecting an initial audio parameter that matches the game product from the initial audio resource.
[0052] In this embodiment, after acquiring the initial audio resource to be processed, the game product corresponding to the initial audio resource can be determined. Further, initial audio parameters matching the determined game product can be detected from the acquired initial audio resource. The game product can be a project or a game title. The target audio resource corresponding to the initial audio resource can be referenced by the game product during operation.
[0053] Optionally, after acquiring the initial audio resource to be processed, the game product corresponding to the initial audio resource can be determined. Based on the determined game product, initial audio parameters matching that game product can be detected from the initial audio resource. That is, the detected initial audio parameters are different for different game products, and the corresponding audio parameter indicators will also be different.
[0054] The initial audio parameters and corresponding audio parameter indices of this embodiment offer considerable flexibility for different game products and can be adjusted as the game product iterates.
[0055] As an optional embodiment, the method further includes: determining an audio library integrated in the game editor; detecting initial audio parameters matching the game product from initial audio resources, including: calling a function in the audio library to read the initial audio parameters matching the game product from the initial audio resources.
[0056] In this embodiment, an audio library integrated into the game editor can be identified. After identifying the audio library integrated into the game editor, functions in the audio library can be called to read the initial audio parameters from the initial audio resources that match the game product. The audio library can be a dedicated audio library (e.g., Pedalboard), or it can be called an open-source library, function library, etc. Pedalboard can be used to process audio.
[0057] Optionally, Pedalboard, as a mature open-source library, is easy to integrate into editor programs. This library contains relatively complete functions that can be used to read various initial audio parameters of the initial audio resources, such as LUFS loudness, peak loudness, number of channels, sampling rate, and bit depth. In other words, this embodiment can call functions in the Pedalboard audio library to read the initial audio parameters in the initial audio resources that match the game product.
[0058] It should be noted that the audio library Pedalboard mentioned above is only an example. Other similar libraries besides Pedalboard can also be used as options for this embodiment, but they are not listed here.
[0059] As an optional embodiment, step S208, adjusting the initial audio parameters according to the audio parameter index to obtain the target audio parameters, includes: comparing the audio parameter index and the initial audio parameters to obtain a comparison result; and using the audio program library and the comparison result to adjust the initial audio parameters to obtain the target audio parameters.
[0060] In this embodiment, after obtaining the audio parameter indices corresponding to the initial audio parameters in the initial audio resources, the audio parameter indices and the initial audio parameters can be compared to obtain a comparison result. Furthermore, the initial audio parameters can be adjusted using the audio library and the obtained comparison result to obtain the target audio parameters.
[0061] Optionally, the audio library Pedalboard can not only be used to detect initial audio parameters, but also to adjust the initial audio parameters based on the obtained comparison results to obtain the target audio parameters.
[0062] As an optional embodiment, the initial audio parameters are adjusted using an audio library and comparison results to obtain target audio parameters, including: creating a data object in the audio library; adding adjustment parameters corresponding to the comparison results to the data object; and calling the adjustment parameters in the data object to adjust the initial audio parameters to obtain the target audio parameters.
[0063] In this embodiment, after comparing the audio parameter indicators with the initial audio parameters and obtaining the comparison result, a data object can be created in the audio library. After creating the data object, adjustment parameters corresponding to the comparison result can be added to the created data object. Furthermore, the adjustment parameters in the data object can be called to adjust the initial audio parameters to obtain the target audio parameters. The data object can be an object from the audio library; for example, when the audio library is Pedalboard, the data object can be a Pedalboard object, which can be represented by the symbol "board". The adjustment parameter can be the gain compensation value reflected in the gain effect, represented by "X", and can be used to adjust the volume parameters, thereby affecting the perceived loudness.
[0064] Optionally, after comparing the audio parameter indicators with the initial audio parameters and obtaining the comparison results, a new Pedalboard object can be created, which can be represented by the following formula:
[0065] board = Pedalboard([])
[0066] Here, `board` can be used to represent the created Pedalboard object. Furthermore, a Gain effect can be added to the created Pedalboard object; this addition step can be represented by the following formula:
[0067] board.append(Gain(gain_db=X))
[0068] In this example, `append` indicates an addition operation, `Gain` indicates the type of effect being added, `gain_db=X` indicates the magnitude of the gain, and `X` indicates the desired gain compensation value. In other words, after creating the Pedalboard object, this embodiment adds an adjustment parameter `X` to the Pedalboard object. By calling the adjustment parameter `X` in the Pedalboard object, parameter compensation can be performed on the initial audio parameters to obtain the target audio parameters.
[0069] As an optional embodiment, the initial audio parameters are adjusted by calling the adjustment parameters in the data object to obtain the target audio parameters, including: calling the adjustment parameters in the data object to adjust the initial audio parameters; and calling the target plugin in the audio program library to compress the adjusted initial audio parameters to obtain the target audio parameters.
[0070] In this embodiment, after creating a data object in the audio library and adding adjustment parameters corresponding to the comparison results to the created data object, the adjustment parameters in the data object can be called to adjust the initial audio parameters. Further, a target plugin in the audio library can be called to compress the adjusted initial audio parameters to obtain the target audio parameters. The target plugin can be an audio processing plugin (e.g., a Compressor plugin), which can be used to compress audio files to reduce file size or adjust the dynamic range of the audio.
[0071] Optionally, after creating a data object in the audio library and adding adjustment parameters corresponding to the comparison results to the created data object, compression processing can be added during the Gain process using the Compressor plugin built into the pedalboard. In other words, this embodiment provides advanced options beyond basic processing of the initial audio parameters, such as dynamic compression of the initial audio parameters. Dynamic compression allows for dynamic adjustment of the audio output amplitude in the audio domain; when the volume is too high, it can suppress the volume within a certain range, thus controlling the audio output within a reasonable range and avoiding distortion.
[0072] As an optional embodiment, the method further includes: determining a digital audio workstation associated with the game editor; detecting initial audio parameters matching the game product from initial audio resources, including: controlling a target interface of the digital audio workstation to read the initial audio parameters matching the game product from the initial audio resources.
[0073] In this embodiment, a digital audio workstation associated with the game editor can be identified. After identifying the digital audio workstation associated with the game editor, the target interface of the digital audio workstation can be controlled to read initial audio parameters matching the game product from initial audio resources. The digital audio workstation (DAW) can be audio editing software (e.g., REAPER). The target interface can be an application programming interface (API) provided by the digital audio workstation, such as a RealScript API.
[0074] Optionally, after identifying the digital audio workstation REAPER associated with the game editor, the ReaScript API can be called to read the initial audio parameters that match the game product from the initial audio resources.
[0075] As an optional embodiment, step S208, adjusting the initial audio parameters according to the audio parameter index to obtain the target audio parameters, includes: comparing the audio parameter index and the initial audio parameters to obtain a comparison result; and using a digital audio workstation and the comparison result to adjust the initial audio parameters to obtain the target audio parameters.
[0076] In this embodiment, after obtaining the audio parameter indices corresponding to the initial audio parameters in the initial audio resources, the audio parameter indices and the initial audio parameters can be compared to obtain a comparison result. Furthermore, the initial audio parameters can be adjusted using a digital audio workstation and the obtained comparison result to obtain the target audio parameters.
[0077] Optionally, the REAPER digital audio workstation can not only be used to detect initial audio parameters, but also to adjust the initial audio parameters based on the obtained comparison results to obtain the target audio parameters.
[0078] As an optional embodiment, the initial audio parameters are adjusted using a digital audio workstation and comparison results to obtain target audio parameters, including: controlling the digital audio workstation to adjust the initial audio parameters according to the comparison results to obtain target audio parameters.
[0079] In this embodiment, after comparing the audio parameter index with the initial audio parameters and obtaining the comparison result, the digital audio workstation can be controlled to adjust the initial audio parameters according to the obtained comparison result to obtain the target audio parameters.
[0080] As an optional embodiment, controlling a digital audio workstation to adjust initial audio parameters according to comparison results to obtain target audio parameters includes: controlling the digital audio workstation to adjust initial audio parameters according to comparison results; calling the effects unit of the digital audio workstation to compress the adjusted initial audio parameters according to comparison results to obtain target audio parameters.
[0081] In this embodiment, after comparing the audio parameter indicators with the initial audio parameters and obtaining the comparison result, the digital audio workstation can be controlled to adjust the initial audio parameters according to the comparison result. Furthermore, the effects unit of the digital audio workstation can be invoked to compress the adjusted initial audio parameters according to the comparison result to obtain the target audio parameters. The effects unit can be a Virtual Studio Technology (VST) effects unit. VST is a software interface technology that can be used to provide computer audio processing software in the form of a plugin.
[0082] Optionally, after adjusting the initial audio parameters according to the comparison results while controlling the digital audio workstation, the VST effect built into REAPER can be invoked during processing to perform compression processing on the adjusted initial audio parameters according to the comparison results. In other words, this embodiment provides some advanced options in addition to basic processing of the initial audio parameters. For example, the advanced option indicates that the initial audio parameters can be dynamically compressed.
[0083] As an optional embodiment, step S206, obtaining the audio parameter index corresponding to the initial audio parameters in the initial audio resources, includes: obtaining the audio parameter index that matches the game product.
[0084] In this embodiment, after detecting at least one initial audio parameter from the initial audio resources, audio parameter indicators matching the game product can be obtained. These audio parameter indicators can be standardized criteria developed by the game editor development team and can be flexibly adjusted according to different game products.
[0085] As an optional embodiment, the method further includes: obtaining a difference threshold that matches the game product.
[0086] In this embodiment, a difference threshold matching the game product can be obtained. This difference threshold can be flexibly set according to the characteristics of the game product itself. For example, when the initial audio parameter is average loudness, and the audio parameter index corresponding to average loudness is -18dB, the difference threshold can be set to 0.5dB. This is only an example and does not impose specific restrictions on the difference threshold corresponding to different initial audio parameters or the value of the difference threshold.
[0087] As an optional embodiment, step S208, adjusting the initial audio parameters according to the audio parameter index to obtain the target audio parameters, includes: adjusting the initial audio parameters according to the audio parameter index during the playback of the initial audio resource to obtain the target audio parameters.
[0088] In this embodiment, after obtaining the audio parameter index corresponding to the initial audio parameters in the initial audio resource, the initial audio parameters can be adjusted according to the audio parameter index during the playback of the initial audio resource to obtain the target audio parameters.
[0089] Optionally, when the game editor detects certain special cases, it can omit processing the initial audio resources to avoid destructive editing. Instead, it can simply compensate for the difference between the initial audio parameters and the audio parameter indicators during the playback of the initial audio resources to achieve standardization of the initial audio resources.
[0090] For example, when the loudness of the initial audio resource needs to be normalized, but other parameters meet the normalization standard, gain compensation can be applied during the playback of the initial audio resource to replace the editing operation on the initial audio resource.
[0091] This embodiment normalizes the initial audio resources; that is, it processes different initial audio resources to make their characteristic parameters conform to a unified index. Normalization in this embodiment refers to audio processing that achieves a uniform loudness standard.
[0092] As an optional embodiment, the method further includes: creating a folder for initial audio resources, wherein the folder is used to store files of the initial audio resources; creating a target file in the folder; and recording the abnormal audio resource on the target file in response to the target audio resource being an abnormal audio resource.
[0093] In this embodiment, a folder for initial audio resources can be created. After creating the folder for initial audio resources, a target file can be created within the created folder. When the target audio resource is an abnormal audio resource, in response to the target audio resource being an abnormal audio resource, the abnormal audio resource can be recorded on the target file. The folder can be a dedicated subfolder for the created UGC audio resources, and can be used to store the initial audio resource file, that is, a file used to store UGC audio resources. The target file can be a copy. The abnormal audio resource can be a target audio resource generated by maliciously or intentionally destructively editing the initial audio resource.
[0094] Optionally, after importing the initial audio resources into the game editor, a copy can be created in a dedicated subfolder for UGC audio resources within the project / game folder, named with an identifier (ID) to distinguish it from the original file. In this case, any destructive editing of the initial audio resources will be reflected in this copy, thus not affecting the original file. Within the game editor's resource manager, users can browse the imported initial audio resources and perform normalization operations. Repeated normalization will not affect initial audio parameters that conform to the normalization standards. It should be noted that all destructive editing of the initial audio resources occurs locally on the user's device.
[0095] As an optional embodiment, the method further includes: packaging the target audio resource file into the game package of the game product to be released.
[0096] In this embodiment, the target audio resource files can be packaged into the game package of the game product to be released. This packaging allows the target audio resource files to be integrated into the game, enabling users to use these target audio resource files within the game.
[0097] Optionally, during game development using a game editor, target audio resources within the dedicated UGC audio resource folder will be packaged into the game package. When the target audio resource has undergone normalization, the normalization effect will also be reflected in the game.
[0098] It should be noted that if other files not referenced by the game are mixed in the above folder, such as the initial audio resources before normalization, the initial audio resources will not be packaged into the game.
[0099] In this embodiment, an initial audio resource to be processed is obtained; at least one initial audio parameter is detected from the initial audio resource; an audio parameter index corresponding to the initial audio parameter in the initial audio resource is obtained, wherein the audio parameter index is used to represent the rules that the initial audio parameter needs to meet for audio processing in the game editor; the initial audio parameter is adjusted according to the audio parameter index to obtain a target audio parameter, wherein the difference between the target audio parameter and the audio parameter index is less than a difference threshold; and a target audio resource including the target audio parameter is output. In other words, this disclosure, through game editor operation, can quickly achieve the standardization processing of initial audio resources, which can at least include adjusting and compressing the initial audio parameters of the initial audio resource, reducing the potential for errors in the standardization processing of initial audio resources, improving the quality of the target audio resource, and achieving the goal of reducing the workload of later debugging. This achieves the technical effect of the game editor standardizing audio resources and solves the technical problem that the game editor cannot standardize audio resources.
[0100] In one possible implementation, this disclosure provides another method for processing audio resources by providing a graphical user interface (GUI) through a terminal device. The terminal device can be a computer, smartphone, tablet computer, digital television, game console, etc., and this is merely an example; no specific limitation is made to the type of terminal device. The GUI can be a medium or specific form for interaction and information exchange between software and the user; for example, it can be a user interface (UI).
[0101] Figure 3 This is a flowchart of another audio resource processing method according to one embodiment of the present disclosure, such as... Figure 3 As shown, the method may include the following steps:
[0102] Step S302: In response to the resource acquisition operation performed on the graphical user interface, the initial audio resource to be processed is displayed on the graphical user interface.
[0103] In the technical solution provided by step S302 of this disclosure, in response to a resource acquisition operation applied to the graphical user interface, the initial audio resources to be processed can be displayed on the graphical user interface. The resource acquisition operation can be a single-selection or multi-selection operation to obtain the initial audio resources currently selected on the graphical user interface. When multiple initial audio resources are selected, a list of initial audio resources consisting of these multiple initial audio resources can be obtained. The initial audio resources can be UGC audio resources imported by the user, which can be referred to as original resources. This is only an example and does not impose specific limitations on the form of the initial audio resources.
[0104] In this embodiment, in response to a resource acquisition operation performed on the graphical user interface, the currently selected initial audio resource list can be obtained for normalization processing.
[0105] Step S304: In response to the resource normalization operation applied to the graphical user interface, display the target audio resource, including the target audio parameters, on the graphical user interface.
[0106] Among them, the difference between the target audio parameter and the audio parameter index is less than the difference threshold, and the target audio parameter is obtained by adjusting the initial audio parameter in the initial audio resource according to the audio parameter index. The audio parameter index is used to represent the rules that the initial audio parameter needs to meet for audio processing in the game editor.
[0107] In the technical solution provided by step S304 of this disclosure, after responding to the resource acquisition operation applied to the graphical user interface and displaying the initial audio resource to be processed on the graphical user interface, in response to the resource normalization operation applied to the graphical user interface, a target audio resource including target audio parameters can be displayed on the graphical user interface. The resource normalization operation can be a normalization operation performed on the initial audio resource displayed on the graphical user interface. The difference between the target audio parameters and the audio parameter index is less than a difference threshold, and the target audio parameters are obtained by adjusting the initial audio parameters in the initial audio resource according to the audio parameter index. The audio parameter index is used to represent the rules that the initial audio parameters need to meet for audio processing in the game editor. The target audio resource can be an audio resource obtained after normalizing the initial audio parameters of the initial audio resource, and can be called a new audio resource, normalized audio resource, etc.
[0108] In this embodiment, the difference information can be the gap or tolerance between the target audio parameter and the audio parameter index, which can be used to indicate that a certain gap or tolerance is allowed between the target audio parameter and the audio parameter index. The difference threshold can be a threshold that is flexibly set according to the characteristics of the game product itself. For example, when the initial audio parameter is the average loudness and the audio parameter index corresponding to the average loudness is -18dB, the difference threshold can be 0.5dB, that is, the difference information between the initial audio parameter and the target audio parameter needs to be less than 0.5dB.
[0109] In this embodiment, after displaying the initial audio resource to be processed on the graphical user interface, audio normalization processing can be performed on the initial audio resource. First, the initial audio parameters in the initial audio resource can be detected. Further, the initial audio parameters in the initial audio resource can be adjusted according to the audio parameter index corresponding to the initial audio parameters to obtain target audio parameters, and the difference between the target audio parameters and the audio parameter index is less than a difference threshold. Finally, the target audio resource including the target audio parameters can be displayed on the graphical user interface.
[0110] For example, when importing initial audio resources into the game editor, you can either set the imported initial audio resources to be normalized by default, or display a UI window every time you import initial audio resources. In the UI window, you can select the initial audio parameters that need to be normalized to normalize the initial audio resources, or you can choose not to normalize the initial audio resources this time, i.e., import the raw resources. It should be noted that when initial audio parameters are selected, if destructive editing is required, the processed audio resources can be used as the import object.
[0111] For another example, when importing initial audio resources in the game editor, you can obtain a list of currently selected initial audio resources. Right-clicking on an initial audio resource will bring up a window to normalize it. You can uncheck items in the list and select the initial audio parameters to be normalized; by default, all initial audio parameters are selected. Finally, clicking "OK" will complete the normalization operation on the selected initial audio resources.
[0112] The user interface of the game editor in this embodiment can be flexibly adjusted according to the specific scenario or characteristics of the game product, so that users do not need to have professional knowledge to complete the standardization of imported initial audio resources, thereby simplifying user operation.
[0113] In this embodiment, in response to a resource acquisition operation applied to the graphical user interface (GUI), an initial audio resource to be processed is displayed on the GUI; in response to a resource normalization operation applied to the GUI, a target audio resource including target audio parameters is displayed on the GUI. The difference between the target audio parameters and the audio parameter index is less than a difference threshold, and the target audio parameters are obtained by adjusting the initial audio parameters in the initial audio resource according to the audio parameter index. The audio parameter index represents the rules that the initial audio parameters must meet for audio processing in the game editor. In other words, this disclosure allows for quick normalization of initial audio resources through game editor operations. This can include at least adjusting and compressing the initial audio parameters of the initial audio resource, reducing the potential for errors in normalizing the initial audio resource, improving the quality of the target audio resource, and reducing the workload of later debugging. This achieves the technical effect of normalizing audio resources using the game editor and solves the technical problem that the game editor cannot normalize audio resources.
[0114] The technical solutions of the present disclosure embodiments will be further illustrated below with reference to preferred embodiments.
[0115] Currently, the development of the video game industry has spurred new demands and products related to UGC (User-Generated Content), such as game editors for ordinary users, allowing non-professionals to create game works. For most UGC games, the development difficulty is lower than that of commercial production. However, UGC development environments or tools prioritize low technical barriers and user-friendliness, including the audio component.
[0116] In related technologies, the standardization of audio resources typically utilizes specialized audio resource standardization functions or tools. These tools are external software modules independent of the game editor; for example, they are mostly found in DAW software, or less frequently in professional software like Wwise. For most non-professional users, these tools are unfamiliar and have a high barrier to entry, resulting in technical issues where game editors cannot standardize audio resources.
[0117] To address the aforementioned issues, this disclosure proposes a method for standardizing UGC audio resources suitable for game editors. This method can be applied to the field of UGC-focused game editors aimed at a broad audience. When users import UGC audio resources, audio resource standardization can be quickly achieved, including but not limited to audio parameter detection, audio processing for specific parameters, and some advanced options such as the application of compression effects. This achieves the technical effect of standardizing audio resources in game editors and solves the technical problem that game editors cannot standardize audio resources.
[0118] This embodiment focuses on UGC audio resource processing for game editors aimed at non-professional users. It enables editor users to quickly and efficiently standardize audio resources without external tools, solely through the game editor. This includes, but is not limited to, loudness, peak value, number of channels, sampling rate, and bit depth, as well as some effects processing, such as compression. This reduces the risk of resource errors, improves audio quality, and reduces the workload of post-production debugging.
[0119] In this embodiment, the editor development team can establish standardized criteria. By integrating a dedicated audio library into the editor, audio resource parameters can be detected and standardized. Furthermore, parameter compensation can be implemented during resource editing or playback based on different situations to achieve the goal of standardizing audio resources. Additionally, program or functional interfaces can be mapped to the editor's interactive interface for user control. The overall solution design described above at least includes the import, reading, writing, storage, and referencing processes of UGC audio files, thereby reducing potential errors in the resource stage, improving the overall quality of UGC audio content, and reducing the workload of later-stage optimization by standardizing during resource import. This transforms complex detection and professional processing into full automation, simplifying user operations.
[0120] For example, taking Wwise as an audio middleware, alternative methods can be found using the same approach for situations outside of Wwise, all within the scope of this disclosure. When formulating standardized standards, the editor development team can develop standardized standards for audio resources, based on industry conventions and development experience. For instance, for any audio resource, the following can be maintained: average loudness measured by LUFS equals -18dB; maximum peak value less than or equal to -0.1dB; number of channels not exceeding two remains unchanged; number of channels exceeding two is downmixed to two; sampling rate not exceeding 44100Hz remains unchanged; sampling rate greater than 44100Hz is resampled to 44100Hz; and bit depth is standardized to 16bit. The selected audio parameters and their corresponding standard values have a certain degree of flexibility for specific products and can be adjusted with product iterations. In summary, the focus is on commonly used audio parameters, using values close to industry conventions to facilitate the unification of UGC audio resources. Because the editor has standardized standards, users do not need to focus on specific parameters; they only need to confirm the execution operation to obtain automated processing results.
[0121] When detecting audio parameters of audio resources, the first method is to use the open-source library Pedalboard. As a mature open-source library, Pedalboard is easy to integrate into editor programs and contains relatively complete functions for reading various parameters of audio resources, such as LUFS loudness, peak loudness, number of channels, sampling rate, and bit depth. Other similar libraries besides Pedalboard can also be considered, but are not listed here. The second method is to use the digital audio workstation DAW software REAPER, which reads parameters by calling the RealScript API. However, the applicability of the second method is relatively limited. After reading the audio parameters of the audio resource using either of the above methods, appropriate processing can be performed based on the comparison results between the audio parameters and the corresponding standard values. A certain tolerance is allowed in the comparison results between the audio parameters and the corresponding standard values. For example, as long as the loudness differs from the standard value by no more than 0.5dB, it can be determined that the loudness meets the standard. This tolerance can be flexibly set by each product according to its own characteristics.
[0122] After obtaining the comparison results between the audio parameters and the corresponding standard values, the audio resources can be processed to eliminate the discrepancy between the audio parameters and the corresponding standard values. When processing audio resources, the first method is to use the Pedalboard audio library integrated into the editor to process the audio resources. This audio library can be used not only for parameter detection but also for audio processing. First, a new Pedalboard object can be created: board = Pedalboard([]). Second, the audio file path and the detected loudness can be stored in a dictionary. Further, a Gain effect can be added to the created Pedalboard object: board.append(Gain(gain_db=X)), where X can be used to represent the desired gain compensation value. In addition to processing the basic parameters, this embodiment also provides some advanced options, such as dynamic compression. When the user selects this option, the Compressor plugin built into the Pedalboard will be enabled to add compression processing during the Gain processing. Finally, rendering can be performed to output the audio processing results.
[0123] When processing audio resources, a second approach is to use the digital audio workstation DAW software REAPER, which processes data by calling the RealScript API. However, this method has relatively limited applicability. First, open REAPER using the console. Use the RealScript API to read the audio resource's LUFS loudness, Peak loudness, number of channels, sample rate, and bit depth, storing these parameters in a dictionary. Second, normalization information can be recorded. In addition to basic loudness processing, advanced options are available, such as dynamic compression. When dynamic compression is selected, REAPER's built-in VST effects are invoked during processing to perform compression. Further console calls allow REAPER to automatically normalize the audio and output it to the original path, generating a new resource.
[0124] When the editor detects certain special cases, it can omit audio processing of the resources, avoiding destructive editing. Instead, it can achieve normalization by adjusting playback parameters based on the discrepancy between resource parameters and specifications. For example, when loudness needs normalization but other parameters meet the standard, gain compensation can be applied during playback, replacing audio resource editing. Taking an audio program integrated with Wwise as an example, parameter control methods (such as RTPC) can be set within Wwise for gain compensation, represented by P_Gain. RTPC can be used to map external program parameters to internal audio parameters. Figure 4 This is a schematic diagram illustrating the normalization of audio resources based on gain compensation according to one embodiment of this disclosure, such as... Figure 4 As shown in the figure, the horizontal axis represents the gain compensation value, and the vertical axis represents P_Gain. The graph shows a linear relationship of 1:1 between P_Gain and the gain compensation value. Each sound playback will have its own independent P_Gain instance. The P_Gain value sent by the external program (editor logic) to a sound will affect its loudness. The impact of P_Gain on loudness, combined with loudness control in other aspects such as volume and three-dimensional (3D) attenuation, is reflected in the final listening experience. When playing audio resources, a compensatory gain is applied based on the loudness drop recorded during resource detection. This loudness drop is obtained by comparing the loudness with the corresponding standard value. The editor program sends the above gain compensation to Wwise via P_Gain. For example, if the loudness of the audio resource is 3dB lower than the standard value, +3 is sent.
[0125] For example, taking the interactive interface and process design as an example, the user interface design of this embodiment can be flexibly adjusted according to specific scenarios or product characteristics, as long as it allows users to easily and quickly operate the standardization processing of audio resources. In the editor user interface, when making global settings for a newly created project or game, users can choose whether to standardize imported audio resources; the default is not to standardize audio resources. Users can also select the audio parameters that need to be standardized. In the audio resource import interface, if the global setting for automatic standardization is set to "No", a pop-up window will provide the option to standardize; the default is to provide standardization processing, and a pop-up window will also provide the option for the audio parameters that need to be standardized. If the global setting for automatic standardization is set to "Yes", no pop-up window will be displayed, and standardization processing will be performed automatically. During the editing process of a project or game, by right-clicking on an audio resource, an option for audio standardization processing can be added to the pop-up menu. After selecting one or more audio resources, users can use the right-click menu to perform standardization operations on the audio resources.
[0126] When importing audio resources, this embodiment performs normalization processing by default. Alternatively, a UI window can be displayed each time audio resources are imported. In the UI window, audio parameters that need to be normalized can be selected to perform normalization processing on the audio resources. Alternatively, the audio resources can be set not to be normalized during this import, i.e., the original resources are imported. It should be noted that if destructive editing is required when selecting audio parameters, the processed audio resources can be used as the import object. During the import process of audio resources in the game editor, a list of currently selected audio resources can be obtained. Right-clicking on an audio resource will bring up a window for normalizing the audio resource. Items in the list can be unchecked, and audio parameters to be normalized can be selected. The default setting is to select all audio parameters. Finally, clicking "OK" will complete the normalization operation on the selected audio resources.
[0127] It should be noted that the audio resources involved in the game editor may include at least the official built-in audio resources, audio resources downloaded from the cloud (including purchased ones), and audio resources imported by the user. Since the standardization of other resources is completed by the official team before release, this embodiment only focuses on the standardization of user-imported audio resources.
[0128] Since destructive editing of audio resources occurs locally on the user's computer, when audio resources are imported into the editor, a copy is created in a dedicated subfolder for UGC audio resources within the project / game folder, named with an ID to distinguish it from the original file. The results of destructive editing are reflected in this copy and do not affect the original file. Users can browse imported audio files and perform normalization operations within the editor's resource manager. Repeated normalization operations will not affect parameters that conform to the normalization criteria.
[0129] During game development using an editor, audio resources in the dedicated UGC audio resource folder will be packaged into the game package. If the audio resources have undergone standardization, the effect will be reflected in the game. However, if the aforementioned folder contains other files not used by the game, such as the original audio files before standardization, the extra files will not be packaged into the game.
[0130] This implementation publishes the game on the official platform that accompanies the editor. The game uses standardized audio resources, which are also stored in the cloud along with the game package. After players download the game through the official platform, the game package is stored locally on the player's computer. During gameplay, the standardized audio resources imported during development will be used.
[0131] In this embodiment, an initial audio resource to be processed is obtained; at least one initial audio parameter is detected from the initial audio resource; an audio parameter index corresponding to the initial audio parameter in the initial audio resource is obtained, wherein the audio parameter index is used to represent the rules that the initial audio parameter needs to meet for audio processing in the game editor; the initial audio parameter is adjusted according to the audio parameter index to obtain a target audio parameter, wherein the difference between the target audio parameter and the audio parameter index is less than a difference threshold; and a target audio resource including the target audio parameter is output. In other words, this disclosure, through game editor operation, can quickly achieve the standardization processing of initial audio resources, which can at least include adjusting and compressing the initial audio parameters of the initial audio resource, reducing the potential for errors in the standardization processing of initial audio resources, improving the quality of the target audio resource, and achieving the goal of reducing the workload of later debugging. This achieves the technical effect of the game editor standardizing audio resources and solves the technical problem that the game editor cannot standardize audio resources.
[0132] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods according to the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the related technology, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods of the various embodiments of this disclosure.
[0133] This embodiment also provides an audio resource processing apparatus for implementing the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "unit" can refer to a combination of software and / or hardware that performs a predetermined function. Although the apparatus described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.
[0134] Figure 5 This is a structural block diagram of an audio resource processing apparatus according to one embodiment of the present disclosure, such as... Figure 5 As shown, the audio resource processing device 500 may include: a first acquisition unit 502, a detection unit 504, a second acquisition unit 506, an adjustment unit 508, and an output unit 510.
[0135] The first acquisition unit 502 is used to acquire the initial audio resources to be processed.
[0136] The detection unit 504 is used to detect at least one initial audio parameter from the initial audio resource.
[0137] The second acquisition unit 506 is used to acquire the audio parameter index corresponding to the initial audio parameters in the initial audio resource, wherein the audio parameter index is used to represent the rules that the initial audio parameters need to meet for audio processing in the game editor.
[0138] The adjustment unit 508 is used to adjust the initial audio parameters according to the audio parameter index to obtain the target audio parameters, wherein the difference between the target audio parameters and the audio parameter index is less than the difference threshold.
[0139] The output unit 510 is used to output the target audio resource, which includes the target audio parameters.
[0140] Optionally, the detection unit 504 includes: a determination module, used to determine the game product corresponding to the initial audio resource, wherein the target audio resource corresponding to the initial audio resource is referenced by the game product during operation; and a detection module, used to detect initial audio parameters that match the game product from the initial audio resource.
[0141] Optionally, the device further includes: a first determining unit for determining an audio library integrated in the game editor; and a detection module, including: a calling submodule for calling functions in the audio library to read initial audio parameters from the initial audio resources that match the game product.
[0142] Optionally, the adjustment unit 508 includes: a first comparison module for comparing the audio parameter index with the initial audio parameters to obtain a comparison result; and a first adjustment module for adjusting the initial audio parameters using an audio program library and the comparison result to obtain the target audio parameters.
[0143] Optionally, the first adjustment module includes: a data submodule for creating a data object in the audio program library; an add submodule for adding adjustment parameters corresponding to the comparison results to the data object; and an adjustment submodule for calling the adjustment parameters in the data object to adjust the initial audio parameters and obtain the target audio parameters.
[0144] Optionally, the adjustment submodule is also used to: call the adjustment parameters in the data object to adjust the initial audio parameters; and call the target plugin in the audio program library to compress the adjusted initial audio parameters to obtain the target audio parameters.
[0145] Optionally, the device further includes: a second determining unit for determining a digital audio workstation associated with the game editor; and a detection module including: a first control submodule for controlling the target interface of the digital audio workstation to read initial audio parameters matching the game product from initial audio resources.
[0146] Optionally, the adjustment unit 508 includes: a second comparison module for comparing the audio parameter index with the initial audio parameters to obtain a comparison result; and a second adjustment module for adjusting the initial audio parameters using a digital audio workstation and the comparison result to obtain the target audio parameters.
[0147] Optionally, the second adjustment module includes: a second control submodule, used to control the digital audio workstation to adjust the initial audio parameters according to the comparison results to obtain the target audio parameters.
[0148] Optionally, the second control submodule is also used to: control the digital audio workstation to adjust the initial audio parameters according to the comparison results; call the effects unit of the digital audio workstation to compress the adjusted initial audio parameters according to the comparison results to obtain the target audio parameters.
[0149] Optionally, the second acquisition unit 506 includes: an acquisition module for acquiring audio parameter indicators that match the game product.
[0150] Optionally, the device further includes a third acquisition unit for acquiring a difference threshold that matches the game product.
[0151] Optionally, the adjustment unit 508 includes a third adjustment module, used to adjust the initial audio parameters according to the audio parameter index during the playback of the initial audio resource to obtain the target audio parameters.
[0152] Optionally, the device further includes: a first creation unit for creating a folder for initial audio resources, wherein the folder is used to store files of the initial audio resources; a second creation unit for creating a target file in the folder; and a recording unit for recording the abnormal audio resource on the target file in response to the target audio resource being an abnormal audio resource.
[0153] Optionally, the device further includes a packaging unit for packaging the target audio resource files into the game package of the game product to be released.
[0154] In this embodiment, the initial audio resource to be processed is acquired by the first acquisition unit 502. At least one initial audio parameter is detected from the initial audio resource by the detection unit 504. The audio parameter index corresponding to the initial audio parameter in the initial audio resource is acquired by the second acquisition unit 506, wherein the audio parameter index represents the rules that the initial audio parameter must meet for audio processing in the game editor. The initial audio parameter is adjusted according to the audio parameter index by the adjustment unit 508 to obtain the target audio parameter, wherein the difference between the target audio parameter and the audio parameter index is less than a difference threshold. The target audio resource including the target audio parameter is output by the output unit 510. In other words, this disclosure, through game editor operation, can quickly achieve the standardization processing of initial audio resources, which can at least include the adjustment and compression of the initial audio parameters of the initial audio resource. This reduces the potential for errors in the standardization processing of initial audio resources, improves the quality of the target audio resource, and achieves the goal of reducing the workload of later debugging. Thus, it realizes the technical effect of the game editor in standardizing audio resources and solves the technical problem that the game editor cannot standardize audio resources.
[0155] It should be noted that the above-mentioned units can be implemented by software or hardware. For the latter, they can be implemented in the following ways, but are not limited to: all the above-mentioned units are located in the same processor; or, the above-mentioned units are located in different processors in any combination.
[0156] Embodiments of this disclosure also provide a computer-readable storage medium storing a computer program configured to perform the steps in any of the above method embodiments when executed.
[0157] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:
[0158] S1, Obtain the initial audio resources to be processed;
[0159] S2, detect at least one initial audio parameter from the initial audio resource;
[0160] S3, obtain the audio parameter index corresponding to the initial audio parameters in the initial audio resource, where the audio parameter index is used to represent the rules that the initial audio parameters need to meet for audio processing in the game editor;
[0161] S4. Adjust the initial audio parameters according to the audio parameter index to obtain the target audio parameters, wherein the difference between the target audio parameters and the audio parameter index is less than the difference threshold.
[0162] S5 outputs the target audio resource, including the target audio parameters.
[0163] Optionally, in this embodiment, the computer-readable storage medium may include, but is not limited to, various media capable of storing computer programs, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.
[0164] Embodiments of this disclosure also provide an electronic device including a memory and a processor, the memory storing a computer program and the processor being configured to run the computer program to perform the steps in any of the above method embodiments.
[0165] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor and the input / output device is connected to the processor.
[0166] Optionally, in this embodiment, the processor can be configured to perform the following steps via a computer program:
[0167] S1, Obtain the initial audio resources to be processed;
[0168] S2, detect at least one initial audio parameter from the initial audio resource;
[0169] S3, obtain the audio parameter index corresponding to the initial audio parameters in the initial audio resource, where the audio parameter index is used to represent the rules that the initial audio parameters need to meet for audio processing in the game editor;
[0170] S4. Adjust the initial audio parameters according to the audio parameter index to obtain the target audio parameters, wherein the difference between the target audio parameters and the audio parameter index is less than the difference threshold.
[0171] S5 outputs the target audio resource, including the target audio parameters.
[0172] Embodiments of this disclosure also provide a computer program product that may include a computer program configured to perform the steps in any of the method embodiments described above when running.
[0173] Optionally, in this embodiment, the above-described computer program product may be configured to include a computer program for performing the following steps:
[0174] S1, Obtain the initial audio resources to be processed;
[0175] S2, detect at least one initial audio parameter from the initial audio resource;
[0176] S3, obtain the audio parameter index corresponding to the initial audio parameters in the initial audio resource, where the audio parameter index is used to represent the rules that the initial audio parameters need to meet for audio processing in the game editor;
[0177] S4. Adjust the initial audio parameters according to the audio parameter index to obtain the target audio parameters, wherein the difference between the target audio parameters and the audio parameter index is less than the difference threshold.
[0178] S5 outputs the target audio resource, including the target audio parameters.
[0179] Embodiments of this disclosure also provide a computer program product that may include a non-volatile computer-readable storage medium storing a computer program configured to perform the steps in any of the above method embodiments when run.
[0180] Optionally, in this embodiment, the computer program product may be configured to include a non-volatile computer-readable storage medium, which may be configured to store a computer program for performing the following steps:
[0181] S1, Obtain the initial audio resources to be processed;
[0182] S2, detect at least one initial audio parameter from the initial audio resource;
[0183] S3, obtain the audio parameter index corresponding to the initial audio parameters in the initial audio resource, where the audio parameter index is used to represent the rules that the initial audio parameters need to meet for audio processing in the game editor;
[0184] S4. Adjust the initial audio parameters according to the audio parameter index to obtain the target audio parameters, wherein the difference between the target audio parameters and the audio parameter index is less than the difference threshold.
[0185] S5 outputs the target audio resource, including the target audio parameters.
[0186] Embodiments of this disclosure also provide a computer program configured to perform the steps in any of the above method embodiments when executed.
[0187] Optionally, in this embodiment, the computer program is configured to perform the following steps:
[0188] S1, Obtain the initial audio resources to be processed;
[0189] S2, detect at least one initial audio parameter from the initial audio resource;
[0190] S3, obtain the audio parameter index corresponding to the initial audio parameters in the initial audio resource, where the audio parameter index is used to represent the rules that the initial audio parameters need to meet for audio processing in the game editor;
[0191] S4. Adjust the initial audio parameters according to the audio parameter index to obtain the target audio parameters, wherein the difference between the target audio parameters and the audio parameter index is less than the difference threshold.
[0192] S5 outputs the target audio resource, including the target audio parameters.
[0193] Optionally, specific examples in this embodiment can refer to the examples described in the above embodiments and optional implementations, and will not be repeated here.
[0194] Figure 6 This is a schematic diagram of an electronic device according to an embodiment of the present disclosure.Figure 6 As shown, the electronic device 600 is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments disclosed herein.
[0195] like Figure 6 As shown, the electronic device 600 is presented in the form of a general-purpose computing device. The components of the electronic device 600 may include, but are not limited to: at least one processor 610, at least one memory 620, a bus 630 connecting different system components (including memory 620 and processor 610), and a display 640.
[0196] The memory 620 stores program code that can be executed by the processor 610, causing the processor 610 to perform the steps described in the method section of the embodiments of this disclosure according to various exemplary implementations of this disclosure.
[0197] The memory 620 may include a readable medium in the form of volatile memory cells, such as random access memory (RAM) 6201 and / or cache memory 6202, and may further include a read-only memory (ROM) 6203, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
[0198] In some instances, memory 620 may also include a program / utility 6204 having a set (at least one) of program modules 6205, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. Memory 620 may further include memory remotely located relative to processor 610, which can be connected to electronic device 600 via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
[0199] Bus 630 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, peripheral bus, graphics acceleration port, processor 610, or a local bus using any of the various bus structures.
[0200] The display 640 may be, for example, a touchscreen liquid crystal display (LCD) that allows a user to interact with the user interface of the electronic device 600.
[0201] Optionally, the electronic device 600 can also communicate with one or more external devices 700 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 600, and / or any device that enables the electronic device 600 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via the input / output (I / O) interface 650. Furthermore, the electronic device 800 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via a network adapter 660. Figure 6 As shown, network adapter 660 communicates with other modules of electronic device 600 via bus 630. It should be understood that, although... Figure 6 As not shown in the diagram, other hardware and / or software modules may be used in conjunction with electronic device 600, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, Redundant Array of Independent Disks (RAID) systems, tape drives, and data backup storage systems.
[0202] The aforementioned electronic device 800 may also include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply, and / or a camera.
[0203] Those skilled in the art will understand that Figure 6 The structure shown is for illustrative purposes only and does not limit the structure of the electronic device described above. For example, electronic device 600 may also include components that are more... Figure 6 The more or fewer components shown, or having the same Figure 1 Different configurations are shown. The memory 620 can be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the audio resource processing method in this embodiment. The processor 610 executes various functional applications and data processing by running the computer program stored in the memory 620, thereby implementing the aforementioned audio resource processing method.
[0204] The sequence numbers of the embodiments disclosed above are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0205] In the above embodiments of this disclosure, 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.
[0206] In the several embodiments provided in this disclosure, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units can be 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 displayed or discussed mutual couplings, direct couplings, or communication connections may be through some interfaces; indirect couplings or communication connections between units or modules may be electrical or other forms.
[0207] 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 units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0208] Furthermore, the functional units in the various embodiments of this disclosure 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.
[0209] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to related technologies, 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 a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, read-only memory (ROM), random access memory (RAM), portable hard drive, magnetic disk, or optical disk.
[0210] The above are merely preferred embodiments of this disclosure. It should be noted that those skilled in the art can make various improvements and modifications without departing from the principles of this disclosure, and these improvements and modifications should also be considered within the scope of protection of this disclosure.
Claims
1. A method for processing audio resources, characterized in that, include: Obtain the initial audio resources to be processed; Detect at least one initial audio parameter from the initial audio resource; Obtain the audio parameter index corresponding to the initial audio parameters in the initial audio resource, wherein the audio parameter index is used to represent the rules that the initial audio parameters need to meet for audio processing in the game editor; The initial audio parameters are adjusted according to the audio parameter index to obtain the target audio parameters, wherein the difference between the target audio parameters and the audio parameter index is less than the difference threshold. The output includes the target audio resources containing the target audio parameters.
2. The method according to claim 1, characterized in that, From the initial audio resource, detect at least one initial audio parameter, including: The game product corresponding to the initial audio resource is determined, wherein the target audio resource corresponding to the initial audio resource is referenced by the game product during operation; From the initial audio resources, detect the initial audio parameters that match the game product.
3. The method according to claim 2, characterized in that, The method further includes: Identify the audio library integrated into the game editor; Detecting initial audio parameters that match the game product from the initial audio resources includes: calling a function in the audio library to read the initial audio parameters that match the game product from the initial audio resources.
4. The method according to claim 3, characterized in that, According to the aforementioned audio parameter indicators, the initial audio parameters are adjusted to obtain the target audio parameters, including: The audio parameter index and the initial audio parameters are compared to obtain the comparison result; Using the audio library and the comparison results, the initial audio parameters are adjusted to obtain the target audio parameters.
5. The method according to claim 4, characterized in that, Using the audio library and the comparison results, the initial audio parameters are adjusted to obtain the target audio parameters, including: Create a data object in the audio library; Add adjustment parameters to the data object that correspond to the comparison results; The initial audio parameters are adjusted by calling the adjustment parameters in the data object to obtain the target audio parameters.
6. The method according to claim 5, characterized in that, The adjustment parameters in the data object are invoked to adjust the initial audio parameters to obtain the target audio parameters, including: The initial audio parameters are adjusted by calling the adjustment parameters in the data object; The target plugin in the audio program library is invoked to compress the adjusted initial audio parameters to obtain the target audio parameters.
7. The method according to claim 2, characterized in that, The method further includes: Identify the digital audio workstation associated with the game editor; Detecting initial audio parameters matching the game product from the initial audio resources includes: controlling the target interface of the digital audio workstation to read the initial audio parameters matching the game product from the initial audio resources.
8. The method according to claim 7, characterized in that, According to the aforementioned audio parameter indicators, the initial audio parameters are adjusted to obtain the target audio parameters, including: The audio parameter index and the initial audio parameters are compared to obtain the comparison result; Using the digital audio workstation and the comparison results, the initial audio parameters are adjusted to obtain the target audio parameters.
9. The method according to claim 8, characterized in that, Using the digital audio workstation and the comparison results, the initial audio parameters are adjusted to obtain the target audio parameters, including: The digital audio workstation is controlled to adjust the initial audio parameters according to the comparison results to obtain the target audio parameters.
10. The method according to claim 9, characterized in that, Controlling the digital audio workstation to adjust the initial audio parameters according to the comparison results to obtain the target audio parameters includes: Control the digital audio workstation to adjust the initial audio parameters according to the comparison results; The effects unit of the digital audio workstation is invoked, and the adjusted initial audio parameters are compressed according to the comparison results to obtain the target audio parameters.
11. The method according to claim 2, characterized in that, Obtaining the audio parameter metrics corresponding to the initial audio parameters in the initial audio resource includes: Obtain the audio parameter indicators that match the game product.
12. The method according to claim 2, characterized in that, The method further includes: Obtain the difference threshold that matches the game product.
13. The method according to claim 1, characterized in that, According to the aforementioned audio parameter indicators, the initial audio parameters are adjusted to obtain the target audio parameters, including: During the playback of the initial audio resource, the initial audio parameters are adjusted according to the audio parameter indicators to obtain the target audio parameters.
14. The method according to any one of claims 1 to 13, characterized in that, The method further includes: Create a folder for the initial audio resources, wherein the folder is used to store the files of the initial audio resources; Create the target file in the folder; In response to the target audio resource being an abnormal audio resource, the abnormal audio resource is recorded on the target file.
15. The method according to any one of claims 1 to 13, characterized in that, The method further includes: Package the target audio resource files into the game package of the game product to be released.
16. A method for processing audio resources, characterized in that, The method of providing a graphical user interface via a terminal device includes: In response to a resource acquisition operation performed on the graphical user interface, the initial audio resource to be processed is displayed on the graphical user interface; In response to a resource normalization operation applied to the graphical user interface, a target audio resource including target audio parameters is displayed on the graphical user interface. The difference between the target audio parameters and the audio parameter index is less than a difference threshold. The target audio parameters are obtained by adjusting the initial audio parameters in the initial audio resource according to the audio parameter index. The audio parameter index is used to represent the rules that the initial audio parameters need to meet for audio processing in the game editor.
17. An audio resource processing apparatus, characterized in that, include: The first acquisition unit is used to acquire the initial audio resources to be processed; A detection unit is configured to detect at least one initial audio parameter from the initial audio resource; The second acquisition unit is used to acquire the audio parameter index corresponding to the initial audio parameters in the initial audio resource, wherein the audio parameter index is used to represent the rules that the initial audio parameters need to meet for audio processing in the game editor; An adjustment unit is used to adjust the initial audio parameters according to the audio parameter index to obtain target audio parameters, wherein the difference between the target audio parameters and the audio parameter index is less than a difference threshold. The output unit is used to output the target audio resource including the target audio parameters.
18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the method described in any one of claims 1 to 16 when run by a processor.
19. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to run the computer program to perform the method described in any one of claims 1 to 16.
20. A computer program product, characterized in that, Includes a computer program that, when executed by a processor, implements the method of any one of claims 1 to 16.