Audio broadcasting method and device, electronic equipment and storage medium
By identifying the user's virtual character in cloud games and generating personalized audio files, the problem of traditional broadcasting methods being unable to communicate across user terminals has been solved, enabling personalized audio broadcasting across terminals and improving user experience and interaction.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-12-03
- Publication Date
- 2026-03-13
AI Technical Summary
In distributed computing environments such as cloud gaming and cloud internet cafes, traditional game achievement broadcasting methods cannot achieve cross-user terminal audio communication, resulting in poor user experience and a lack of personalized voice broadcasting and cross-location interaction.
By receiving information about users' game achievements, identifying the virtual characters controlled by users, determining audio broadcast feature parameters based on user identifiers and characters, generating personalized audio files, and sending them to user terminals to achieve cross-terminal broadcasting.
It enables personalized audio broadcasting across multiple devices, improving user experience, enhancing user engagement and interaction, and creating a more vibrant community atmosphere.
Smart Images

Figure CN121648558A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of audio broadcasting technology, and in particular to an audio broadcasting method, apparatus, electronic device and storage medium. Background Technology
[0002] With the booming development of the online gaming industry, social interaction and achievement sharing among users have increasingly become core elements for enhancing the gaming experience. Traditional game achievement announcements are usually delivered via text or fixed sound effects on a single user terminal. However, in distributed computing environments such as cloud gaming and cloud internet cafes, users are widely distributed across different geographical locations, making it difficult for traditional audio announcement methods to achieve cross-user terminal communication, resulting in a poor user experience. Summary of the Invention
[0003] This disclosure provides an audio broadcasting method, apparatus, electronic device, and storage medium to solve problems in the related art.
[0004] A first aspect of this disclosure provides an audio playback method applied to a cloud server, the method comprising: Receive user's game achievement event information, which includes user identifier, achievement description information, and game screen data; Based on game screen data, the virtual character controlled by the user in the game can be identified; Based on the user identifier and virtual role, determine the audio broadcast feature parameters; Generate the target audio file based on achievement description information and audio broadcast feature parameters; Send a target audio file to at least one user terminal so that the user terminal can play audio based on the target audio file.
[0005] In one embodiment, audio playback feature parameters are determined based on the user identifier and virtual role, including: Based on the user identifier, obtain the user's historical behavior data, which includes at least one of online duration, active time period, access frequency and geographic information; Feature extraction is performed on historical behavioral data to obtain user preference features; Based on preference characteristics and the attribute information of virtual characters, determine the audio broadcast feature parameters.
[0006] In one embodiment, generating a target audio file based on achievement description information and audio broadcast feature parameters includes: Semantic analysis is performed on achievement description information to determine the corresponding sentiment attributes. Based on the emotional attributes and audio broadcast feature parameters, the emotional expression parameters of the speech synthesis model are determined; The target audio file is generated based on a speech synthesis model that uses emotion expression parameters.
[0007] In one embodiment, after sending a target audio file to at least one user terminal so that the user terminal can perform audio playback based on the target audio file, the method provided in this disclosure includes: Obtain user feedback information regarding the target audio file; Interaction popularity is generated based on user feedback. In response to the interaction popularity meeting a preset condition, an audio file containing the interaction popularity is sent to at least one user terminal so that the user terminal can perform audio playback based on the audio file containing the interaction popularity.
[0008] A second aspect of this disclosure provides an audio broadcasting method applied to a user terminal, the method comprising: Obtain user status information in the game; In response to the achievement of preset game achievement conditions by status information, game achievement event information corresponding to the status information is generated. Send game achievement event information to the cloud server so that the cloud server can generate the target audio file based on the game achievement event information; In response to receiving the target audio file sent by the cloud server, the target audio file is played.
[0009] In one embodiment, playing the target audio file includes: Obtain the user's audio reception configuration information and the user's game running status; The broadcast time is determined based on the user's audio reception configuration information and the user's game running status; The target audio file is broadcast during the designated broadcast time.
[0010] A third aspect of this disclosure provides an audio broadcasting device applied to a cloud server, the device comprising: The receiving unit is used to receive the user's game achievement event information, which includes the user identifier, achievement description information, and game screen data. The recognition unit is used to identify the virtual character controlled by the user in the game based on game screen data; The determining unit is used to determine the audio playback characteristic parameters based on the user identifier and virtual role; The generation unit is used to generate the target audio file based on achievement description information and audio broadcast feature parameters; The sending unit is used to send a target audio file to at least one user terminal so that the user terminal can play audio based on the target audio file.
[0011] A fourth aspect of this disclosure provides an audio broadcasting device for use in a user terminal, the device comprising: The acquisition unit is used to acquire the user's status information in the game; The generation unit is used to generate game achievement event information corresponding to the state information in response to the state information meeting the preset game achievement conditions. The sending unit is used to send game achievement event information to the cloud server, so that the cloud server can generate a target audio file based on the game achievement event information. The broadcasting unit is used to broadcast the target audio file in response to receiving the target audio file sent by the cloud server.
[0012] A fifth aspect of this disclosure provides an electronic device comprising: At least one processor; and a memory communicatively connected to the at least one processor; wherein the memory stores instructions executable by the at least one processor to enable the at least one processor to perform the methods described in the first aspect of this disclosure.
[0013] A sixth aspect of this disclosure provides a non-transitory computer-readable storage medium storing computer instructions, wherein the computer instructions are used to cause a computer to perform the methods described in the first aspect of this disclosure.
[0014] In summary, this disclosure proposes an audio playback method, which includes: receiving game achievement event information from a user, the game achievement event information including a user identifier, achievement description information, and game screen data; identifying the virtual character controlled by the user in the game based on the game screen data; determining audio playback feature parameters based on the user identifier and the virtual character; generating a target audio file based on the achievement description information and the audio playback feature parameters; and sending the target audio file to at least one user terminal so that the user terminal performs audio playback based on the target audio file.
[0015] According to the solution provided in this disclosure, by receiving user game achievement event information, including user identifier, achievement description information, and game screen data; identifying the virtual character controlled by the user in the game based on the game screen data; determining audio broadcast feature parameters based on the user identifier and virtual character to achieve personalized customization of the broadcast style; generating a target audio file based on the achievement description information and audio broadcast feature parameters; and sending the target audio file to at least one user terminal so that the user terminal can broadcast audio according to the target audio file, thereby realizing cross-terminal broadcasting of game achievements and improving user experience.
[0016] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description
[0017] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure, and are not intended to unduly limit this disclosure.
[0018] Figure 1 A flowchart illustrating an audio playback method provided in an embodiment of this disclosure; Figure 2 A flowchart illustrating the method for determining audio broadcast feature parameters provided in this embodiment of the disclosure; Figure 3 A flowchart illustrating the method for generating a target audio file provided in this embodiment of the disclosure; Figure 4 A flowchart illustrating yet another audio broadcasting method provided in this disclosure embodiment; Figure 5 A flowchart illustrating another audio broadcasting method provided in this embodiment of the present disclosure; Figure 6 A flowchart illustrating the method for playing a target audio file provided in this embodiment of the disclosure; Figure 7 A schematic diagram of a game interface provided in an embodiment of this disclosure; Figure 8 A schematic diagram of sound effect settings provided in an embodiment of this disclosure; Figure 9 This is a schematic diagram illustrating user feedback information provided in an embodiment of this disclosure; Figure 10 A schematic diagram of an audio broadcasting system provided in an embodiment of this disclosure; Figure 11 This is a schematic diagram of the structure of an audio broadcasting device provided in an embodiment of the present disclosure; Figure 12 A schematic diagram of the structure of another audio broadcasting device provided in this disclosure embodiment; Figure 13 This is a schematic diagram of the hardware composition structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0019] Embodiments of this disclosure are described in detail below. Examples of these embodiments are illustrated in the accompanying drawings, wherein the same or similar reference numerals denote the same or similar elements or elements having the same or similar functions throughout. The embodiments described below with reference to the accompanying drawings are exemplary and intended to explain this disclosure, and should not be construed as limiting this disclosure.
[0020] With the booming development of the online gaming industry, social interaction and achievement sharing among users have increasingly become core elements for enhancing the gaming experience. Traditional game achievement announcements are usually delivered via text or fixed sound effects on a single user terminal. However, in distributed computing environments such as cloud gaming and cloud internet cafes, users are widely distributed across different geographical locations, making it difficult for traditional audio announcement methods to achieve cross-user terminal communication, resulting in a poor user experience.
[0021] The relevant solutions mainly have the following defects: Limitations of traditional audio broadcasting methods: Traditional internet cafe broadcasting systems can only operate within a single internet cafe, making them unsuitable for distributed environments like cloud-based internet cafes. Existing broadcasting systems lack cross-internet cafe capabilities and cannot achieve interaction between multiple locations.
[0022] Lack of personalized voice prompts: The current voice prompts are mainly delivered through fixed voice or text, lacking the ability to recognize the player's character and provide personalized voice prompts.
[0023] With the widespread adoption of online games, player interaction and achievement sharing have become crucial for enhancing the gaming experience. Current technologies cannot achieve cross-location voice broadcast interaction; players in internet cafes cannot obtain more personalized voice broadcasts, resulting in a poor experience.
[0024] To address the shortcomings of related technologies, this disclosure involves receiving user game achievement event information, including user identifier, achievement description information, and game screen data; identifying the virtual character controlled by the user in the game based on the game screen data; determining audio playback feature parameters based on the user identifier and virtual character to achieve personalized playback style; generating a target audio file based on the achievement description information and audio playback feature parameters; and sending the target audio file to at least one user terminal so that the user terminal can perform audio playback based on the target audio file, thereby achieving cross-terminal playback of game achievements and improving user experience.
[0025] The present disclosure will now be described in further detail with reference to the accompanying drawings and specific embodiments.
[0026] The audio broadcasting method provided in this disclosure can be applied to game service scenarios that require cross-terminal collaborative broadcasting, such as cloud internet cafes, cloud gaming platforms, and cross-platform game service systems.
[0027] like Figure 1 As shown, Figure 1 This is a flowchart illustrating the audio playback method provided in this embodiment of the disclosure. The audio playback method provided in this embodiment of the disclosure is applied to a cloud server and includes the following steps: Step 101: Receive the user's game achievement event information, which includes the user identifier, achievement description information, and game screen data; In one embodiment, data packets actively uploaded by the user terminal can be received from network interfaces such as Hypertext Transfer Protocol (HTTP) / HTTPS and WebSocket, and the user's game achievement event information can be obtained after parsing the data packets.
[0028] In one embodiment, game achievement event information refers to structured data generated when a user achieves a specific game milestone.
[0029] In one embodiment, the user identifier refers to information that uniquely identifies the user, such as an account ID, device fingerprint, or session token.
[0030] In one embodiment, achievement description information is a textual description of the achievement content, usually in text form, such as "defeated the final boss" or "leveled up to 50".
[0031] In one embodiment, game screen data refers to one or more frames of game screen images captured from the user terminal, used to identify the game character controlled by the user.
[0032] For example, user A unlocked a rare "Dragon Conqueror" achievement in the game.
[0033] Step 102: Based on the game screen data, identify the virtual character controlled by the user in the game; In one embodiment, a virtual character is a digital image controlled by a user in a game world, and has unique attributes such as name and profession.
[0034] In one embodiment, the cloud server identifies game screen data by calling an image recognition model, extracts the appearance features of characters in the screen, such as the character's outline, color, texture, clothing, weapons and actions, and matches them with a pre-stored character template library to determine the corresponding virtual character.
[0035] In one embodiment, an image recognition model is invoked to identify the game screen data. Specifically, this can be based on the game screen data, using a convolutional neural network to identify the virtual character controlled by the user in the game, or using object detection, such as YOLO, to identify the virtual character controlled by the user in the game, or using a feature matching algorithm to identify the virtual character controlled by the user in the game.
[0036] Step 103: Determine the audio playback feature parameters based on the user identifier and virtual role; In one embodiment, audio broadcast feature parameters may include timbre, such as gender, age, speech rate, tone, region, dialect type, emotional intensity, etc.
[0037] In one embodiment, the cloud server combines the user identity indicated by the user identifier and the virtual role controlled by the user to query the user profile database and the role attribute table to generate a set of parameters for controlling the audio style.
[0038] Step 104: Generate the target audio file based on the achievement description information and audio broadcast feature parameters; In one embodiment, the target audio file is output in a standard audio format, such as Waveform Audio File Format (WAV) or MP3.
[0039] In one embodiment, achievement description information is used as text input, and combined with the aforementioned audio broadcast feature parameters, a text-to-speech (TTS) model is invoked to generate audio data with personalized acoustic performance.
[0040] Step 105: Send the target audio file to at least one user terminal so that the user terminal can play audio based on the target audio file.
[0041] In one embodiment, the scope of at least one user terminal may be determined by the user who has achieved the achievement, such as within a province or nationwide.
[0042] In one embodiment, the cloud server can send the target audio file to at least one user terminal via a push notification service.
[0043] In one embodiment, the cloud server can also send the target audio file to at least one user terminal through a long connection channel.
[0044] In one embodiment, game achievement event information is received from a user terminal. This event information includes at least a user identifier to identify the user, achievement description information describing the achievement content, and game screen data reflecting the real-time game state. Subsequently, the cloud server performs image analysis based on the received game screen data to identify the virtual character actually controlled by the user in the current game environment. After determining the virtual character, a set of audio playback feature parameters is determined by combining personalized information associated with the user identifier. These parameters aim to ensure that the final generated audio matches the user's preferences or character characteristics. Then, using text-to-speech synthesis technology, the achievement description information is combined with the aforementioned audio playback feature parameters to generate a target audio file with a specific timbre, tone, and style. Finally, the generated target audio file is sent to one or more designated user terminals, where the terminal devices complete the final audio playback presentation.
[0045] In one embodiment, the above process can be applied to a cloud internet cafe environment to achieve personalized game achievement broadcasts across regions.
[0046] In one embodiment, the cloud server-based architecture facilitates unified management of user terminals and flexible adjustment of broadcast strategies, and has good scalability.
[0047] By receiving user game achievement event information, including user identifier, achievement description information, and game screen data; identifying the virtual character controlled by the user in the game based on the game screen data; determining audio playback feature parameters based on the user identifier and virtual character to achieve personalized customization of the playback style; generating a target audio file based on the achievement description information and audio playback feature parameters; and sending the target audio file to at least one user terminal so that the user terminal can play audio according to the target audio file, thereby realizing cross-terminal playback of game achievements and improving user experience.
[0048] In one embodiment, such as Figure 2 As shown, based on the user identifier and virtual role, the audio playback characteristic parameters are determined, including: Step 201: Based on the user identifier, obtain the user's historical behavior data, which includes at least one of online duration, active time period, access frequency, and geographic information; In one embodiment, the user's historical behavior data is used as structured data to reflect the user's usage habits.
[0049] In one embodiment, online duration is used to determine user stickiness, active time periods are used to infer user routines, access frequency reflects user activity, and geographic information is used for dialect adaptation.
[0050] For example, online duration: Online duration is divided into three levels: short (<2 hours), medium (2-4 hours), and long (>4 hours), and assigned corresponding weights of 1, 2, and 3. Frequent online time: Based on players' login times (e.g., weekdays, weekends, evenings), time series analysis is used to determine players' activity patterns, and corresponding activity coefficients (1-3) are assigned. Frequency of visits to internet cafes: The number of times players visit internet cafes per week is counted, defined as low (<1 time / week), medium (1-2 times / week), and high (>2 times / week), and a frequency index (1-3) is assigned. Peak hours: Peak hours are identified through internet cafe usage data, and a bonus coefficient (1-1.5) is set for different time periods. Geographical characteristics: Geographical regions are determined using players' IP addresses, registration locations, or frequently used login locations. Geographical codes are assigned to different regions and associated with specific dialects and accents. Internet cafe linkage: Player activity records in different internet cafes are analyzed, and graph theory models are used to calculate player mobility between internet cafes, setting a linkage index (1-3).
[0051] In one embodiment, the cloud server uses the user identifier as an index to query the database to obtain the user's historical behavior data.
[0052] In one embodiment, the cloud server uses the user identifier as an index to query the user profile system, extracts the user's accumulated behavior records during historical usage, and obtains the user's historical behavior data.
[0053] Step 202: Extract features from historical behavior data to obtain user preference features; In one embodiment, user preference features are used to indicate features that the user is interested in, and are an abstract representation of user behavior, such as highly active nighttime users, light casual gamers, etc.
[0054] In one embodiment, user preference features can be obtained by extracting features from historical behavioral data through data cleaning, normalization, and other methods.
[0055] In one embodiment, based on the example in step 201 above, a decision tree or random forest algorithm is used to select the most suitable voice type and style. The provided voice options include: Gender and Age: Selecting a matching voice library based on the player's gender and age group. Region and Dialect: Selecting the corresponding dialect and accent based on the player's region code. Emotional Expression: Using a sentiment analysis model to identify and adjust the emotional tone of the voice, such as passionate, humorous, or formal.
[0056] Step 203: Determine the audio broadcast feature parameters based on preference features and the attribute information of the virtual character.
[0057] In one embodiment, the attribute information of the virtual character includes at least the virtual character's gender, age, occupation type (e.g., warrior or mage), faction (e.g., good or evil), official voice-over style, etc., which are usually stored in the character attribute table.
[0058] In one embodiment, user preference features are jointly analyzed with the attributes of virtual characters in the game, and a set of parameters controlling the speech synthesis style is generated through rule engine, decision tree or model reasoning.
[0059] In one embodiment, the cloud server first queries the associated user behavior database for the user's historical behavior data records based on the received user identifier. This historical behavior data includes, but is not limited to, the user's average online time, typical active time periods (e.g., weekday evenings or weekend afternoons), frequency of cloud service access, and the geographic information corresponding to the registered or frequently used login IP address. The historical behavior data is processed using predefined quantification rules; for example, online time is divided into short, medium, and long levels with corresponding weights; an activity coefficient is determined based on active time periods; and geographic information is mapped to specific dialect or accent codes, thereby transforming the raw behavior data into a structured user preference feature vector. The server obtains the attribute information of the virtual character, such as character type (e.g., warrior, mage) and personality traits implied by the character's backstory (e.g., calm, lively). By fusing the user preference feature vector with the virtual character attribute information, the final audio broadcast feature parameter set is output. This parameter set explicitly defines the specific attributes of the synthesized speech, such as gender orientation, age perception, dialect characteristics, and emotional tone.
[0060] In one embodiment, by deeply mining users' historical behavioral data and combining it with game character attributes, the process of determining audio broadcast feature parameters becomes more refined and data-driven. This enables the generation of voice broadcasts that are highly tailored to users' personal habits and game character settings, significantly improving the personalization of the broadcasts and the user's sense of immersion, thereby enhancing the overall attractiveness of the gaming experience.
[0061] For example, historical behavioral data of user U1001 is obtained. If the average daily online time over the past 7 days is 3.8 hours, it is classified as a medium-to-long-time user; 65% of login time is between 20:00 and 23:00, it can be marked as evening active; the access frequency is 5 times per week, indicating a high-frequency user; the frequently logged-in location is Guangdong, with the region code GD. If the access frequency is greater than or equal to 4 times per week and the region is South China, the preference feature is marked as South China high-frequency active type. Simultaneously, the attributes of the virtual character controlled by this user are identified as male, around 30 years old, warrior profession, and a deep, powerful voice. Matching South China high-frequency active type and male warrior, the audio broadcast feature parameters are determined as: Mandarin, mature male voice, medium speaking speed, and high emotional intensity.
[0062] In one embodiment, such as Figure 3 As shown, based on achievement description information and audio broadcast feature parameters, a target audio file is generated, including: Step 301: Perform semantic analysis on the achievement description information to determine the sentiment attributes corresponding to the achievement description information; In one embodiment, semantic analysis of achievement description information refers to the process of understanding the meaning of the text, which may include entity recognition, event classification, and sentiment polarity judgment.
[0063] In one embodiment, the emotional attribute corresponding to the achievement description information represents the type of emotion that the achievement should evoke, such as excitement, joy, solemnity, humor, and intensity level, such as high / medium / low, which is used to guide the expression style of the broadcast audio.
[0064] For example, semantic analysis of achievement descriptions such as "defeating an ancient dragon" and "first completion of Hell difficulty" can be used to extract the implied emotional tendency (excitement) and intensity level (high).
[0065] Step 302: Determine the emotional expression parameters of the speech synthesis model based on the emotional attributes and audio broadcast feature parameters; In one embodiment, the speech synthesis model is the TTS mentioned in the previous embodiment. Commonly used TTS models include Tacotron 2, WaveNet, FastSpeech, and Variational Inference with Adversarial Training for end-to-end Text-to-Speech (VITS) models.
[0066] In one embodiment, the emotion expression parameter refers to the adjustable variables in the speech synthesis model that directly affect the fundamental frequency, energy, duration and spectral characteristics of the speech, thereby achieving speech output of different emotions.
[0067] In one embodiment, emotional attributes, such as emotional tendency as excitement and intensity level as high, along with predetermined audio broadcasting feature parameters, such as Mandarin, mature male voice, and medium-speed speech, are used together as control signals to adjust the acoustic parameter configuration within the speech synthesis model.
[0068] Step 303: Generate the target audio file based on the speech synthesis model using emotion expression parameters.
[0069] In one embodiment, after the parameter update is completed, the achievement description information is used as input text, the original audio waveform is generated by the speech synthesis model, and encoded into a target audio file in a standard format.
[0070] For example, the natural language processing module of the cloud server performs semantic analysis on the achievement description information in text format. This may include keyword extraction, sentiment assessment (such as determining whether the achievement is "exciting," "humorous," or "solemn"), and importance evaluation, thereby determining the sentiment attribute corresponding to the achievement description information. Subsequently, based on this sentiment attribute and pre-determined audio broadcast feature parameters, the sentiment expression parameters of the speech synthesis model, such as Tacotron2 or WaveNet, are dynamically updated. Specifically, the update involves adjusting parameters such as prosody, speech rate, and pitch curve to ensure that the emotional color of the synthesized speech matches the nature of the achievement event. Finally, using the speech synthesis model with updated sentiment expression parameters, the achievement description text is taken as input to directly synthesize a target audio file with the target emotional expression and personalized sound effects.
[0071] In one embodiment, by introducing semantic analysis to dynamically adjust the emotional parameters of speech synthesis, a high degree of fit between the broadcast content and the connotation of the achievement event is achieved, making the generated audio broadcast personalized and able to more accurately convey the emotional experience brought about by the achievement, thereby greatly enhancing the appeal and immersion of the broadcast and improving the atmosphere creation effect in the game.
[0072] In one embodiment, such as Figure 4 As shown, after sending a target audio file to at least one user terminal so that the user terminal can perform audio playback based on the target audio file, the audio playback method includes: Step 401: Obtain user feedback information for the target audio file; In one embodiment, user feedback information refers to the user's response to the announced achievement, including but not limited to liking, disliking, sending virtual gifts such as applause, bouquets, and sending short bullet comments such as "That's awesome!"
[0073] In one embodiment, user feedback information is used to measure the popularity of the broadcast content.
[0074] In one embodiment, user feedback information regarding the target audio file can be obtained from information reported from the user terminal to the cloud server.
[0075] In one embodiment, after the target audio file is played, the cloud server actively collects interactive behavior data submitted by other users through the user terminal interface. These other users can be players or social friends in the same internet cafe, or players in other internet cafes within the same cloud internet cafe.
[0076] Step 402: Generate interaction popularity based on user feedback information; In one embodiment, interactive popularity is a quantitative indicator that reflects the dissemination effect and emotional resonance of a target audio file among a user group. It is usually expressed in numerical or grade form, such as a popularity value of 98 or a popularity grade of high.
[0077] In one embodiment, generating interaction popularity based on user feedback information specifically involves: the cloud server performing quantitative weighting processing on the collected user feedback information to obtain a comprehensive value or level, which serves as a social influence indicator for the achievement broadcast.
[0078] Step 403: In response to the interaction popularity meeting the preset conditions, send an audio file containing the interaction popularity to at least one user terminal so that the user terminal can perform audio playback based on the audio file containing the interaction popularity.
[0079] In one embodiment, an audio file containing interactive popularity refers to an audio file that adds a popularity description to the original broadcast text. For example, if user A unlocks a rare "Dragon Conqueror" achievement in the game, it can be expanded to "User A unlocks a rare "Dragon Conqueror" achievement in the game, and 99 users have cheered for him," which can enhance the user's sense of social identity.
[0080] In one embodiment, when the calculated interaction popularity meets preset conditions, such as an interaction popularity exceeding 90, the cloud server triggers a secondary broadcast mechanism, which can merge the original achievement content with the popularity information, regenerate a new audio file, and redistribute it.
[0081] In one embodiment, the cloud server continuously monitors and collects user feedback information from various user terminals regarding the broadcasted target audio file. This feedback information can be specifically represented by quantitative data collected through interactive controls on the terminal interface, such as like buttons, comment input boxes, or virtual gift icons, including the number of likes, comments, and gift value. Based on a weighted summation of the number of likes and comment interaction frequencies, this feedback information is processed in real time to generate a comprehensive interaction popularity index. When the interaction popularity index exceeds a preset threshold, a secondary broadcast process is triggered. In this process, the cloud server generates a new audio file. In addition to containing the original achievement broadcast content, this new file incorporates a description of the current interaction popularity through speech synthesis technology, such as "This achievement has received more than 100 likes!". This new audio file containing the interaction popularity is then sent to one or more user terminals for broadcast. It should be noted that the one or more user terminals at this time can be the original terminal list or an expanded terminal list. For example, the original terminal list is user terminals throughout the province (i.e., cloud internet cafes), while the current terminal list is cloud internet cafes throughout the country.
[0082] In one embodiment, by introducing an interactive popularity mechanism based on user feedback and triggering a secondary broadcast with enhanced content, personal achievement events can be transformed into community interactive activities. This can effectively amplify the social influence of achievement events, encourage interaction and participation among players, create a more enthusiastic community atmosphere, and thus significantly enhance user engagement and stickiness.
[0083] like Figure 5 As shown, Figure 5 This is a flowchart illustrating the audio playback method provided in this embodiment of the disclosure. The audio playback method provided in this embodiment of the disclosure, applied to a user terminal, includes the following steps: Step 501: Obtain the user's status information in the game; In one embodiment, the user's state information in the game refers to the program-identifiable runtime variables or event flags in the game, which are used to characterize the player's operational progress, such as character level, number of kills, mission completion status, health points, equipment changes, map location, battle results, and other information.
[0084] In one embodiment, the user's state information in the game can be obtained by reading the game process memory data.
[0085] In one embodiment, the user's state information in the game can also be obtained by calling the game's open application programming interface (API).
[0086] In one embodiment, the user's status information in the game can also be obtained in real time by listening to system events or capturing screen content.
[0087] Step 502: In response to the state information meeting the preset game achievement conditions, generate game achievement event information corresponding to the state information; In one embodiment, the preset game achievement conditions refer to pre-configured logical judgment rules used to identify whether a specific achievement has been achieved.
[0088] In one embodiment, the collected status information is compared with the achievement condition rule base, and once a match is found, such as "the number of kills has reached 10".
[0089] In one embodiment, game achievement event information is typically represented as a structured data packet, which includes at least a user identifier, achievement type, achievement description information, and contextual data that can assist the cloud in identifying virtual characters, such as screenshots and character IDs.
[0090] Step 503: Send game achievement event information to the cloud server so that the cloud server can generate the target audio file based on the game achievement event information; In one embodiment, game achievement event information can be sent to a cloud server via network protocols such as HTTPS and WebSocket.
[0091] Step 504: In response to receiving the target audio file sent by the cloud server, play the target audio file.
[0092] In one embodiment, audio push messages from a cloud server are monitored, and upon receiving the target audio file, a local audio playback engine is invoked to decode and output the speech.
[0093] For example, the system acquires status information reflecting the user's game progress. This status information may include key indicators such as changes in character attributes, task completion status, or specific operation sequences. When the current status information is determined to meet pre-set achievement conditions, an event generation process is triggered. The relevant status information is encapsulated into structured game achievement event information, which at least includes an achievement identifier and necessary contextual data. Subsequently, the generated game achievement event information is uploaded to a cloud server, thereby initiating a cloud-based personalized audio content generation process based on this information. After successfully receiving the target audio file from the cloud server, the local audio processing and playback module is invoked to ultimately complete the playback presentation of the audio content.
[0094] In one embodiment, such as Figure 6 As shown, the target audio file to be played includes: Step 601: Obtain the user's audio reception configuration information and the user's game running status; In one embodiment, the user's audio reception configuration information refers to user-defined personalized settings for controlling audio broadcasting behavior, including but not limited to whether to enable the achievement broadcasting function, the allowed broadcasting time period, such as only 19:00–22:00, whether to prohibit playback in specific scenarios, such as not broadcasting during battle, maximum volume limit, whether to mute, and whether to broadcast only in non-full-screen games, etc.
[0095] In one embodiment, the audio reception configuration information for each user may be the same or different.
[0096] In one embodiment, the user's audio reception configuration information can be obtained from a local storage database.
[0097] In one embodiment, the user's audio reception configuration information can also be obtained from the cloud-based user configuration center.
[0098] In one embodiment, the user's game running status is used to reflect key contextual information about whether it is appropriate to insert voice broadcasts, including but not limited to states such as in battle, in mission dialogue, in BOSS battle, in high frame rate competitive mode, in paused interface, in settlement interface, and in the background of the game.
[0099] In one embodiment, the user's game running status can be obtained by calling the game process interface.
[0100] In one embodiment, the user's game running status can also be obtained by analyzing the current foreground application or by combining screen recognition.
[0101] Step 602: Determine the broadcast time based on the user's audio reception configuration information and the user's game running status; In one embodiment, the broadcast time refers to the logical timing point when the playback conditions are met, such as broadcasting immediately after entering the settlement interface or broadcasting the next second after the battle ends.
[0102] Step 603: Play the target audio file at the designated time.
[0103] In one embodiment, the speech content in the target audio file is decoded and output during the broadcast time to complete the broadcast action.
[0104] In one embodiment, after receiving the target audio file, the user terminal does not play it immediately. Instead, it first reads the user's audio reception configuration information from a locally stored configuration file. This configuration information includes the user's preset playback preferences. Simultaneously, the terminal monitors the current game's running status in real time. This status includes, but is not limited to, whether the game scene is in a non-combat static period, whether the character's health is safe, whether there are important cutscenes playing, and whether the user interface is in an interactive idle state. Next, the terminal's scheduling module matches and analyzes the above configuration information with the real-time game running status, determining the optimal playback time based on predefined decision logic. For example, if the configuration requires "playing during non-combat" and the current game status is "the character is in the main city's safe zone," then it is immediately determined to be a suitable time to play. If the current situation is one of intense combat, the scheduling module will continue monitoring until the battle ends and the scene switches to a safe zone before triggering the playback. Once the specific playback time is determined, the terminal calls the audio decoder and hardware driver at that precise moment to output the target audio file through a speaker or headphones.
[0105] For example, after receiving the target audio file, the user terminal first loads the local audio receiving configuration information: the user has enabled "Achievement Broadcast," but has set "Disable playback during combat" and "Broadcast only between 20:00 and 23:00." If the conditions are not currently met, the audio file is temporarily stored in a memory queue, and status monitoring is started. When the player exits the combat a few minutes later, the voice output is completed when the results animation begins.
[0106] In one embodiment, by comprehensively considering the user's subjective preferences and the objective game operating environment, the timing of the broadcast is intelligently decided, which effectively avoids the interference of achievement broadcasts on the core game experience, such as key battles and plot animations, and ensures that the broadcast content is presented at the appropriate time. This not only ensures that the immersion of the game process is not destroyed, but also makes the achievement broadcast information clearly perceived by the user, significantly improving the comfort and satisfaction of the user experience.
[0107] In one embodiment, this application provides an audio broadcasting method, including information collection, role recognition, broadcasting information allocation strategy, and determination of artificial intelligence (AI) broadcasting speech features and speech synthesis. The specific steps are as follows: Step 1: Information Collection, including: 1. The client-side integrated software runs silently in the background after initialization, monitoring the game environment in real time and capturing player actions. 2. Based on the game name selected by the player, it determines whether the game is newly launched. If it is, it retrieves all achievements, game character template information, and game character voice packs from the game developer and stores them in the database. If it is not newly launched, it loads all in-game achievements, game character template information, and game character voice packs from the software database. 3. When the player achieves preset achievement conditions in the game, the client software calls the data collection module through an event trigger mechanism. This module captures the player's operation sequence, screenshots of the game interface, and compares the database to obtain achievement unlock confirmation information, and serializes this information. 4. The processed data is encapsulated into a structured format, such as JSON or XML. The data packets are sent to the cloud server using the HTTPS protocol, such as... Figure 7 As shown, Figure 7 This is a schematic diagram of a game interface provided in an embodiment of this disclosure.
[0108] Step Two, Character Recognition, includes: 1. The cloud server receives the data packet sent by the client. The server-side data processing service decodes the received data packet, parsing out key data such as player ID, game character information, and achievement details. 2. The parsed data is imported into the AI recognition module, which consists of a pre-trained deep learning model used to identify the player-controlled character from game screenshots and operation sequences. The AI model extracts features from the game screen through a convolutional neural network, such as the character's outline, color, texture, and movements, and matches these features with pre-stored character templates in the database to achieve accurate character recognition. The system also combines the player's operation sequences and achievement types for correlation analysis. During the recognition process, the system monitors the recognition accuracy in real time and dynamically adjusts the parameters of the recognition model based on the feedback of the recognition results to adapt to different game environments and changes in game characters.
[0109] Step 3: Broadcast Information Allocation Strategy and Determination of AI Broadcast Voice Features. The strategy for determining AI broadcast voice features is as follows: 1. Player Feature Analysis and Quantification. Based on the characteristic that player clients in internet cafes reset their information each time they log off, and that internet access information within the internet cafe is uniformly managed by the main internet cafe management client, the main internet cafe management client in each region analyzes the personal characteristics of local players in the internet cafe using the following quantitative indicators. Based on these personal characteristics, appropriate broadcast information is matched to each user's computer under the system's management, and audio matching the individual characteristics is determined. Personal characteristics may include the following: Online Duration: Online duration is divided into three levels: short (<2 hours), medium (2-4 hours), and long (>4 hours), and assigned corresponding weights of 1, 2, and 3. Frequent Online Time: Based on the player's login time (e.g., weekdays, weekends, evenings), time series analysis is used to determine the player's activity pattern, and a corresponding activity coefficient (1-3) is assigned. Frequency of visits to internet cafes: The number of times players visit internet cafes per week is statistically analyzed, defined as low (<1 time / week), medium (1-2 times / week), and high (>2 times / week), and a frequency index (1-3) is assigned. Peak hours: Peak hours are identified through internet cafe usage data, and a bonus coefficient (1-1.5) is set for different time periods. Regional characteristics: The region is determined using the player's IP address, and a regional code is assigned to different regions, which are then associated with specific dialects and accents. Internet cafe linkage: Player activity records in different internet cafes are analyzed, and a graph theory model is used to calculate player mobility between internet cafes, setting a linkage index (1-3). When a player logs in, the user-side computer collects real-time game behavior data through client software and uploads it to the main computer managing the internet cafe. 2. Personalized voice selection: Based on the above quantitative indicators, the system uses decision tree or random forest algorithms to select the most suitable voice type and style. The voice options provided by the system include: Gender, Age: A matching voice library is selected based on the player's gender and age group. Region and dialect: The corresponding dialect and accent are selected based on the player's region code. Emotional Expression: Emotional analysis models are used to identify and adjust the emotional tone of the speech, such as excitement, humor, and formality. 3. Emotion and Tone Adjustment: The system will use deep learning models (such as LSTM or Transformer) to intelligently adjust the tone, rhythm, and emotional tone of the speech. These models can adjust based on the following factors: Achievement Type and Importance: Achievement descriptions are analyzed using natural language processing techniques to determine their importance and associated emotional expression. Player Preferences: A collaborative filtering recommendation system is used to adjust the emotion and tone of the speech, combining players' historical feedback and choices. Internet Cafe Usage Habits: Players' behavioral patterns in internet cafes are analyzed, clustering algorithms are used to group players, and a customized speech style is applied to each group. 4. Speech Synthesis Execution: The system will use end-to-end speech synthesis models such as Tacotron 2 or WaveNet to generate personalized speech based on selected speech samples and adjusted emotional parameters.These models can generate natural-sounding speech directly from text, ensuring the naturalness and appeal of the broadcast. 5. If the player does not set any settings, the default voice pack of the current game character will be used to simulate the broadcast. Players can also select the voice packs of other characters in the current game for broadcasting through settings.
[0110] 6. Players can also choose to use their own voice for broadcasting, such as... Figure 8 As shown, Figure 8 This diagram illustrates the sound effect settings provided in this embodiment. It shows how, by recording a voice example, the AI voice synthesis module denoises, segments, and trains the sound to synthesize a broadcast audio composed of the user's own voice. The broadcast information allocation strategy is as follows: 1. Game type matching rules and tagging system: Tags are set for different games and player behaviors, such as "strategy game," "role-playing," and "arena victory," and relevant broadcast information is pushed through tag matching. 2. Achievement difficulty association: The difficulty level of achievements is analyzed and pushed to players who perform well at similar difficulty levels to stimulate their interest and desire for challenge. 3. Personalized broadcast content generation and voice broadcast receiver feature analysis. 4.1 Personal achievement records: The player's personal achievement records are analyzed, including achievement type, unlock frequency, and achievement level, to generate customized broadcast content. 4.2 Game behavior patterns: The player's game behavior patterns, such as game time and game style (e.g., conservative or aggressive), are considered to generate broadcast content that matches the player's personality. 4.3 Content Adaptation Rules, Language and Tone Selection: Based on players' language preferences and cultural background, select appropriate language and tone for broadcasting. 4.4 Emotional Tone Matching: Match corresponding emotional tones, such as excitement, humor, or warmth, based on the nature of the achievement and the player's personal characteristics. 4.5 Dynamic Content Adjustment Rules, Real-time Feedback Mechanism: Evaluate the attractiveness of the broadcast content by collecting real-time player feedback, such as listenership and player interaction.
[0111] For example, a player who frequently visits internet cafes on weekend evenings is a seasoned player of the game *Fantasy World* and has just unlocked the rare "Dragon Conqueror" achievement. This player typically plays for over 4 hours a day at internet cafes, falling into the "Long" category, and is assigned a score of 3; their active period is weekend evenings, assigned an activity coefficient of 2; they visit 3 times a week, defined as "High," and assigned a frequency index of 3; weekend evenings are peak times for internet cafes, adding a bonus coefficient of 1.5; the player is from Jiangsu Province, with the region code "E," and prefers a standard Mandarin accent; they frequently play games at the same internet cafe, resulting in a linkage index of 1; and they unlocked the "Dragon Conqueror" achievement, a high-impact event, resulting in an impact index of 4. Based on the player's regional characteristics, the system selects a standard Mandarin accent voice template. Considering their active period and achievement type, a mature and motivating male voice is chosen. A deep learning model is used to analyze the description of the "Dragon Conqueror" achievement to determine its importance and corresponding emotional expression, selecting an enthusiastic and appreciative tone. The rhythm of the voice is adjusted based on the player's online time and frequency to make it smoother and more profound. Using the Tacotron 2 model, a selected speech template and adjusted emotional parameters are synthesized into a personalized voice broadcast. The synthesized voice broadcast reads: "Congratulations to User A for unlocking the 'Dragon Conqueror' achievement in Fantasy World, demonstrating extraordinary courage and strength."
[0112] Step 4, Cross-Internet Cafe Communication, includes: 1. After the main cloud internet cafe management client in each region determines the broadcast voice matching the local user client and the personalized audio characteristics matching the broadcast voice, it sends the above information to the cloud server. The cloud server then encapsulates the voice file and achievement information into a broadcast packet based on the information. Then, the cloud server selects the optimal transmission path based on the current network conditions and transmission distance using an intelligent routing mechanism. During data transmission, the system monitors the transmission rate and packet loss rate in real time and dynamically adjusts the transmission strategy. When the broadcast packet arrives at the target internet cafe's client, the client software can choose the playback timing based on the player's receiving settings and current game status, such as playing immediately, during game pause, or after the player completes the current task, and distributes the received broadcast audio packet to downstream player clients. 2. Alternatively, the cloud server sends the key data parsed from the data packets sent by the client to the main client in each region. The main client then generates matching personalized voice broadcast packets based on the AI broadcast voice characteristics in Step 3 and sends the corresponding voice broadcast packets to the corresponding player clients according to the broadcast information allocation strategy. 3. During the voice broadcast, the client software also provides interactive features, allowing other players to provide feedback on the broadcast, increasing the fun of social interaction and sharing. While the broadcast is playing, the client software that selects to receive the voice broadcast will display a real-time feedback interface. On this interface, other players can react instantly to the broadcast, such as expressing "like" or "dislike" by clicking buttons, entering short text comments, or sending virtual gifts. Other players' feedback will be displayed on the screen in the form of a scroll bar or sidebar, allowing successful players to see the responses of other players and increasing the interactive atmosphere. 4. For example... Figure 9 As shown, Figure 9 This diagram illustrates user feedback information provided in this embodiment. The system collects feedback and interaction data from all players to generate an interaction popularity index. This index not only reflects the popularity of the broadcast, but also uses the number of likes as a threshold for achieving a certain accomplishment. When the number of likes for a broadcast reaches a system-set threshold, the system will broadcast the popularity of the achievement again, thereby further enhancing the participation of internet cafe players.
[0113] In one embodiment, such as Figure 10 As shown, Figure 10This is a schematic diagram of an audio broadcasting system provided in an embodiment of the present disclosure, including user clients, a management host computer, other player clients, a cloud server, and a database. The user clients include multiple terminals, the cloud server has role recognition and voice simulation functions, the management host computer is the core control node in the local network, responsible for coordinating the behavior of each terminal, receiving and forwarding game achievement events to the cloud server, other player clients refer to other user terminals in the cloud internet cafe, which can receive audio broadcasts from the cloud server, and the database stores basic data such as user profiles, character templates, and audio configurations.
[0114] In summary, the solution provided in this public disclosure is as follows: By receiving user game achievement event information, including user identifier, achievement description information, and game screen data; identifying the virtual character controlled by the user in the game based on the game screen data; determining audio playback feature parameters based on the user identifier and virtual character to achieve personalized customization of the playback style; generating a target audio file based on the achievement description information and audio playback feature parameters; and sending the target audio file to at least one user terminal so that the user terminal can play audio according to the target audio file, thereby realizing cross-terminal playback of game achievements and improving user experience.
[0115] To implement the audio broadcasting method provided in this disclosure, this disclosure also provides an audio broadcasting device, such as... Figure 11 As shown. Figure 11 This is a schematic diagram of the structure of the audio broadcasting device provided in this embodiment of the disclosure. The audio broadcasting device 1100 is applied to a cloud server and includes: The receiving unit 1101 is used to receive the user's game achievement event information, which includes the user identifier, achievement description information and game screen data. The identification unit 1102 is used to identify the virtual character controlled by the user in the game based on game screen data; The determining unit 1103 is used to determine audio playback feature parameters based on the user identifier and virtual role; The generation unit 1104 is used to generate a target audio file based on achievement description information and audio broadcast feature parameters; The sending unit 1105 is used to send a target audio file to at least one user terminal so that the user terminal can play audio according to the target audio file.
[0116] In one embodiment, the determining unit 1103 is specifically used for: Based on the user identifier, obtain the user's historical behavior data, which includes at least one of online duration, active time period, access frequency and geographic information; Feature extraction is performed on historical behavioral data to obtain user preference features; Based on preference characteristics and the attribute information of virtual characters, determine the audio broadcast feature parameters.
[0117] In one embodiment, the generation unit 1104 is specifically used for: Semantic analysis is performed on achievement description information to determine the corresponding sentiment attributes. Based on the emotional attributes and audio broadcast feature parameters, the emotional expression parameters of the speech synthesis model are determined; The target audio file is generated based on a speech synthesis model that uses emotion expression parameters.
[0118] In one embodiment, the sending unit 1105 is specifically used for: Obtain user feedback information regarding the target audio file; Interaction popularity is generated based on user feedback. In response to the interaction popularity meeting a preset condition, an audio file containing the interaction popularity is sent to at least one user terminal so that the user terminal can perform audio playback based on the audio file containing the interaction popularity.
[0119] To implement the audio broadcasting method provided in this disclosure, this disclosure also provides an audio broadcasting device, such as... Figure 12 As shown. Figure 12 This is a schematic diagram of the structure of the audio broadcasting device provided in an embodiment of the present disclosure. The audio broadcasting device 1200 includes: The acquisition unit 1201 is used to acquire the user's status information in the game; The generation unit 1202 is used to generate game achievement event information corresponding to the status information in response to the state information achieving the preset game achievement conditions; The sending unit 1203 is used to send game achievement event information to the cloud server so that the cloud server generates a target audio file based on the game achievement event information. The broadcasting unit 1204 is used to broadcast the target audio file in response to receiving the target audio file sent by the cloud server.
[0120] In one embodiment, the broadcasting unit 1204 is specifically used for: Obtain the user's audio reception configuration information and the user's game running status; The broadcast time is determined based on the user's audio reception configuration information and the user's game running status; The target audio file is broadcast during the designated broadcast time.
[0121] It should be noted that the audio playback device provided in the above embodiments is only illustrated by the division of the above program modules. In practical applications, the above processing can be assigned to different program modules as needed, that is, the internal structure of the audio playback device can be divided into different program modules to complete all or part of the processing described above. In addition, the audio playback device provided in the above embodiments and the audio playback method embodiments provided in this disclosure belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0122] Figure 13 This is a schematic diagram of the hardware composition structure of the electronic device provided in the embodiments of this disclosure, such as... Figure 13 As shown, the electronic device 1300 includes at least one processor 1302; and a memory 1301 communicatively connected to at least one processor 1302; wherein the memory 1301 stores instructions executable by at least one processor 1302, the instructions being executed by at least one processor 1302 to implement the steps of the audio broadcasting method of the present disclosure embodiment.
[0123] Optionally, the electronic device may specifically be an audio broadcasting device according to the embodiments of this application, and the electronic device may implement the corresponding processes implemented by the audio broadcasting device in the various methods of the embodiments of this application. For the sake of brevity, it will not be described in detail here.
[0124] It is understood that the electronic device also includes a communication interface 1303. Various components in the electronic device are coupled together via a bus system 1304. It is understood that the bus system 1304 is used to implement communication between these components. In addition to a data bus, the bus system 1304 also includes a power bus, a control bus, and a status signal bus. However, for clarity, in... Figure 13 The general designated all buses as Bus System 1304.
[0125] It is understood that memory 1301 can be volatile memory or non-volatile memory, or both. Non-volatile memory can be read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), ferromagnetic random access memory (FRAM), flash memory, magnetic surface memory, optical disc, or compact disc read-only memory (CD-ROM); magnetic surface memory can be disk storage or magnetic tape storage. Volatile memory can be random access memory (RAM), which is used as an external cache. By way of example, but not limitation, many forms of RAM are available, such as Static Random Access Memory (SRAM), Synchronous Static Random Access Memory (SSRAM), Dynamic Random Access Memory (DRAM), Synchronous Dynamic Random Access Memory (SDRAM), Double Data Rate Synchronous Dynamic Random Access Memory (DDRSDRAM), Enhanced Synchronous Dynamic Random Access Memory (ESDRAM), SyncLink Dynamic Random Access Memory (SLDRAM), and Direct Rambus Random Access Memory (DRRAM).The memory 1301 described in the embodiments of the present invention is intended to include, but is not limited to, these and any other suitable types of memory.
[0126] The methods disclosed in the above embodiments can be applied to or implemented by processor 1302. Processor 1302 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above methods can be completed by integrated logic circuits in the hardware of processor 1302 or by instructions in software form. Processor 1302 may be a general-purpose processor, DSP, or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Processor 1302 can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. A general-purpose processor may be a microprocessor or any conventional processor, etc. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software modules may be located in a storage medium, which is located in memory 1301. Processor 1302 reads information from memory 1301 and, in conjunction with its hardware, completes the steps of the aforementioned methods.
[0127] In an exemplary embodiment, the electronic device may be implemented by one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), FPGAs, general-purpose processors, controllers, MCUs, microprocessors, or other electronic components to perform the aforementioned method.
[0128] This disclosure also provides a non-transitory computer-readable storage medium storing computer instructions, which are used to cause a computer to execute the steps of the audio playback method of the present invention.
[0129] Optionally, the computer-readable storage medium can be applied to the audio broadcasting device in the embodiments of this application, and the computer instructions cause the computer to execute the corresponding processes implemented by the audio broadcasting device in the various methods of the embodiments of this application. For the sake of brevity, they will not be described in detail here.
[0130] This disclosure also provides a computer program product, including a computer program that, when executed by a processor, implements the steps of the audio playback method provided in this embodiment of the invention.
[0131] In the several embodiments provided in this application, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods, such as: multiple units or components can be combined, or integrated into another system, or some features can be ignored or not executed. In addition, the coupling, direct coupling, or communication connection between the various components shown or discussed can be through some interfaces, and the indirect coupling or communication connection between devices or units can be electrical, mechanical, or other forms.
[0132] The units described above as separate components may or may not be physically separate. The components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of the units may be selected to achieve the purpose of this embodiment according to actual needs.
[0133] In addition, in the various embodiments of the present invention, each functional unit can be integrated into one processing unit, or each unit can be a separate unit, or two or more units can be integrated into one unit; the integrated unit can be implemented in hardware or in the form of hardware plus software functional units.
[0134] Those skilled in the art will understand that all or part of the steps of the above method embodiments can be implemented by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When the program is executed, it performs the steps of the above method embodiments. The aforementioned storage medium includes various media that can store program code, such as mobile storage devices, ROM, RAM, magnetic disks, or optical disks.
[0135] Alternatively, if the integrated units of this invention are implemented as software functional modules and sold or used as independent products, they can also be stored in a computer-readable storage medium. Based on this understanding, the technical solutions of the embodiments of this invention, or the parts that contribute to the prior art, 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 methods of the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as mobile storage devices, ROM, RAM, magnetic disks, or optical disks.
[0136] The above description is merely a specific embodiment of the present invention, but the scope of protection of the present invention is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in the present invention should be included within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. An audio playback method, applied to a cloud server, characterized in that, The methods include: Receive user's game achievement event information, which includes user identifier, achievement description information, and game screen data; Based on the game screen data, the virtual character controlled by the user in the game is identified; Based on the user identifier and the virtual character, determine the audio playback feature parameters; Based on the achievement description information and the audio broadcast feature parameters, a target audio file is generated; The target audio file is sent to at least one user terminal so that the user terminal can perform audio playback based on the target audio file.
2. The method according to claim 1, characterized in that, The step of determining audio playback feature parameters based on the user identifier and the virtual role includes: Based on the user identifier, the user's historical behavior data is obtained, and the historical behavior data includes at least one of online duration, active time period, access frequency and geographic information; Feature extraction is performed on the historical behavior data to obtain the user's preference features; The audio playback feature parameters are determined based on the preference features and the attribute information of the virtual character.
3. The method according to claim 1, characterized in that, The step of generating a target audio file based on the achievement description information and the audio broadcast feature parameters includes: Semantic analysis is performed on the achievement description information to determine the sentiment attributes corresponding to the achievement description information; Based on the emotional attributes and the audio broadcast feature parameters, the emotional expression parameters of the speech synthesis model are determined; The target audio file is generated based on a speech synthesis model that uses the aforementioned emotion expression parameters.
4. The method according to claim 1, characterized in that, After sending the target audio file to at least one user terminal so that the user terminal performs audio playback based on the target audio file, the method includes: Obtain user feedback information regarding the target audio file; The interaction popularity is generated based on the user feedback information; In response to the interaction popularity meeting a preset condition, an audio file containing the interaction popularity is sent to at least one user terminal, so that the user terminal can perform audio playback based on the audio file containing the interaction popularity.
5. An audio broadcasting method, applied to a user terminal, characterized in that, The methods include: Obtain user status information in the game; In response to the state information being met under preset game achievement conditions, game achievement event information corresponding to the state information is generated; Send the game achievement event information to the cloud server so that the cloud server generates a target audio file based on the game achievement event information; In response to receiving the target audio file sent by the cloud server, the target audio file is played.
6. The method according to claim 5, characterized in that, The playback of the target audio file includes: Obtain the user's audio receiving configuration information and the user's game running status; The broadcast time is determined based on the user's audio reception configuration information and the user's game running status; The target audio file is broadcast at the specified broadcast time.
7. An audio broadcasting device, applied to a cloud server, characterized in that, include: The receiving unit is used to receive user game achievement event information, which includes user identifier, achievement description information and game screen data. The identification unit is used to identify the virtual character controlled by the user in the game based on the game screen data. The determining unit is configured to determine audio playback feature parameters based on the user identifier and the virtual role; The generation unit is used to generate a target audio file based on the achievement description information and the audio broadcast feature parameters; A sending unit is configured to send the target audio file to at least one user terminal, so that the user terminal can perform audio playback based on the target audio file.
8. An audio broadcasting device, applied to a user terminal, characterized in that, include: The acquisition unit is used to acquire the user's status information in the game; The generation unit is used to generate game achievement event information corresponding to the state information in response to the state information achieving the preset game achievement conditions. A sending unit is configured to send the game achievement event information to a cloud server, so that the cloud server generates a target audio file based on the game achievement event information; The broadcasting unit is used to broadcast the target audio file in response to receiving the target audio file sent by the cloud server.
9. An electronic device, characterized in that, include: At least one processor; as well as A memory communicatively connected to the at least one processor; wherein, The memory stores instructions that can be executed by the at least one processor to enable the at least one processor to perform the method of any one of claims 1 to 4 or claims 5 to 6.
10. A non-transitory computer-readable storage medium storing computer instructions, characterized in that, The computer instructions are used to cause the computer to perform the method of any one of claims 1 to 4 or claims 5 to 6.