Method and system for realizing voice group chat in live broadcasting room, storage medium and equipment

By dynamically allocating voice interaction resources in the live voice broadcast room, the problems of resource waste and shortage caused by fixed allocation are solved, achieving efficient resource utilization and improved user experience.

CN121771418APending Publication Date: 2026-03-31GUANGZHOU FANGGUI INFORMATION TECHNOLOGY CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-12-03
Publication Date
2026-03-31

AI Technical Summary

Technical Problem

In existing technologies, the voice interaction resource allocation mechanism in voice live streaming rooms is static and fixed, which leads to resource exhaustion during periods of high activity and resource waste during periods of low activity, affecting the capacity of the live streaming room and user experience, and resulting in low resource utilization.

Method used

By responding to user clients' requests to connect via voice chat, the system dynamically allocates voice interaction resources based on the live stream's interactive activity level, assigning individual voice interaction resources to user clients and establishing a dynamic resource allocation mechanism to ensure a precise match between resource supply and demand.

Benefits of technology

It improves the utilization rate of voice interaction resources, avoids resource waste and strain, and enhances the user's interactive experience and the scalability of the live streaming platform.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a voice group chat implementation method and system for a live broadcast room, a storage medium and equipment, and the method is applied to a live broadcast server, and comprises the steps: responding to a microphone connection request initiated by a user client in the voice live broadcast room, dynamically allocating live broadcast room voice interaction resources to the voice live broadcast room according to the interaction activeness information of the voice live broadcast room; allocating personal voice interaction resources to each user client initiating a microphone connection request in the voice live broadcast room by using the dynamically allocated live broadcast room voice interaction resources; and processing a microphone connection request corresponding to the user client based on the personal voice interaction resource. Therefore, by applying the technical scheme of the invention, the utilization rate of voice interaction resources in the live broadcast room can be effectively improved, and meanwhile, the audio-visual experience of users in the live broadcast room is enhanced.
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Description

Technical Field

[0001] This application relates to the field of online live streaming technology, and in particular to a method, system, storage medium and device for implementing voice group chat in a live streaming room. Background Technology

[0002] Live streaming refers to the technology by which broadcasters share live audio and video streams with viewers online through live streaming platforms. Live streaming is a new form of online business that embodies the open and sharing characteristics of the internet, giving everyone the opportunity to showcase their talents online.

[0003] Currently, in the management of voice live streaming rooms, technicians often pre-configure corresponding fixed voice interaction resources for each voice live streaming room, that is, pre-set a certain number of voice interaction resources (such as microphone slots or voice channels) for each voice live streaming room.

[0004] However, this static resource allocation mechanism has significant drawbacks: when user participation is high, the fixed number of voice interaction resources is quickly exhausted, preventing subsequent users from joining the voice interaction and limiting the capacity of the live stream and the user experience; conversely, in live streams with low user participation, the pre-allocated voice interaction resources are prone to significant idleness, leading to a waste of the live stream server's computing and bandwidth resources. Therefore, this not only results in low utilization of voice interaction resources on the live stream platform but also affects the user experience in various voice live stream rooms. Summary of the Invention

[0005] Based on this, the purpose of this application is to provide a method, system, storage medium and device for implementing voice group chat in a live broadcast room, which can effectively improve the utilization rate of voice interaction resources in the live broadcast room, and at the same time enhance the audio-visual experience of users in the live broadcast room.

[0006] The objective of this application can be achieved through the following technical solutions: In a first aspect, embodiments of this application provide a method for implementing voice group chat in a live streaming room, applied to a live streaming server, comprising the following steps: responding to a connection request initiated by a user client in the voice live streaming room, dynamically allocating live streaming room voice interaction resources to the voice live streaming room based on the interaction activity information of the voice live streaming room; using the dynamically allocated live streaming room voice interaction resources, allocating personal voice interaction resources to each user client that initiated the connection request in the voice live streaming room; and processing the connection request corresponding to the user client based on the personal voice interaction resources.

[0007] Secondly, embodiments of this application provide a voice group chat implementation system for a live streaming room. The system includes a user client and a live streaming server, with the user client connected to the live streaming server. The user client is used to join a voice live streaming room and initiate a connection request within the room. The live streaming server is used to respond to the connection requests initiated by the user clients in the voice live streaming room by dynamically allocating live streaming room voice interaction resources based on the interaction activity information of the live streaming room; using the dynamically allocated live streaming room voice interaction resources, allocating personal voice interaction resources to each user client that initiated a connection request in the live streaming room; and processing the connection requests corresponding to the user clients based on the personal voice interaction resources.

[0008] Thirdly, embodiments of this application provide a computer-readable storage medium, wherein the computer-readable storage medium stores one or more programs, which can be executed by one or more processors to implement the steps in the method for implementing voice group chat in a live broadcast room as described in the first aspect.

[0009] Fourthly, embodiments of this application provide a computer device, including: a processor and a memory; the memory stores a computer-readable program that can be executed by the processor; when the processor executes the computer-readable program, it implements the steps in the method for implementing voice group chat in a live broadcast room as described in the first aspect.

[0010] Compared to existing technologies, the method described in this application first responds to user clients' requests for voice interaction in the live audio room and dynamically allocates voice interaction resources based on the interactive activity information of the live audio room. Then, it allocates individual voice interaction resources to each user client that initiated the voice interaction request to handle the corresponding request. Therefore, the method described in this application not only helps highly active live audio rooms to effectively and promptly expand their capacity, avoiding user interaction limitations caused by the rapid depletion of corresponding voice interaction resources, but also avoids redundancy and waste of voice interaction resources in low-activity live audio rooms, thereby significantly improving the overall utilization rate of voice interaction resources on the live streaming platform and enhancing the audiovisual experience for users in the live audio room.

[0011] To better understand and implement this application, the following detailed description is provided in conjunction with the accompanying drawings. Attached Figure Description

[0012] Figure 1 A schematic diagram illustrating an application scenario for the voice group chat implementation method in a live streaming room provided in this embodiment of the application; Figure 2 A diagram illustrating how viewers enter the live stream room through the viewer client provided in this application; Figure 3 A flowchart illustrating a method for implementing voice group chat in a live streaming room, provided in this application; Figure 4 A flowchart illustrating the steps of dynamically allocating voice interaction resources in a live streaming room as part of a method for implementing voice group chat in a live streaming room provided in this application. Figure 5 A flowchart illustrating the steps of managing voice interaction resources for voice chat requests in a resource waiting queue, as provided in this application, in a method for implementing voice group chat in a live streaming room. Figure 6 A schematic diagram illustrating the display of live stream topic guidance information generated in a live stream group chat implementation method provided in this application; Figure 7 A schematic diagram illustrating the display of live stream topic guidance information under risk review in a live stream group chat implementation method provided in this application; Figure 8 A schematic diagram of a computer device provided in this application for implementing the voice group chat method in the live streaming room. Detailed Implementation

[0013] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.

[0014] The terminology used in this application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. The singular forms “a,” “the,” and “the” used in this application and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used herein refers to and includes any or all possible combinations of one or more of the associated listed items.

[0015] It should be understood that although the terms first, second, third, etc., may be used in this application to describe various information, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, without departing from the scope of this application, first information may also be referred to as second information, and similarly, second information may also be referred to as first information. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."

[0016] Those skilled in the art will understand that the terms "client," "terminal," and "terminal device" as used in this application include both devices that are wireless signal receivers, which are devices that only have wireless signal receiver capabilities without transmission capabilities, and devices that have receiving and transmitting hardware, which have receiving and transmitting hardware capable of bidirectional communication on a bidirectional communication link. Such devices may include: cellular or other communication devices such as personal computers or tablets, which have single-line displays or multi-line displays or cellular or other communication devices without multi-line displays; PCS (Personal Communications Service), which can combine voice, data processing, fax, and / or data communication capabilities; PDA (Personal Digital Assistant), which may include a radio frequency receiver, pager, Internet / intranet access, web browser, notepad, calendar, and / or GPS (Global Positioning System) receiver; and conventional laptop and / or handheld computers or other devices that have and / or include radio frequency receivers. As used herein, "client," "terminal," and "terminal device" can be portable, transportable, installed in a means of transportation (air, sea, and / or land), or suitable and / or configured to operate locally and / or in a distributed manner, operating in any other location on Earth and / or in space. "Client," "terminal," and "terminal device" as used herein can also be a communication terminal, an internet access terminal, or a music / video playback terminal, such as a PDA, a MID (Mobile Internet Device), and / or a mobile phone with music / video playback capabilities, or a smart TV, set-top box, etc.

[0017] The hardware referred to by the names "server," "client," and "service node" in this application is essentially a computer device with the equivalent capabilities of a personal computer. It is a hardware device with the necessary components revealed by the von Neumann architecture, such as a central processing unit (including an arithmetic logic unit and a control unit), memory, input devices, and output devices. The computer program is stored in its memory, and the central processing unit loads the program stored in the secondary storage into the main memory to run it, execute the instructions in the program, and interact with the input and output devices to complete specific functions.

[0018] It should be noted that the concept of "server" used in this application can also be extended to the case of server clusters. Based on the network deployment principles understood by those skilled in the art, the servers should be logically divided. Physically, these servers can be independent of each other but accessible through interfaces, or they can be integrated into a single physical computer or a computer cluster. Those skilled in the art should understand this flexibility and should not use it to constrain the implementation of the network deployment method in this application.

[0019] The invention will be further explained below with reference to the accompanying drawings and the description of the embodiments.

[0020] Example 1 Please refer to Figure 1 , Figure 1 This is a schematic diagram of an application scenario for the voice group chat implementation method in a live broadcast room provided in this application embodiment. The application scenario includes a broadcaster client 101, a live broadcast server 102, and a viewer client 103 provided in this application embodiment. The broadcaster client 101 and the viewer client 103 interact through the live broadcast server 102. In this application embodiment, the user client includes at least one or more of the broadcaster client 101 and the viewer client 103.

[0021] Among them, the broadcaster client 101 refers to the end that sends broadcaster audio data (and / or broadcaster video data), which is usually the client used by the broadcaster (i.e., the broadcaster user) in online live streaming or the client that the broadcaster logs in with their account.

[0022] Viewer client 103 refers to the end that receives and watches the live media stream. It is usually the client used by the viewer (i.e., the viewer user) watching the video in the live broadcast. The live media stream includes the broadcaster's audio data (and / or the broadcaster's video data).

[0023] The hardware referred to by the broadcaster client 101 and the viewer client 103 essentially refers to computer equipment, specifically, such as... Figure 1 As shown, it can be a computer device such as a smartphone, smart interactive whiteboard, or personal computer. Both the broadcaster client 101 and the viewer client 103 can access the Internet through known network access methods and establish a data communication link with the live broadcast server 102.

[0024] As a business server, live streaming server 102 can further connect to related audio data servers, video streaming servers, and other servers providing related support, thus forming a logically interconnected service cluster to provide services to related terminal devices (e.g., ...). Figure 1 The broadcaster client 101 and the viewer client 103 shown in the figure provide services.

[0025] Based on this, in one or more embodiments, those skilled in the art will understand that the users in the live broadcast room include at least the broadcaster and the audience.

[0026] In this embodiment, the broadcaster client 101 and the viewer client 103 can join the same live broadcast room (i.e., live broadcast channel). The aforementioned live broadcast room refers to a chat room implemented using Internet technology, which typically has audio and video playback control functions. The broadcaster user conducts live broadcasts in the live broadcast room through the broadcaster client 101, and the viewer user of the viewer client 103 can log in to the live broadcast server 102 to enter the live broadcast room to watch the live broadcast.

[0027] Within a live streaming room, hosts and viewers can interact through well-known online communication methods such as voice, video, and text. Typically, the host performs for the audience in the form of a live media stream (audio and video stream), and economic transactions can occur during the interaction. Of course, the application of live streaming is not limited to online entertainment; it can be extended to other related scenarios, such as video conferencing, product promotion and sales, and any other scenarios requiring similar interaction.

[0028] For details, please refer to Figure 2 , Figure 2 This is a diagram illustrating how viewers access a live stream room through a viewer client provided in this application. The process of viewers watching the live stream is as follows: Viewers can click to access a live streaming application (such as YY) installed on the viewer client 103 and select to enter any live stream room. This triggers the viewer client 103 to load the live stream room interface for the viewer. The live stream room interface includes several interactive components. By loading these interactive components, viewers can watch the live stream and engage in various online interactions within the live stream room.

[0029] Based on this, in the application scenario of this application, the broadcaster can start a live broadcast in ways not limited to the following: For example, the broadcaster logs into the corresponding live broadcast account through a broadcaster client (such as a smartphone or smart tablet), enters the target live broadcast room (audio live broadcast room or video live broadcast room), and the live broadcast application defaults to the broadcaster starting the live broadcast; at this time, the broadcaster client calls the microphone and / or camera of the broadcaster client to collect the broadcaster's audio and / or video data, generates a live media stream, and uploads it to the live broadcast server of the corresponding live broadcast room; the live broadcast server pushes the stream to the viewer client in the live broadcast room, and the viewer can interact with the broadcaster through interactive components such as the bullet screen input box and the like button in the live broadcast room interface of the viewer client.

[0030] Based on the above, please also refer to Figure 3 , Figure 3A flowchart illustrating a method for implementing voice group chat in a live streaming room, as provided in this application. The method for implementing voice group chat in a live streaming room, applied to a live streaming server, includes the following steps: S10: In response to a live chat request initiated by a user client in the live chat room, dynamically allocate live chat room voice interaction resources to the live chat room based on the interaction activity information of the live chat room; S20: Using the dynamically allocated voice interaction resources in the live broadcast room, allocate personal voice interaction resources to each user client that initiates a live chat request in the voice broadcast room. S30: Based on the personal voice interaction resources, process the live chat request corresponding to the user client.

[0031] Compared to existing technologies, the technical solution of Embodiment 1 of this application effectively solves the problems of low resource utilization and poor scalability caused by fixed resource allocation in traditional voice chat rooms by establishing a dynamic resource allocation mechanism that is linked to the real-time status of the live chat room. Specifically, in the technical solution of this application, firstly, by responding to the call-to-talk request and dynamically allocating the live chat room-level voice interaction resources based on the real-time interactive activity information of the live chat room, the supply of resources is accurately matched with the actual needs of the live chat room, avoiding the blindness of resource allocation from the source; secondly, by using the dynamically allocated resource pool, personal voice interaction resources are allocated to each user client that initiates the request on demand, ensuring efficient and fair scheduling of resources at the user level; finally, the call-to-talk request is processed based on the allocated personal resources, completing the closed-loop management from global resource planning to individual request response, ensuring the real-time performance and stability of voice interaction.

[0032] Therefore, in the overall process of the technical solution of this application, through the continuous design of dynamic evaluation, allocation, and scheduling of resources, the technical effect of dynamically allocating voice interaction resources according to the load of the live broadcast room is achieved. Thus, by applying the technical solution of this application, not only can the utilization rate of voice interaction resources in the live broadcast room be effectively improved in high-concurrency scenarios, avoiding resource exhaustion, but also resource idleness is prevented in low-load scenarios, thereby significantly improving the overall scalability, resource utilization efficiency, and user voice interaction experience in live broadcast rooms of different sizes.

[0033] For step S10: In response to a live chat request initiated by a user client in the live chat room, dynamically allocate live chat room voice interaction resources to the live chat room based on the interaction activity information of the live chat room.

[0034] The users in the voice live stream room include online users and users who are connected via voice chat. Online users are listeners who have entered the voice live stream room but have not yet spoken in real time. Users who are connected via voice chat are users who have successfully occupied voice interaction resources and are engaging in real-time voice interaction. The interaction activity information is an indicator used to quantify the degree of real-time interaction in the corresponding live stream room. The interaction activity information includes at least one of the following: the number of online users in the voice live stream room, the number of users connected via voice chat, the frequency of user speech, and the frequency of sending public screen messages. The voice interaction resources are a set of voice processing resources (such as voice channels) allocated and maintained on the live stream server to support users' real-time voice interaction, including but not limited to: network transmission resources, audio encoding and decoding processing resources, and session state management resources. The voice interaction resources in the live stream room are the voice interaction resources allocated to the voice live stream room.

[0035] In an optional embodiment, please refer to Figure 4 , Figure 4 The flowchart of the steps for dynamically allocating voice interaction resources in a live streaming room according to a method for implementing voice group chat in a live streaming room provided in this application, wherein step S10 includes: S101: Based on the interaction activity information, determine the amount of voice interaction resources required for the voice live streaming room.

[0036] The voice interaction resource quantity is a quantitative value representing the scale of voice interaction resources required to support the current and recent voice interactions in the voice live broadcast room. In a specific embodiment, the voice interaction resource quantity can be obtained by weighting the interaction activity information through a pre-trained algorithm model, and its value is positively correlated with the estimated load of the live broadcast room.

[0037] S102: Compare the voice interaction resource value with a preset resource allocation threshold.

[0038] The resource allocation threshold is a critical value used to trigger different resource allocation strategies, which can be dynamically adjusted according to the overall load capacity of the live streaming server. In a specific embodiment, the purpose of this comparison step is to determine whether the current resource demand of the live streaming room is within the normal range or the high concurrency range.

[0039] S103: If the value of the voice interaction resource is not greater than the preset resource allocation threshold, then allocate the first live broadcast room voice interaction resource corresponding to the value of the voice interaction resource to the voice live broadcast room.

[0040] The first live broadcast room voice interaction resource is a set of basic, instantly responsive voice processing resources allocated to meet the current voice interaction scale of the live broadcast room (to handle corresponding live chat requests) when the demand for voice interaction resources does not exceed the resource allocation threshold.

[0041] In one optional embodiment, the resource allocation threshold can be periodically and dynamically adjusted based on the overall load of the live streaming server (such as CPU utilization, memory usage, or network bandwidth utilization). For example, when the overall load of the live streaming server is light, the resource allocation threshold can be appropriately increased to allow a single voice live streaming room to accommodate more users, thereby improving resource utilization. When the overall load of the live streaming server is heavy, the threshold can be appropriately decreased to distribute voice interaction resources more evenly among multiple live streaming rooms, thereby ensuring the stability of the overall service and ensuring the adaptability and intelligence of the resource allocation strategy.

[0042] In addition, based on the inventive concept of this application, this application also provides some voice group chat implementation steps that can be used in the voice group chat implementation method of the live broadcast room described in this application, for allocating voice interaction resources.

[0043] In an optional embodiment, after step S103, step S10 further includes: S104: When the amount of voice interaction resources is greater than the preset resource allocation threshold, the corresponding voice live room connection request is registered to the resource waiting queue, and the voice interaction resources of the connection requests in the resource waiting queue are managed according to the preset cross-live room polling processing strategy.

[0044] The resource waiting queue is a buffer used to temporarily store voice interaction requests that cannot be responded to immediately due to insufficient current voice interaction resources. The cross-live room polling processing strategy is a preset resource scheduling algorithm designed to place excess voice interaction requests from multiple voice live rooms into a unified global queue for priority sorting and resource allocation, thereby maximizing the utilization efficiency of voice interaction resources.

[0045] In this embodiment, please refer to Figure 5 , Figure 5 The flowchart of the steps for managing voice interaction resources of the voice group chat implementation method in the resource waiting queue provided in this application includes: S1041: Calculate the corresponding waiting priority score for each live chat request in the resource waiting queue.

[0046] The waiting priority score is a comprehensive quantitative indicator used to determine the order in which each voice interaction request in the resource waiting queue obtains the corresponding voice interaction resources. The waiting priority score is obtained based on at least one of the following: the interactive activity information of the voice live room corresponding to the voice interaction request (e.g., requests from highly active rooms can receive bonus points), the user client priority corresponding to the voice interaction request (e.g., requests from room owners or high-level users have higher priority), and the cumulative waiting time of the voice interaction request (e.g., the longer the waiting time, the higher the score). S1042: Based on the order of waiting priority scores, dynamically allocate second live room voice interaction resources to the user clients corresponding to the live chat requests in the resource waiting queue.

[0047] The second live-streaming room voice interaction resource is used to process the connection requests in the resource waiting queue. In some specific implementations, the second live-streaming room voice interaction resource is different from the first live-streaming room voice interaction resource. The allocation target of the second live-streaming room voice interaction resource is not limited to a single live-streaming room, but is open to all live-streaming rooms on the live-streaming server. The allocation timing depends on the release status of the voice interaction resource (such as when a user leaves the microphone) and the priority score of the connection request.

[0048] In one specific embodiment, when it is determined that the demand for voice interaction resources in a certain voice live broadcast room exceeds a preset resource allocation threshold (i.e., the judgment branch of S103 is "No"), the voice live broadcast room's connection request will be directed to the resource waiting queue. Subsequently, the cross-live broadcast room polling processing strategy is continuously executed, and the waiting priority score of each of the connection requests in the resource waiting queue (which may come from different voice live broadcast rooms) is calculated periodically. The preset and limited idle voice interaction resources (i.e., the second live broadcast room's voice interaction resources) are allocated to the user client corresponding to the connection request with the highest score in the current resource waiting queue to process the corresponding connection request. This ensures that when voice interaction resources are scarce, the voice interaction resources can be preferentially allocated to the requests with the highest value to the entire platform's interactive ecosystem, thereby effectively balancing the fairness and efficiency of resource allocation.

[0049] For step S20: Using the dynamically allocated live broadcast room voice interaction resources, allocate personal voice interaction resources to each user client that initiates a live broadcast request in the voice broadcast room.

[0050] The personal voice interaction resources are the voice interaction resources allocated to each user client that initiates a live chat request in the voice live room; in one embodiment, they originate from the dynamically allocated live room voice interaction resources (i.e., the first live room voice interaction resources).

[0051] In one embodiment, step S20 includes: S201: Calculate the user priority score for the user client that initiated the live chat request.

[0052] S202: Based on the user priority scores, personal voice interaction resources are allocated to the user clients who initiate the live voice chat request in the voice live room in descending order.

[0053] The user priority score is a quantified value used to sort multiple live chat requests within the same voice live stream to determine the processing order. The user priority score is calculated by weighting the user client's role weight and behavior weight. The role weight corresponds to the user client's identity role in the corresponding voice live stream. The behavior weight is calculated based on the user client's historical interaction behavior information.

[0054] In one embodiment, the roles include the host (room owner), viewers, and administrators (managers) of the voice live streaming room. Typically, the host role has the highest weight, followed by the administrators, and then the viewers. The historical interaction behavior information includes at least one of the following: the user client's speaking frequency and interaction points in the corresponding voice live streaming room. The interaction points are quantitative values ​​accumulated by the user client in the corresponding voice live streaming room through voice interaction behaviors (such as successful connection, effective speaking time, etc.) and non-voice interaction behaviors (such as sending gifts, liking, sharing the live streaming room, completing check-in tasks, etc.), used to measure its activity and contribution.

[0055] In one optional specific embodiment, when multiple user clients initiate a live chat request simultaneously or at similar times in the voice live chat room, and the remaining available voice interaction resources in the voice live chat room are insufficient, the live chat server will calculate the corresponding user priority score for each user client; for example, using a preset weighted formula: User priority score = Role weight * X + Behavior weight * Y, where, Behavior weight = User speaking frequency coefficient * A + (Interaction score * B) / 100, and X, Y, A, and B are all configurable preset coefficients.

[0056] Assume user A is a streamer (role weight 10), whose recent speaking frequency is average (user speaking frequency coefficient 0.8), and interaction score is 500; user B is a viewer (role weight 1), but is very active (user speaking frequency coefficient 1.2), and interaction score is 1500. Substituting these values ​​into the formula (assuming X=0.4, Y=0.6, A=0.3, B=0.7), user A's user priority score is 6.244, and user B's user priority score is 6.916. The live streaming server will prioritize allocating personal voice interaction resources to user B to handle their initiated voice chat requests.

[0057] Therefore, the live streaming server allocates personal voice interaction resources (such as microphone access and corresponding voice interaction resources) to user clients who initiate voice chat requests in the live streaming room in descending order of user priority scores. This ensures that, in the event of a shortage of voice interaction resources, users who have made significant contributions to the room, hold important positions, or have recently been highly active can obtain voice chat qualifications first (and their voice chat requests can be processed first). This optimizes the allocation of voice interaction resources among users in the live streaming room, incentivizes user interaction, and improves the interaction quality of the live streaming room.

[0058] For step S30: Based on the personal voice interaction resources, process the live chat request corresponding to the user client.

[0059] In one embodiment, step S30 is a step in which the live streaming server utilizes the personal voice interaction resources successfully allocated to a specific user client in step S20 to perform corresponding technical operations, thereby ultimately establishing a two-way voice connection between the user client and the live streaming room. Specifically, step S30 includes: first, the live streaming server sends a voice interaction permission instruction to the user client, notifying it that it has obtained voice interaction permission; then, the live streaming server opens a dedicated audio stream uplink receiving channel and a downlink mixed stream push channel for the user client, and adds its voice stream to the global audio mixed stream of the live streaming room; finally, the live streaming server coordinates with other user clients in the live streaming room to update the voice interaction user list and begin receiving the mixed stream containing the voice of the newly joined user, thereby completing the establishment of the voice interaction.

[0060] In step S30, the success of processing a live chat request is marked by the user client that initiated the request switching from the online user state to the live chat user state, and its voice signal being received by other user clients in the live room, while its corresponding user can also hear the main audio stream of the live room.

[0061] In one optional embodiment, after user client A is successfully allocated personal voice interaction resources (e.g., a specified audio codec instance, a certain amount of uplink bandwidth quota, and an audio buffer) according to its user priority score, the live streaming server binds the allocated resource instance with user client A's session information and establishes an independent audio transmission channel for it in the media transmission network. Then, the live streaming server sends a "microphone access permission" signal to user client A, and user client A's interface is updated accordingly, for example, the microphone icon is activated. At the same time, the live streaming server broadcasts a "user A has accessed the microphone" status update message to all other user clients in the live streaming room. After that, user client A's audio stream is incorporated into the global mix, and the voice interaction in the live streaming room officially begins.

[0062] In addition, based on the inventive concept of this application, this application also provides some voice group chat implementation steps that can be used in the voice group chat implementation method of the live broadcast room described in this application; the steps after step S30 are used to generate discussion topics in the voice live broadcast room, realize topic guidance function, promote the use and release of corresponding voice interaction resources, and improve the utilization rate of voice interaction resources.

[0063] Please refer to Figure 6 , Figure 6 This is a schematic diagram illustrating the display of live stream topic guidance information generated in a method for implementing voice group chat in a live stream provided in this application. The steps include: S40: In response to the input corpus information, generate live broadcast topic guidance information.

[0064] The corpus information refers to topic materials submitted by users and / or topic materials extracted from a preset corpus. In some specific implementations, the corpus is a data set storing topic materials, which may be derived from the collection and analysis of internet hot events, current affairs news, weather information, or popular trends within the platform.

[0065] S50: Push the live stream topic guidance information to the user client in the corresponding voice live stream room, so that the live stream topic guidance information is displayed in the public screen area of ​​the user client in the voice live stream room.

[0066] The display includes highlighting, pinning, or using special animation effects on the public screen of the live stream to ensure that it can effectively attract the attention of users in the live stream.

[0067] In an optional specific embodiment, when multiple people are connected in a certain voice live broadcast room, but the average speaking interval is long and the interaction tends to be bland (the allocated voice interaction resources are not fully utilized), the live broadcast server can perform the following operations: First, extract a topic material related to the current live broadcast room tag (such as "game") from a preset corpus, such as "How do you view the game balance adjustment of the latest version of XX game?", and automatically generate corresponding formatted live broadcast room topic guidance information.

[0068] Subsequently, the topic guidance information for this live stream was pushed to the voice live stream room; a message with a special background color was displayed at the top of the public screen of all user clients in the voice live stream room: "[Discussion Topic] What do you think of the game balance adjustments in the latest version of XX game?".

[0069] By generating and pushing live stream topic guidance information in the above manner, the discussion interest of users participating in the live stream can be stimulated. Users in the live stream will start voice interaction around the live stream topic guidance information, and the frequency of speaking will be significantly increased, thereby promoting the effective use of voice interaction resources. At the same time, it also attracts more online users to apply to participate in the discussion, indirectly promoting the cyclical release and redistribution of voice interaction resources, and improving the utilization rate of voice interaction resources and the interaction quality of the live stream as a whole.

[0070] In an optional embodiment, please refer to Figure 7 , Figure 7 This is a schematic diagram illustrating the display of live-stream topic guidance information generated during risk assessment in a live-stream group chat implementation method provided in this application. After the step of generating the live-stream topic guidance information, the step further includes: S401: Conduct a risk assessment on the live stream topic guidance information and obtain the risk assessment result.

[0071] S402: If the risk review result does not meet the preset rules, a review feedback message containing modification suggestions is generated and the review feedback message is returned to the corpus information input party to trigger the corpus information input party to modify the corpus information, and at the same time, the push of the live room topic guidance information is paused.

[0072] The risk review is an automated processing procedure designed to ensure the security and compliance of the content of the live broadcast topic guidance information. The preset rules are a set of preset criteria for determining whether the topic guidance information is allowed to be pushed. The review feedback information is a structured message that includes at least modification suggestions.

[0073] In one optional specific embodiment, step S401 includes: S401a: Filter keywords in the live stream topic guidance information.

[0074] In this embodiment, the keyword filtering is an operation of matching topic text using a preset prohibited word library (if a completely matching prohibited word is found in the topic guidance information of the live broadcast room, the risk review is directly determined to be unsuccessful).

[0075] S401b: Input the live stream topic guidance information filtered by keywords into the preset risk detection model to perform risk scoring and obtain a risk score.

[0076] In this embodiment, the risk detection model is a specially trained AI model (such as a text classification model based on natural language processing), which can identify sensitive, provocative, or other inappropriate content implied in the live broadcast topic guidance information and output a quantified risk score accordingly.

[0077] S401c: If the risk score is within a preset safe range, the frequency of the release of the live broadcast topic guidance information is detected to obtain the corresponding risk review result.

[0078] If the risk score falls within a preset fuzzy range, the corresponding live stream topic guidance information will be pushed to the manual review queue.

[0079] In this embodiment, the preset safe range and fuzzy range are score ranges predefined based on the performance of the preset risk detection model on the corresponding test set. For example, a risk score of 0 to 0.3 is the safe range, 0.3 to 0.7 is the fuzzy range, and 0.7 to 1 is the high-risk range. The posting frequency detection is used to prevent topic spamming. For example, it checks whether the number of times the same live broadcast room updates the topic guidance information in a unit of time exceeds a preset limit.

[0080] In one embodiment, if the risk score is within a preset fuzzy range, the corresponding live stream topic guidance information is pushed to the manual review queue for reviewers to make a decision, and the decision result is used as the risk review result.

[0081] It should be understood that, in the description of this application, the term "live streaming server" should be interpreted broadly, encompassing a collection of one or more servers, service modules, or computing devices that work together to complete the functions related to the live streaming room. In particular, when specific functions such as risk auditing are involved, the executing entity may be an independent service decoupled from the core live streaming business logic, dedicated hardware, or auditing services provided by a cloud computing platform. Any entity that can implement the functional logic described in this application should be considered to be included within the concept of "live streaming server".

[0082] In an optional specific embodiment, the above steps S401 to S402 can be implemented for risk review and feedback in the following manner: If the live streaming server generates or receives the live streaming topic guidance information as "discussing the advantages and disadvantages of a certain regional policy," in step S401a, this live streaming topic guidance information does not trigger keyword filtering. However, in step S401b, the risk detection model outputs a risk score of 0.5 because it involves social issues, which is within the preset fuzzy range (0.3-0.7). Subsequently, in step S401c, the live streaming server does not immediately perform publication frequency detection, but instead sends the live streaming topic guidance information to the manual review queue for reviewer adjudication. The reviewer determines that the live streaming topic guidance information has a controversial risk, but modifying the wording can reduce the risk. Based on this adjudication, the live streaming server immediately executes step S402: generating review feedback information, the content of which may be "This live streaming topic guidance information involves a sensitive area, and it is recommended to modify it to 'discussing the changes in life brought about by recent policies.'" Then, the live streaming server returns this review feedback information to the user who submitted the live streaming topic guidance information or the system module that triggered the generation through a system message. At the same time, the live streaming server pauses the push of this original topic guidance information, waits for the input party to modify the corpus information according to the suggestion, and then resubmits it for risk review.

[0083] Therefore, by applying the technical solution of this application, a human-machine collaborative review process was constructed. While ensuring content security, it improved the review efficiency and pass rate of live broadcast topic guidance information by guiding content optimization through precise feedback.

[0084] In addition, based on the inventive concept of this application, this application also provides some voice group chat implementation steps that can be used in the voice group chat implementation method of the live room described in this application; the steps after step S30 are used to optimize the data transmission between the live server and the user client.

[0085] The steps include: S60: Detect the load value of the voice live broadcast room.

[0086] The load value is a set of indicators used to quantify the current pressure status of the voice live streaming room and the live streaming server. The load value includes at least one of the following: the number of online users in the voice live streaming room, the number of users connecting with each other in the voice live streaming room, the frequency of public screen messages sent in the voice live streaming room, the resource utilization rate of the live streaming server (such as CPU utilization and memory utilization), and the network latency between the voice live streaming room and the corresponding user client.

[0087] S70: Compare the load value with a preset load threshold, and trigger a data transmission optimization strategy between the live streaming server and the user client based on the comparison result.

[0088] The data transmission optimization strategy is a set of preset technical means designed to reduce load and ensure the smooth operation of critical services. The data transmission optimization strategy includes at least one of the following: a first optimization strategy for optimizing the load of public screen messages, a second optimization strategy for optimizing the load of voice chat, and a third optimization strategy for optimizing the overall load.

[0089] In an optional embodiment, the first optimization strategy, targeting the load pressure caused by the explosive growth of text information, includes at least one of the following: The received public chat messages from the voice live stream are compressed (e.g., using GZIP or Snappy algorithms) before being pushed to the corresponding user client to reduce the amount of data transmitted over the network. After batch aggregating the received public screen messages from the voice live broadcast room, they are pushed to the corresponding user clients at fixed time intervals (e.g., every 3 to 5 seconds), transforming the high-frequency, small data packet real-time push into the low-frequency, large data packet batch push, thereby reducing the processing pressure on the live broadcast server and user clients. Limit the speaking frequency of user clients in the voice live broadcast room (e.g., set a minimum speaking interval of 2 seconds), and delay speaking requests that exceed the limit to suppress invalid or malicious spamming. A rendering change instruction is sent to the corresponding user client, so that the historical messages on the public screen of the user client in the voice live broadcast room are rendered in a paginated manner, avoiding the lag caused by loading a large number of historical messages at once.

[0090] In an optional embodiment, the second optimization strategy addresses the audio processing and transmission pressure caused by high-concurrency live streaming, including at least one of the following: Send an audio quality reduction instruction to the user client in the voice live broadcast room, so that the user client in the voice live broadcast room reduces the encoding quality of the voice stream sent by the live broadcast (e.g., from 48kHz stereo to 16kHz mono), thereby reducing bandwidth usage and computing overhead while sacrificing sound quality. Send a transmission path switching command to the user client in the voice live broadcast room to enable the point-to-point transmission link between the corresponding user clients, so that part of the voice stream can be transmitted directly between user clients, bypassing the live broadcast server, thereby diverting the network bandwidth and forwarding pressure of the live broadcast server. When the network latency exceeds the latency threshold (e.g., 300ms), the voice interaction resources of inactive user clients in the voice live broadcast room are automatically released (i.e., asked to step down) according to the preset activity-based microphone removal rules (e.g., recent speaking duration, interaction frequency), prioritizing the call quality of active users. By utilizing the load balancer of the live streaming server, the voice stream processing tasks (such as encoding / decoding, mixing, etc.) of the user clients in the voice live streaming room are distributed to several lightly loaded server nodes in the server cluster for execution, thereby avoiding single-point overload.

[0091] In an optional embodiment, the third optimization strategy focuses on ensuring the core functionality and basic smoothness of the client under extreme conditions. It includes: sending a rendering mode switching instruction to the user client in the voice live broadcast room, causing the user client in the voice live broadcast room to switch the corresponding user interface to text rendering mode and stop rendering the visual effects (such as avatar decorations, entrance animations, gift effects, etc.) in the voice live broadcast room, thereby greatly reducing the GPU and CPU load of the user client and ensuring the smooth operation of the core function of voice interaction.

[0092] In an optional specific embodiment, the above steps S60 and S70 can achieve load optimization in the following way: The live streaming server monitored a popular voice live streaming room in real time and found that the number of online users exceeded 3,000, the number of users connecting with each other reached 35, and the frequency of public screen messages was extremely high; at the same time, the average CPU utilization of the corresponding server cluster rose to 85%.

[0093] First, the live streaming server detects that the number of users connected to the live stream (35) exceeds the preset second threshold (30), and the number of online users (3000) also exceeds the preset third threshold (2500). Therefore, it immediately triggers the second optimization strategy: sends instructions to the user clients corresponding to all connected users to uniformly reduce the audio encoding quality from high definition to standard; at the same time, it establishes P2P transmission links between some user clients with good network conditions. Subsequently, the live streaming server detects that the frequency of public screen messages is far beyond the normal range, triggering the first optimization strategy: enables GZIP compression for public screen messages and changes it to batch push once every 5 seconds; at the same time, it enables frequency limits for user speech in the live streaming room. If, despite the above optimization strategies, the CPU utilization rate of the live streaming server continues to rise to 90% due to the continuous influx of users into the live streaming room, the live streaming server triggers the third optimization strategy, sends instructions to all user clients, and suggests or automatically switches to plain text rendering mode.

[0094] By combining the above optimization strategies, the basic voice functions and message flow in the live broadcast room can be ensured under large-scale concurrency, and graceful degradation under extreme load can be achieved, thus guaranteeing the core voice interaction experience for most users.

[0095] It should be understood that the above-described embodiments are merely preferred embodiments of this application and are not intended to limit the scope of protection of this application. Those skilled in the art will readily conceive of various other modifications to the technical solutions disclosed in this application after reading this specification.

[0096] Specifically, the core of this application's embodiments lies in providing a method for dynamically allocating interactive resources based on real-time load and performing intelligent guidance and optimization. Although the above embodiments are mainly described using "voice live streaming room" and "voice interaction resources" as specific application scenarios, the inventive concept of this application is not limited to these. For example, in video live streaming scenarios, with adaptive modifications, the method described in this application can also be applied to processing "video PK requests" or "multi-person video co-streaming": in this case, the "live streaming room voice interaction resources" can be adaptively understood as "live streaming room video interaction resources" (such as video stream processing capabilities, uplink bandwidth resources, video encoding and decoding instances, etc.); the "co-streaming request" can correspond to "video co-streaming request" or "PK request"; the "topic guidance" mechanism can also be extended to "activity guidance" or "interactive game guidance". After understanding the inventive concept of "dynamic evaluation-elastic allocation-intelligent guidance-multi-layer optimization" disclosed in this application for voice scenarios, those skilled in the art can apply it to other scenarios such as video and virtual reality that require the management of high-concurrency real-time interactive resources without creative effort.

[0097] Example 2 This application also provides a voice group chat implementation system for a live streaming room, to implement the steps of the voice group chat implementation method for a live streaming room described in Embodiment 1 above. The voice group chat implementation system for a live streaming room includes: a user client and a live streaming server, wherein the user client is connected to the live streaming server; The user client is used to join the voice live broadcast room and initiate a live chat request in the voice live broadcast room. The live streaming server is configured to respond to a live chat request initiated by a user client in the live audio room, dynamically allocate live audio interaction resources to the live audio room based on the interactive activity information of the live audio room; allocate personal voice interaction resources to each user client that initiated a live chat request in the live audio room using the dynamically allocated live audio interaction resources; and process the live chat request corresponding to the user client based on the personal voice interaction resources.

[0098] It should be noted that the above embodiment of the voice group chat implementation system for a live broadcast room is only illustrated by the division of the above functional modules when implementing a voice group chat implementation method for a live broadcast room. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above.

[0099] Furthermore, the voice group chat implementation system for a live streaming room provided in the above embodiments and the voice group chat implementation method for a live streaming room in Embodiment 1 are based on the same concept. The implementation process is detailed in the method embodiment, namely Embodiment 1, and will not be repeated here.

[0100] Example 3 This application provides a computer device, such as Figure 8 As shown, the computer device 21 may include: a processor 210, a memory 211, and a computer program 212 stored in the memory 211 and capable of running on the processor 210, such as a voice group chat implementation program for a live broadcast room; when the processor 210 executes the computer program 212, it implements the steps in the above embodiment 1.

[0101] The processor 210 may include one or more processing cores. The processor 210 connects to various parts within the computer device 21 using various interfaces and lines. It executes various functions of the computer device 21 and processes data by running or executing instructions, programs, code sets, or instruction sets stored in the memory 211, and by accessing data in the memory 211. Optionally, the processor 210 may be implemented using at least one hardware form of Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), or Programmable Logic Array (PLA). The processor 210 may integrate one or more of the following: a Central Processing Unit (CPU), a Graphics Processing Unit (GPU), and a modem. The CPU primarily handles the operating system, user interface, and applications; the GPU is responsible for rendering and drawing the content required to be displayed on the touch screen; and the modem handles wireless communication. It is understood that the modem may also not be integrated into the processor 210 and may be implemented as a separate chip.

[0102] The memory 211 may include random access memory (RAM) or read-only memory. Optionally, the memory 211 may include a non-transitory computer-readable storage medium. The memory 211 may be used to store instructions, programs, code, code sets, or instruction sets. The memory 211 may include a program storage area and a data storage area, wherein the program storage area may store instructions for implementing an operating system, instructions for at least one function (such as touch instructions), instructions for implementing the various method embodiments described above, etc.; the data storage area may store data involved in the various method embodiments described above, etc. Optionally, the memory 211 may also be at least one storage device located remotely from the aforementioned processor 210.

[0103] Example 4 This application also provides a computer storage medium that can store multiple instructions. These instructions are applicable to the steps of a live streaming voice group chat implementation method of the above embodiments, which are loaded and executed by a processor. For the specific execution process, please refer to the detailed description of the above embodiments, which will not be repeated here.

[0104] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the above-described division of functional units and modules is merely an example. In practical applications, the above functions can be assigned to different functional units and modules as needed, that is, the internal structure of the device can be divided into different functional units or modules to complete all or part of the functions described above. The functional units and modules in the embodiments 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. Furthermore, the specific names of the functional units and modules are only for easy differentiation and are not intended to limit the scope of protection of this application. The specific working process of the units and modules in the above system can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0105] In the above embodiments, the descriptions of each embodiment have different focuses. For parts that are not described in detail or recorded in a certain embodiment, please refer to the relevant descriptions of other embodiments.

[0106] Those skilled in the art will recognize that the units and algorithm steps of the various examples described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are implemented in hardware or software depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of this application.

[0107] In the embodiments provided in this application, it should be understood that the disclosed apparatus / terminal devices and methods can be implemented in other ways. For example, the apparatus / terminal device embodiments described above are merely illustrative. For instance, the division of modules or units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between devices or units may be electrical, mechanical, or other forms.

[0108] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0109] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0110] If integrated modules / units are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, all or part of the processes in the methods of the above embodiments can also be implemented by a computer program instructing related hardware. The computer program can be stored in a computer-readable storage medium, and when executed by a processor, it can implement the steps of the above method embodiments. The computer program includes computer program code, which can be in the form of source code, object code, executable files, or certain intermediate forms.

[0111] The embodiments described above are merely examples of several implementation methods of this application, and while the descriptions are relatively specific and detailed, they should not be construed as limiting the scope of the invention patent. It should be noted that those skilled in the art can make various modifications and improvements without departing from the concept of this application, and this application also intends to include these modifications and variations.

Claims

1. A method for implementing voice group chat in a live streaming room, characterized in that, When applied to a live streaming server, the following steps are included: In response to a user client's request to connect to the live stream in the voice live stream room, the system dynamically allocates voice interaction resources to the voice live stream room based on the interaction activity information of the voice live stream room. Using the dynamically allocated voice interaction resources in the live broadcast room, personal voice interaction resources are allocated to each user client that initiates a live chat request in the voice broadcast room. Based on the personal voice interaction resources, process the corresponding live chat request from the user client.

2. The method for implementing voice group chat in a live streaming room according to claim 1, characterized in that: The users in the voice live streaming room include online users and users who are connected to the live stream; the interaction activity information includes at least one of the following: the number of online users in the voice live streaming room, the number of users who are connected to the live stream, the frequency of user speech, and the frequency of sending public messages.

3. The method for implementing voice group chat in a live streaming room according to claim 2, characterized in that, The steps of dynamically allocating live audio interaction resources to the live audio room in response to a user client's request to connect via voice chat, based on the interactive activity information of the live audio room, include: Based on the interaction activity information, determine the amount of voice interaction resources required for the voice live streaming room; The amount of voice interaction resources is compared with a preset resource allocation threshold. If the value of the voice interaction resource is not greater than the preset resource allocation threshold, then the voice live room is allocated a first live room voice interaction resource corresponding to the value of the voice interaction resource.

4. The method for implementing voice group chat in a live streaming room according to claim 3, characterized in that, The method for implementing voice group chat in the live streaming room also includes: When the amount of voice interaction resources exceeds the preset resource allocation threshold, the corresponding voice live room connection request is registered to the resource waiting queue, and the voice interaction resources of the connection requests in the resource waiting queue are managed according to the preset cross-live room polling processing strategy.

5. The method for implementing voice group chat in a live streaming room according to claim 4, characterized in that, The steps for managing voice interaction resources for the voice interaction requests in the resource waiting queue include: For each live chat request in the resource waiting queue, calculate the corresponding waiting priority score, wherein the waiting priority score is obtained based on at least one of the following: the interactive activity information of the voice live room corresponding to the live chat request, the user client priority corresponding to the live chat request, and the cumulative waiting time of the live chat request; Based on the order of waiting priority scores, the user clients corresponding to the live chat requests in the resource waiting queue are dynamically allocated second live room voice interaction resources, wherein the second live room voice interaction resources are used to process the live chat requests in the resource waiting queue.

6. The method for implementing voice group chat in a live streaming room according to claim 1, characterized in that, The steps of allocating personal voice interaction resources to each user client that initiates a live chat request in the voice live room using the dynamically allocated live room voice interaction resources include: For the user client that initiated the live chat request, calculate its corresponding user priority score; Based on the user priority scores, personal voice interaction resources are allocated to user clients who initiate live chat requests in the voice live broadcast room in descending order.

7. The method for implementing voice group chat in a live streaming room according to claim 6, characterized in that: The user priority score is calculated by weighting the user client's role weight and behavior weight; the role weight corresponds to the user client's identity and role in the corresponding voice live broadcast room; the behavior weight is calculated based on the user client's historical interaction behavior information.

8. The method for implementing voice group chat in a live streaming room according to any one of claims 1 to 7, characterized in that, The method for implementing voice group chat in the live streaming room also includes: In response to the input corpus information, topic guidance information for the live broadcast room is generated, wherein the corpus information is the topic material submitted by the user and / or the topic material extracted through a preset corpus; The live stream topic guidance information is pushed to the user client in the corresponding voice live stream room, so that the live stream topic guidance information is displayed in the public screen area of ​​the user client in the voice live stream room.

9. The method for implementing voice group chat in a live streaming room according to claim 8, characterized in that, After generating the live stream topic guidance information, the following steps are also included: The risk assessment results were obtained by conducting a risk review on the topic guidance information in the live broadcast room. If the risk review result does not meet the preset rules, a review feedback message containing modification suggestions is generated and returned to the corpus information input party to trigger the corpus information input party to modify the corpus information, and at the same time, the push of the live broadcast room topic guidance information is paused.

10. The method for implementing voice group chat in a live streaming room according to claim 9, characterized in that, The steps for conducting risk assessment on the live stream topic guidance information and obtaining the risk assessment results include: Keyword filtering is performed on the live stream topic guidance information; The live stream topic guidance information filtered by keywords is input into a preset risk detection model to perform risk scoring and obtain a risk score. If the risk score is within a preset safe range, the frequency of the live stream topic guidance information is detected to obtain the corresponding risk review result; if the risk score is within a preset fuzzy range, the corresponding live stream topic guidance information is pushed to the manual review queue.

11. The method for implementing voice group chat in a live streaming room according to any one of claims 1 to 7, characterized in that, The method for implementing voice group chat in the live streaming room also includes: The load value of the voice live broadcast room is detected, wherein the load value includes at least one of the following: the number of online users in the voice live broadcast room, the number of users connecting with each other in the voice live broadcast room, the frequency of public screen messages sent in the voice live broadcast room, the resource utilization rate of the live broadcast server, and the network latency between the voice live broadcast room and the corresponding user client. The load value is compared with a preset load threshold, and the data transmission optimization strategy between the live streaming server and the user client is triggered based on the comparison result.

12. The method for implementing voice group chat in a live streaming room according to claim 11, characterized in that, The data transmission optimization strategy includes at least one of the following: a first optimization strategy for optimizing the load of public screen messages, a second optimization strategy for optimizing the load of voice chat, and a third optimization strategy for optimizing the overall load; The first optimization strategy includes at least one of the following: The received public chat messages from the voice live stream are compressed before being pushed to the corresponding user client; the received public chat messages from the voice live stream are batch aggregated and then pushed to the corresponding user client at fixed time intervals. The speaking frequency of user clients in the voice live broadcast room is limited, and speaking requests that exceed the limit are delayed. Send rendering change instructions to the corresponding user client, so that the historical messages on the public screen of the user client in the voice live broadcast room are rendered in a paginated manner; The second optimization strategy includes at least one of the following: Send an audio quality reduction instruction to the user client in the voice live broadcast room, so that the user client in the voice live broadcast room reduces the encoding quality of the voice stream sent by the live broadcast. Send a transmission path switching command to the user client in the voice live broadcast room to enable the point-to-point transmission link between the corresponding user clients; When the network latency exceeds the latency threshold, the voice interaction resources of inactive user clients in the voice live broadcast room are released according to the preset activity-based microphone disconnection rules; the voice stream processing tasks of user clients in the voice live broadcast room are distributed to several server nodes in the corresponding server cluster for execution using the load balancer of the live broadcast server. The third optimization strategy includes: A rendering mode switching command is sent to the user client in the voice live broadcast room, causing the user client in the voice live broadcast room to switch the corresponding user interface to text rendering mode and stop rendering the visual effects in the voice live broadcast room.

13. A system for implementing voice group chat in a live streaming room, characterized in that, The voice group chat system in the live broadcast room includes a user client and a live broadcast server, and the user client is connected to the live broadcast server. The user client is used to join the voice live broadcast room and initiate a live chat request in the voice live broadcast room. The live streaming server is configured to respond to a live chat request initiated by a user client in the live audio room, dynamically allocate live audio interaction resources to the live audio room based on the interactive activity information of the live audio room; allocate personal voice interaction resources to each user client that initiated a live chat request in the live audio room using the dynamically allocated live audio interaction resources; and process the live chat request corresponding to the user client based on the personal voice interaction resources.

14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores one or more programs, which can be executed by one or more processors to implement the steps in the method for implementing voice group chat in a live streaming room as described in any one of claims 1 to 12.

15. A computer device, characterized in that, include: Processor and memory; The memory stores a computer-readable program that can be executed by the processor; when the processor executes the computer-readable program, it implements the steps in the method for implementing voice group chat in a live broadcast room as described in any one of claims 1 to 12.