Virtual character display method and device, terminal and storage medium

By displaying the voiceprint signal circle and voice stress state of voice signals in a virtual environment, the problem of low realism in virtual character interaction is solved, and the interaction effect and voice communication realism between virtual characters are improved.

CN122032074APending Publication Date: 2026-05-15TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2024-11-14
Publication Date
2026-05-15

AI Technical Summary

Technical Problem

In multiplayer cooperative games, the propagation effect of voice signals in the virtual environment is ignored, resulting in a lower level of realism in the interaction between virtual characters.

Method used

A first voiceprint signal circle is added around the first virtual character in the virtual environment. The voiceprint signal circle represents the audio characteristics of the speech signal. When the second virtual character is inside the voiceprint signal circle, a speech stress state is displayed.

Benefits of technology

It enhances the visual display of voice signals and the ability of virtual characters to perceive voice signals, enriches the interaction between virtual characters, and improves the realism of voice communication during gameplay and the human-computer interaction method.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention discloses a virtual character display method and device, a terminal and a storage medium, and belongs to the technical field of human-computer interaction. The method comprises the following steps: displaying a first virtual character and a second virtual character in a virtual environment, wherein the first virtual character is controlled by a terminal; under the condition that a voice signal input into a game voice channel is received, a first voiceprint signal circle is controlled to be added around a first virtual character in the virtual environment, the game voice channel is used for achieving game communication between game parties, and the first voiceprint signal circle is used for representing audio features of the voice signal; under the condition that the second virtual character is in the first voiceprint signal circle, the second virtual character in a voice stress state is displayed, and the voice stress state refers to a stress state entering after the voice signal is sensed. By adopting the scheme provided by the embodiment of the invention, the interaction authenticity between the virtual characters can be improved by increasing the perception ability of the virtual characters to the voice signals in the game playing and communication process of players.
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Description

Technical Field

[0001] This application relates to the field of human-computer interaction technology, and in particular to a method, device, terminal and storage medium for displaying virtual characters. Background Technology

[0002] In online games, especially in multiplayer cooperative games, communicating with players via voice is a common form of interaction.

[0003] In related technologies, during in-game communication between players via voice, voice signals can be transmitted between different player terminals within the same in-game voice channel. In other words, the voice signals within the in-game voice channel are used to enable communication between players.

[0004] Clearly, the relevant technologies have neglected the impact of voice signal propagation in the virtual environment, resulting in a low degree of realism in the interactions between virtual characters. Summary of the Invention

[0005] This application provides a method, apparatus, terminal, and storage medium for displaying virtual characters. The technical solution is as follows:

[0006] On one hand, embodiments of this application provide a method for displaying a virtual character, the method comprising:

[0007] A first virtual character and a second virtual character are displayed in a virtual environment, wherein the first virtual character is controlled by a terminal;

[0008] Upon receiving a voice signal input within the game's voice channel, the system controls the addition of a first voiceprint signal circle around the first virtual character in the virtual environment. The game's voice channel is used to enable communication between the game players, and the first voiceprint signal circle is used to characterize the audio features of the voice signal.

[0009] When the second virtual character is within the first voiceprint signal circle, the second virtual character in a voice stress state is displayed. The voice stress state refers to the stress state entered after perceiving the voice signal.

[0010] On the other hand, embodiments of this application provide a display device for virtual characters, the device comprising:

[0011] The display module is used to display a first virtual character and a second virtual character in a virtual environment, wherein the first virtual character is controlled by a terminal;

[0012] The control module is used to control the addition of a first voiceprint signal circle around the first virtual character in the virtual environment when a voice signal is received from the game voice channel. The game voice channel is used to realize game communication between the game players, and the first voiceprint signal circle is used to characterize the audio features of the voice signal.

[0013] The display module is used to display the second virtual character in a voice stress state when the second virtual character is within the first voiceprint signal circle. The voice stress state refers to the stress state entered after sensing the voice signal.

[0014] On the other hand, embodiments of this application provide a terminal, the terminal including a processor and a memory, the memory storing at least a segment of computer instructions, the at least a segment of computer instructions being loaded and executed by the processor to implement the virtual character display method as described above.

[0015] On the other hand, embodiments of this application provide a computer-readable storage medium storing at least one set of computer instructions, which are loaded and executed by a processor to implement the virtual character display method as described above.

[0016] On the other hand, embodiments of this application provide a computer program product including computer instructions stored in a computer-readable storage medium. A terminal's processor reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the terminal to perform the virtual character display method described above.

[0017] The beneficial effects of the technical solutions provided in this application include at least the following:

[0018] Upon receiving a voice signal input within the game's voice channel, the terminal can add a first voiceprint signal circle around the first virtual character it controls. This first voiceprint signal circle represents the audio characteristics of the voice signal, thereby enhancing the visual display effect of the voice signal. Furthermore, it increases the virtual character's ability to perceive voice signals. When a second virtual character is within the first voiceprint signal circle, the second virtual character enters a voice-responsive state, enriching the interaction between virtual characters, increasing the realism of game voice communication, and optimizing the human-computer interaction method. Attached Figure Description

[0019] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0020] Figure 1 This application shows a structural block diagram of a computer system provided in an exemplary embodiment;

[0021] Figure 2 A flowchart illustrating a method for displaying a virtual character provided in an exemplary embodiment of this application is shown;

[0022] Figure 3 A schematic diagram of the display interface of a virtual character provided in an exemplary embodiment of this application is shown;

[0023] Figure 4 A flowchart illustrating a method for displaying a virtual character provided in another exemplary embodiment of this application is shown;

[0024] Figure 5 A schematic diagram of an interface displaying a first voiceprint signal ring is shown, according to an exemplary embodiment of this application.

[0025] Figure 6 A flowchart illustrating a method for displaying a virtual character provided in another exemplary embodiment of this application is shown;

[0026] Figure 7 This illustration shows a schematic diagram of an interface for displaying a second virtual character in an alert state, provided by an exemplary embodiment of this application.

[0027] Figure 8 This illustration shows a schematic diagram of an interface for displaying a second virtual character in a defensive state, provided by an exemplary embodiment of this application.

[0028] Figure 9 This illustration shows a schematic diagram of an interface for displaying a second virtual character entering an attack state, provided by an exemplary embodiment of this application.

[0029] Figure 10 This illustration shows a schematic diagram of an interface for displaying different display effects of a voiceprint signal ring provided in an exemplary embodiment of this application;

[0030] Figure 11 This illustration shows an interface diagram of a second virtual character displaying an attack on a third virtual character, provided by an exemplary embodiment of this application.

[0031] Figure 12This illustration shows an interface diagram of a second virtual character displaying an attack on a first virtual character, provided by an exemplary embodiment of this application.

[0032] Figure 13 A flowchart illustrating a method for displaying a virtual character provided in another exemplary embodiment of this application is shown;

[0033] Figure 14 This illustration shows a structural block diagram of a virtual character display device provided in an exemplary embodiment of this application;

[0034] Figure 15 A structural block diagram of a terminal provided in an exemplary embodiment of this application is shown. Detailed Implementation

[0035] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0036] 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 numerals 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.

[0037] 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 and all possible combinations of one or more of the associated listed items.

[0038] It should be understood that although the terms first, second, etc., may be used in this application to describe various information, this 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, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."

[0039] It should be noted that this application may display a prompt interface, pop-up window, or output voice prompt information before and during the collection of user data (e.g., data related to voice signals or virtual characters). This prompt interface, pop-up window, or voice prompt information is used to inform the user that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt interface or pop-up window; otherwise (i.e., without confirmation from the user), the steps for collecting user data end, meaning no user data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of related user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.

[0040] First, let me briefly introduce the terms used in the embodiments of this application:

[0041] Virtual Environment: A virtual environment displayed or provided when running on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment. Optionally, this virtual environment is also used for virtual environment battles between at least two virtual characters, and the virtual environment has virtual resources available for use by at least two virtual characters. Optionally, the virtual environment includes a symmetrical lower left corner area and an upper right corner area, with virtual characters belonging to two opposing factions each occupying one of these areas.

[0042] Virtual character: refers to an actionable object in a virtual environment. This actionable object can be at least one of virtual characters, virtual animals, or anime characters. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space within the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external appearances by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5D or 2D model; this application does not limit this aspect.

[0043] In-game voice chat: A feature that allows players to communicate via voice during a match. Optionally, the in-game interface includes a dialog box with a voice input control that players can activate to enter the in-game voice chat channel.

[0044] Voiceprint signal circle: A visual sound feedback mechanism. Optionally, upon receiving voice input from a player in the game's voice channel, the terminal generates a dynamically expanding voiceprint signal circle centered on the virtual character controlled by the voice sender within the virtual environment. Optionally, the radius and number of voiceprint signal circles can be adjusted based on audio loudness and frequency.

[0045] Please refer to Figure 1 This diagram illustrates a structural block diagram of a computer system provided in an exemplary embodiment of this application. The computer system 100 may include: a first terminal 110, a server 120, and a second terminal 130.

[0046] The first terminal 110 runs an application 111 that supports a virtual environment. This application 111 can be a multiplayer online battle arena (MOBA) game, a simulation game (SLG), a massively multiplayer online role-playing game (MMORPG), or a first-person shooter (FPS) game. In this embodiment, the application 111 is exemplified as a massively multiplayer online role-playing game. The first terminal 110 is the terminal used by the first user 112. The first user 112 uses the first terminal 110 to control a first virtual object located in the virtual environment. This first virtual object can be referred to as the first user 112's master virtual object. The activities of the first virtual object include, but are not limited to, at least one of the following: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing, and releasing skills. In a symbolic sense, the first virtual object is the first virtual character, such as a lifelike character or an anime character.

[0047] The second terminal 130 runs an application 131 that supports a virtual environment. This application 131 can be a multiplayer online battle arena (MOBA) program. When the second terminal 130 runs the application 131, the user interface of the application 131 is displayed on the screen of the second terminal 130. This client can be any of the following: MOBA game, SLG game, MMORPG game, or FPS game. In this embodiment, the application 131 is an FPS game as an example. The second terminal 130 is the terminal used by the second user 132. The second user 132 uses the second terminal 130 to control a second virtual object located in the virtual environment. The second virtual object can be referred to as the main virtual character controlled by the second user 132. Schematic, the second virtual object is a second virtual character, such as a lifelike character or an anime character.

[0048] Optionally, the first virtual object and the second virtual object reside in the same virtual world. Optionally, the first virtual object and the second virtual object may belong to the same faction, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual object and the second virtual object may belong to different factions, different teams, different organizations, or have an adversarial relationship.

[0049] Optionally, the applications installed on the first terminal 110 and the second terminal 130 are the same, or the applications installed on the two terminals are the same type of application on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of a plurality of terminals, and the second terminal 130 can refer to another of a plurality of terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different. The device types include at least one of the following: smartphones, tablets, e-book readers, Moving Picture Experts Group Audio Layer III (MP3) players, Moving Picture Experts Group Audio Layer IV (MP4) players, laptops, and desktop computers.

[0050] Figure 1Only two terminals are shown in the diagram, but in different embodiments, multiple other terminals can access the server 120. Optionally, one or more terminals may also be terminals corresponding to developers, on which a development and editing platform for applications supporting virtual environments is installed. Developers can edit and update applications on these terminals and transmit the updated application installation packages to the server 120 via wired or wireless networks. The first terminal 110 and the second terminal 130 can download the application installation packages from the server 120 to update the applications.

[0051] The first terminal 110, the second terminal 130, and other terminals are connected to the server 120 via a wireless network or a wired network.

[0052] Server 120 includes at least one of the following: a single server, a server cluster consisting of multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide background services for applications that support a 3D virtual environment. Optionally, server 120 undertakes the primary computing task, and the terminal undertakes the secondary computing task; or, server 120 undertakes the secondary computing task, and the terminal undertakes the primary computing task; or, server 120 and the terminal use a distributed computing architecture for collaborative computing.

[0053] In an illustrative example, server 120 includes memory 121, processor 122, user account database 123, battle service module 124, user-facing input / output interface (I / O interface) 125, and audio transmission module 126. The processor 122 is used to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is used to store data of user accounts used by the first terminal 110, the second terminal 130 and other terminals, such as the user account's avatar, nickname, combat power index and service area. The battle service module 124 is used to provide multiple battle rooms for users to play, such as 1V1 battle, 3V3 battle, 5V5 battle, 1V5 battle, etc. The user-facing I / O interface 125 is used to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 through a wireless network or wired network. The audio transmission module 126 is used to transmit voice signals in the game voice channel between the first terminal 110, the second terminal 130 and other terminals to realize game communication between the players.

[0054] In game matches, especially in PVE (Player Versus Environment) scenarios, voice communication between players is a common practice. However, in some technologies, even if players loudly discuss tactics near enemy monsters, the monsters will not react. Clearly, these technologies ignore the enemy monsters' ability to perceive player voice communication, resulting in simplistic and passive behavior. Furthermore, for players, this weakens their immersion in the game and limits their creativity in tactical communication.

[0055] This application provides a novel voice perception mechanism for virtual characters. On one hand, it visualizes the voice signal: upon receiving a voice input operation within the voice game channel, a corresponding first voiceprint signal circle is added and displayed around the first virtual character controlled by the voice sender. This first voiceprint signal circle indicates the audio characteristics of the voice signal, enhancing the visual display effect of the voice signal and enriching the display content of the game interface. On the other hand, it enhances the virtual character's voice perception capability: when a second virtual character is within the first voiceprint signal circle, the second virtual character in a voice-responsive state is displayed, thereby enriching the interaction between virtual characters, increasing the realism of game voice communication, and optimizing the human-computer interaction method.

[0056] Based on the above introduction, the method for displaying virtual characters provided in this application will be described. This method can be executed by the terminal or jointly by the server and the terminal.

[0057] Please refer to Figure 2 This document illustrates a flowchart of a method for displaying a virtual character according to an exemplary embodiment of this application. This embodiment uses the example of the method being executed by a terminal, and the method includes the following steps:

[0058] Step 201: Display a first virtual character and a second virtual character in the virtual environment. The first virtual character is controlled by the terminal.

[0059] Optionally, the first and second virtual characters reside in a virtual environment. A virtual environment is a virtual environment displayed or provided by an application while it is running on a terminal. Optionally, the virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional three-dimensional world, or a purely fictional three-dimensional world.

[0060] In this system, the first virtual character is controlled by the terminal. Optionally, players can control the first virtual character to move within the virtual environment, acquire virtual items, and attack other virtual characters by triggering operation controls within the game interface. For example, upon receiving a drag operation from the player on the direction wheel, the terminal controls the first virtual character to move within the virtual environment. Similarly, upon receiving a click operation from the player on the skill release control, the terminal controls the first virtual character to release a skill within the virtual environment.

[0061] Optionally, the second virtual character can be a non-player character (NPC) or a player character. Optionally, if the second virtual character is a non-player character, it can be controlled by the same terminal as the first virtual character, by different terminals, or by a server. Optionally, if the second virtual character is a player character, it can be controlled by different terminals than the first virtual character; for example, the first virtual character can be controlled by a first terminal, and the second virtual character by a second terminal.

[0062] Optionally, the second virtual character and the first virtual character can be adversaries. For example, in a PVE scenario, the second virtual character can be a virtual monster, and the player controls the first virtual character to attack the second virtual character to win the match. Optionally, the second virtual character can be a support character in the virtual environment. For example, in simulation or role-playing scenarios, the second virtual character can be part of the economic system, and the player can control the first virtual character to trade with the second virtual character to obtain virtual resources.

[0063] Indicative, such as Figure 3 As shown, the terminal displays a first virtual character 301 and a second virtual character 302 in a virtual environment. The first virtual character 301 is a virtual character controlled by the player through the terminal, and the second virtual character 302 is an NPC character controlled by the terminal.

[0064] Step 202: Upon receiving a voice signal input within the game voice channel, control the addition of a first voiceprint signal circle around the first virtual character in the virtual environment. The game voice channel is used to enable communication between game players, and the first voiceprint signal circle is used to characterize the audio features of the voice signal.

[0065] Optionally, the in-game voice channel is used to enable communication between players. Optionally, an in-game communication window is displayed within the game interface, and the in-game communication window is equipped with a voice input control. Players can enter the in-game voice channel by triggering the voice input control and input voice signals within the in-game voice channel to achieve communication with other players.

[0066] Optionally, the trigger operation for the voice input control can be a click or a long press. For example, upon receiving a click operation from a player on the voice input control, the terminal opens the in-game voice channel and collects voice signals in real time, thereby transmitting the player's in-game voice to other player terminals within the same in-game voice channel. Alternatively, upon receiving a long press operation from a player on the voice input control, the terminal collects voice signals during the long press operation and transmits the player's in-game voice to other player terminals within the same in-game voice channel.

[0067] It's important to note that the voice signals input in the in-game voice channel differ from the voice control signals within the in-game interface. Voice signals input in the in-game voice channel are used for communication between players, such as "Gather at the virtual monsters" or "Attack the virtual monsters simultaneously in 5 seconds." Voice control signals within the in-game interface, on the other hand, are used to control the first virtual character, such as "Control the first virtual character to unleash a skill on the virtual monster."

[0068] Optionally, to enrich the content displayed during the game, the voice signal can be visualized. In some embodiments, when a player inputs a voice signal in the game's voice channel, the first virtual character controlled by the player through the terminal becomes the voice source in the virtual environment. The terminal can then control the addition of a first voiceprint signal circle around the first virtual character in the virtual environment; this first voiceprint signal circle is the visual effect corresponding to the voice signal.

[0069] Optionally, considering that the voiceprint signal circle is only used to indicate the voice signals emitted by the player and is different from virtual items that actually exist in the virtual environment, the terminal can display the voiceprint signal circle in the virtual environment in a weakly visual way.

[0070] Optionally, the first voiceprint signal circle is used to characterize the audio features of the speech signal. Optionally, the audio features may include audio loudness and audio frequency, where audio loudness refers to the sound intensity of the speech signal, usually expressed in decibels; audio frequency refers to the number of sound wave vibrations per unit time, and audio frequency is positively correlated with pitch—the higher the frequency, the higher the pitch. Optionally, audio loudness can determine the display radius of the first voiceprint signal circle, and audio frequency can determine the number of first voiceprint signal circles displayed.

[0071] In one possible implementation, upon receiving a voice signal input by a player in the game's voice channel, the terminal performs audio analysis on the voice signal to obtain the audio features corresponding to the voice signal. Based on the audio features, it determines the display radius and number of the first voiceprint signal circle, thereby displaying the first voiceprint signal circle around the first virtual character in the virtual environment.

[0072] Indicative, such as Figure 3 As shown, when a player inputs a voice signal in the game's voice channel 303, the terminal displays a first voiceprint signal circle 304 around the first virtual character 301 in the virtual environment.

[0073] Step 203: When the second virtual character is within the first voiceprint signal circle, display the second virtual character in a voice stress state. The voice stress state refers to the stress state entered after perceiving a voice signal.

[0074] Unlike related technologies, where other virtual characters around the player's primary virtual character remain unaffected during player-controlled communication (i.e., regardless of the player's volume), resulting in a monotonous display of virtual characters and poor interaction between them, this application's embodiment enhances the virtual characters' voice perception capabilities, enriching their character states and optimizing interaction.

[0075] Optionally, after visualizing the voice signal through the voiceprint signal circle, in order to further demonstrate the virtual character's ability to perceive the voice signal, the terminal can determine whether other virtual characters can perceive the voice signal based on the positional relationship between the voiceprint signal circle and other virtual characters, thereby changing the character state of other virtual characters.

[0076] Optionally, the positional relationship between the voiceprint signal circle and the virtual character can be determined based on the radius of the voiceprint signal circle and the distance between the center of the voiceprint signal circle and the virtual character. For example, if the distance between the center of the voiceprint signal circle and the virtual character is no greater than the radius, it means that the virtual character is located within the voiceprint signal circle and can perceive the voice signal; if the distance between the center of the voiceprint signal circle and the virtual character is greater than the radius, it means that the virtual character is located outside the voiceprint signal circle and cannot perceive the voice signal.

[0077] Optionally, the positional relationship between the voiceprint signal circle and the virtual character can also be determined based on the radius of the voiceprint signal circle, the distance between the center of the voiceprint signal circle and the virtual character, and the corresponding perception radius of the virtual character. For example, if the distance between the center of the voiceprint signal circle and the virtual character is greater than the sum of the radius of the voiceprint signal circle and the corresponding perception radius of the virtual character, it means that the virtual character is located within the voiceprint signal circle and can perceive the speech signal; if the distance between the center of the voiceprint signal circle and the virtual character is not greater than the sum of the radius of the voiceprint signal circle and the corresponding perception radius of the virtual character, it means that the virtual character is located outside the voiceprint signal circle and cannot perceive the speech signal.

[0078] In one possible implementation, if the second virtual character is outside the first voiceprint signal circle, it means that the second virtual character has not perceived the voice signal, and the character state of the second virtual character remains unchanged. If the second virtual character is inside the first voiceprint signal circle, it means that the second virtual character has perceived the voice signal, and the terminal then changes the character state of the second virtual character.

[0079] It's important to note that a virtual character's perception of a voice signal does not equate to the corresponding control terminal receiving the voice signal. In other words, voice signals input by the player within the game's voice channel are only transmitted to other control terminals within the same channel. Whether a virtual character perceives the voice signal depends solely on its position relative to the voiceprint signal circle within the virtual environment. For instance, if a first virtual character is controlled by a first terminal and a second virtual character by a second terminal, and the first and second terminals are not within the same voice channel, when the first terminal receives a voice signal input by the player within the channel, although it won't transmit the voice signal to the second terminal, if the second virtual character is within the first voiceprint signal circle corresponding to the first virtual character, the second virtual character's state will change, meaning the second virtual character can still perceive the voice signal.

[0080] Optionally, the character state entered after the second virtual character perceives the voice signal can be a voice stress state, which is the state in which the second virtual character reacts to the perceived voice signal. Optionally, the prominence of the voice stress state can be related to the distance between the second virtual character and the center of the first voiceprint signal circle; for example, the closer the distance between the second virtual character and the center of the first voiceprint signal circle, the more prominence of the second virtual character's voice stress state. Optionally, the prominence of the voice stress state can also be related to the audio loudness of the voice signal; for example, the greater the audio loudness of the voice signal, the more prominence of the second virtual character's voice stress state.

[0081] Indicative, such as Figure 3As shown, when the second virtual character 302 is within the first voiceprint signal circle 304, the terminal displays the second virtual character 302 in a voice response state.

[0082] In summary, in this embodiment, upon receiving a voice signal input within the game's voice channel, the terminal can add a first voiceprint signal circle around the first virtual character it controls. This first voiceprint signal circle represents the audio characteristics of the voice signal, thereby enhancing the visual display effect of the voice signal. Furthermore, it increases the virtual character's voice perception capability. When a second virtual character is within the first voiceprint signal circle, the second virtual character is in a voice-responsive state, enriching the interaction between virtual characters, increasing the realism of game voice communication, and optimizing the human-computer interaction method.

[0083] In some embodiments, in order to further optimize the display effect of the voiceprint signal circle, the display radius and display number of the voiceprint signal circle can be dynamically adjusted according to the audio characteristics of the voice signal. The process will be described in detail below through specific embodiments.

[0084] Please refer to Figure 4 This document illustrates a flowchart of a method for displaying a virtual character according to an exemplary embodiment of this application. This embodiment uses the example of the method being executed by a terminal, and the method includes the following steps:

[0085] Step 401: Display the first virtual character and the second virtual character in the virtual environment. The first virtual character is controlled by the terminal.

[0086] For a detailed implementation of this step, please refer to step 201. This embodiment will not elaborate further here.

[0087] Step 402: Upon receiving a voice signal input within the game's voice channel, based on at least one of the audio loudness and audio frequency of the voice signal, control the addition of a first voiceprint signal circle around the first virtual character in the virtual environment.

[0088] Optionally, the in-game voice channel is used to enable communication between players. Optionally, an in-game communication window is displayed within the game interface, and the in-game communication window is equipped with a voice input control. Players can enter the in-game voice channel by triggering the voice input control and input voice signals within the in-game voice channel to achieve communication with other players.

[0089] In some embodiments, upon receiving a voice signal input by a player in a game voice channel, the terminal can acquire the audio characteristics of the voice signal, which include at least one of audio loudness and audio frequency, thereby displaying a first voiceprint signal circle around a first virtual character in the virtual environment based on the audio characteristics.

[0090] Case 1: Display the first voiceprint signal circle based on the audio loudness of the speech signal.

[0091] In one possible implementation, upon receiving a voice signal input by a player in the game's voice channel, the terminal controls the expansion of a first voiceprint signal circle with a first radius around the first virtual character in the virtual environment based on the audio loudness of the voice signal.

[0092] The first radius is positively correlated with the audio loudness. The greater the audio loudness, the larger the radius of the first voiceprint signal circle, and vice versa.

[0093] Optionally, the relationship between the first radius and the audio loudness can be expressed as R = k1 * V. Where R is the radius of the first acoustic signature circle, V is the audio loudness, and k1 is the scaling factor.

[0094] Optionally, when acquiring voice signals input within the game's voice channel, the terminal can calculate the average audio loudness of the voice signal within a preset unit time, and then determine the first radius of the first voiceprint signal circle within that preset unit time based on the average audio loudness.

[0095] For example, during the acquisition of voice signals, the terminal can analyze the average audio loudness of the voice signal per second, thereby obtaining the first radius of the first voiceprint signal circle per second. That is, the radius of the first voiceprint signal circle remains unchanged within 1 second, and the terminal updates the radius of the first voiceprint signal circle once per second.

[0096] Optionally, the number of first voiceprint signal circles displayed per unit time can be a preset default value, meaning the terminal displays a fixed number of first voiceprint signal circles per unit time. For example, displaying 5 first voiceprint signal circles per second means the terminal displays one first voiceprint signal circle every 200ms per second. Optionally, the number of first voiceprint signal circles displayed per unit time can also be positively correlated with the audio loudness. For example, the higher the average audio loudness of the speech signal per unit time, the more first voiceprint signal circles are displayed per unit time.

[0097] Optionally, in order to simulate the propagation process of sound waves in a virtual environment through the first voiceprint signal circle, the terminal can also display a dynamically changing first voiceprint signal circle in the virtual environment based on the principle of sound wave propagation.

[0098] In one possible implementation, the terminal can display a first voiceprint signal circle expanding outward from the first virtual character in the virtual environment, based on the audio loudness of the voice signal and with a first radius as the expansion radius.

[0099] Optionally, the expansion speed of the first voiceprint signal circle can be a preset default value, or it can be dynamically determined based on a preset display duration and the first radius of the first voiceprint signal circle. Optionally, the expansion speed of the first voiceprint signal circle can also be related to the attribute values ​​of the first virtual character; for example, the higher the health value of the first virtual character, the faster the expansion speed of the first voiceprint signal circle; similarly, the higher the attack value of the first virtual character, the faster the expansion speed of the first voiceprint signal circle. Optionally, the expansion speed of the first voiceprint signal circle can also be related to the movement speed of the first virtual character; for example, the faster the first virtual character moves, the slower the expansion speed of the first voiceprint signal circle. Optionally, the expansion speed of the first voiceprint signal circle can also be related to other factors, which are not limited in this embodiment.

[0100] Optionally, as the first voiceprint signal ring expands outward, the terminal can also dynamically update its display effect. For example, as the first voiceprint signal ring expands outward, its display transparency can be gradually reduced. Alternatively, the color depth of the first voiceprint signal ring can be gradually increased as it expands outward.

[0101] Optionally, the first voiceprint signal circle expands outward to its maximum, i.e., reaches the farthest distance of voice signal propagation. Therefore, in one possible implementation, the terminal can stop displaying the first voiceprint signal circle when the real-time radius of the first voiceprint signal circle reaches the first radius.

[0102] Optionally, the terminal may immediately stop displaying the first voiceprint signal circle when the real-time radius of the first voiceprint signal circle reaches the first radius. Optionally, the terminal may also display the first voiceprint signal circle of the first radius for a certain period of time after the real-time radius of the first voiceprint signal circle reaches the first radius, and then stop displaying the first voiceprint signal circle.

[0103] Case 2: Display the first voiceprint signal circle based on the audio frequency of the speech signal.

[0104] In one possible implementation, upon receiving a voice signal input by a player in the game's voice channel, the terminal controls the addition of a first number of first voiceprint signal rings around the first virtual character in the virtual environment based on the audio frequency of the voice signal.

[0105] The first quantity is positively correlated with the audio frequency. The higher the audio frequency, the more first voiceprint signal rings there are, and the higher the display density of the first voiceprint signal rings. Conversely, the lower the audio frequency, the fewer the first voiceprint signal rings there are, and the lower the display density of the first voiceprint signal rings.

[0106] Optionally, the relationship between the first quantity and the audio frequency can be expressed as N = k2 * f. Where N is the number of the first voiceprint signal loops, f is the audio frequency, and k2 is the scaling factor.

[0107] Optionally, when collecting voice signals input in the game's voice channel, the terminal can determine a first quantity based on the audio frequency of the voice signal within a preset unit time. In order to display the first quantity of first voiceprint signal circles in sequence, the terminal also needs to determine the display time interval between the first quantity of first voiceprint signal circles based on the preset unit time and the first quantity. Based on the display time interval, the terminal displays the first quantity of first voiceprint signal circles in the virtual environment with the first virtual character as the center.

[0108] For example, the audio frequency of the voice signal can be between 200Hz and 8000Hz. The terminal can determine the first number of the first voiceprint signal circles per second based on the audio frequency and the scaling factor. For example, the first number is 5. Thus, it calculates and determines that a first voiceprint signal circle is generated every 200ms. Then, the terminal displays a first voiceprint signal circle centered on the first virtual character every 200ms.

[0109] Optionally, the maximum radius of the first voiceprint signal circle can be a preset default value, that is, when the player inputs a voice signal in the game voice channel, the terminal displays a first number of outwardly expanding first voiceprint signal circles with the first virtual character as the center and a fixed radius as the expansion radius.

[0110] Optionally, the expansion speed of the first voiceprint signal circle can be a preset default value. Optionally, the expansion speed of the first voiceprint signal circle can also be related to the attribute values ​​of the first virtual character; for example, the higher the first virtual character's health, the faster the expansion speed of the first voiceprint signal circle; similarly, the higher the first virtual character's attack value, the faster the expansion speed of the first voiceprint signal circle. Optionally, the expansion speed of the first voiceprint signal circle can also be related to the movement speed of the first virtual character; for example, the faster the first virtual character moves, the slower the expansion speed of the first voiceprint signal circle. Optionally, the expansion speed of the first voiceprint signal circle can also be related to other factors. Optionally, to improve the orderliness of the first voiceprint signal circle display, the expansion speed of the first voiceprint signal circle can be greater than the generation speed of the first voiceprint signal circle.

[0111] Optionally, as the first voiceprint signal ring expands outward, the terminal can also dynamically update its display effect. For example, as the first voiceprint signal ring expands outward, its display transparency can be gradually reduced. Alternatively, the color depth of the first voiceprint signal ring can be gradually increased as it expands outward.

[0112] Optionally, the first voiceprint signal circle expands outward to its maximum, i.e., reaches the farthest distance of voice signal propagation. Therefore, in one possible implementation, the terminal can stop displaying the first voiceprint signal circle when the real-time radius of the first voiceprint signal circle reaches its maximum radius.

[0113] Optionally, the terminal may immediately stop displaying the first voiceprint signal circle when its real-time radius reaches its maximum radius. Alternatively, the terminal may display the first voiceprint signal circle with its maximum radius for a certain duration after its real-time radius reaches its maximum radius, and then stop displaying the first voiceprint signal circle.

[0114] Case 3: Display the first voiceprint signal circle based on the audio loudness and frequency of the speech signal.

[0115] In one possible implementation, upon receiving a voice signal input by a player in the game's voice channel, the terminal can determine the maximum radius of the first voiceprint signal circle based on the audio loudness of the voice signal, and determine the number of first voiceprint signal circles to be displayed based on the audio frequency of the voice signal.

[0116] Among them, the maximum radius of the first voiceprint signal circle is positively correlated with the audio loudness, and the number of first voiceprint signal circles displayed is positively correlated with the audio frequency.

[0117] Optionally, when acquiring voice signals input within the game's voice channel, the terminal can determine the audio frequency of the voice signal based on a preset unit time, and calculate the average audio loudness of the voice signal within a preset unit time. This allows the terminal to determine the first number of the first voiceprint signal circle within a preset unit time based on the audio frequency, and to determine the first radius of the first voiceprint signal circle within a preset unit time based on the average audio loudness.

[0118] For example, during the acquisition of voice signals, the terminal can analyze the average audio loudness and frequency of the voice signal per second, thereby obtaining the first radius and first number of the first voiceprint signal circle per second. That is, the terminal updates the radius and number of the first voiceprint signal circle once per second, and the radius of the first voiceprint signal circle remains unchanged within 1 second. For example, in the first second, the radius of the first voiceprint signal circle is 5 meters, and the number is 5 (one first voiceprint signal circle is displayed every 200ms); in the second second, the radius of the first voiceprint signal circle is 6 meters, and the number is 4 (one first voiceprint signal circle is displayed every 250ms)... and so on. During the voice input duration, the terminal displays the first voiceprint signal circle with the corresponding radius and number in the virtual environment, centered on the first virtual character.

[0119] Optionally, in order to simulate the propagation process of sound waves in a virtual environment through the first voiceprint signal circle, the terminal can also display a dynamically changing first voiceprint signal circle in the virtual environment based on the principle of sound wave propagation.

[0120] In one possible implementation, the terminal can display a first number of outwardly expanding first voiceprint signal circles in a virtual environment, centered on a first virtual character and with a first radius as the expansion radius, based on the audio loudness and frequency of the voice signal.

[0121] Optionally, the expansion speed of the first voiceprint signal circle can be a preset default value, or it can be dynamically determined based on a preset display duration and the first radius of the first voiceprint signal circle. Optionally, the expansion speed of the first voiceprint signal circle can also be related to the attribute values ​​of the first virtual character; for example, the higher the health value of the first virtual character, the faster the expansion speed of the first voiceprint signal circle; similarly, the higher the attack value of the first virtual character, the faster the expansion speed of the first voiceprint signal circle. Optionally, the expansion speed of the first voiceprint signal circle can also be related to the movement speed of the first virtual character; for example, the faster the first virtual character moves, the slower the expansion speed of the first voiceprint signal circle. Optionally, the expansion speed of the first voiceprint signal circle can also be related to other factors, which are not limited in this embodiment. Optionally, to improve the orderliness of the display of the first voiceprint signal circle, the expansion speed of the first voiceprint signal circle can be greater than the generation speed of the first voiceprint signal circle.

[0122] Optionally, as the first voiceprint signal ring expands outward, the terminal can also dynamically update its display effect. For example, as the first voiceprint signal ring expands outward, its display transparency can be gradually reduced. Alternatively, the color depth of the first voiceprint signal ring can be gradually increased as it expands outward.

[0123] Optionally, the first voiceprint signal circle expands outward to its maximum, i.e., reaches the farthest distance of voice signal propagation. Therefore, in one possible implementation, the terminal can stop displaying the first voiceprint signal circle when the real-time radius of the first voiceprint signal circle reaches the first radius.

[0124] Optionally, the terminal may immediately stop displaying the first voiceprint signal circle when the real-time radius of the first voiceprint signal circle reaches the first radius. Optionally, the terminal may also display the first voiceprint signal circle of the first radius for a certain period of time after the real-time radius of the first voiceprint signal circle reaches the first radius, and then stop displaying the first voiceprint signal circle.

[0125] Indicative, such as Figure 5 As shown, when a voice signal is received from the voice channel 502, the terminal determines the audio frequency and average audio loudness of the voice signal every second. Based on the audio frequency, the terminal determines the first number of first voiceprint signal circles generated per second (taking 3 first voiceprint signal circles generated in the first second and 4 first voiceprint signal circles generated in the second second as an example). Based on the average audio loudness, the terminal determines the first radius of the first voiceprint signal circles generated per second. Thus, with the first virtual character 501 as the center, the terminal sequentially generates first voiceprint signal circles 503 that expand outward.

[0126] Step 403: When the second virtual character is within the first voiceprint signal circle, display the second virtual character in a voice stress state. The voice stress state refers to the stress state entered after perceiving a voice signal.

[0127] For a detailed implementation of this step, please refer to step 203. This embodiment will not elaborate further here.

[0128] In the above embodiments, during the process of displaying the first voiceprint signal circle centered on the first virtual character, the display radius or display quantity of the first voiceprint signal circle can be dynamically adjusted according to at least one audio feature among the audio loudness and audio frequency of the voice signal. This makes the first voiceprint signal circle fit the voice signal better, increases the display realism of the first voiceprint signal circle, and optimizes the display effect of the first voiceprint signal circle.

[0129] In some embodiments, to further enrich the voice stress states of virtual characters within the voiceprint signal circle, different voice stress states of the virtual character can be set based on the distance between the virtual character and the center of the voiceprint signal circle and the attack tendency value of the virtual character. Optionally, the voice stress states can be divided into alert state, defensive state, and attack state. This process will be described in detail below through specific embodiments.

[0130] Please refer to Figure 6This document illustrates a flowchart of a method for displaying a virtual character according to an exemplary embodiment of this application. This embodiment describes the method as being executed by a terminal, with the second virtual character controlled by the terminal. The method includes the following steps:

[0131] Step 601: Display a first virtual character and a second virtual character in the virtual environment. The first virtual character is controlled by the terminal.

[0132] Step 602: Upon receiving a voice signal input within the game's voice channel, control the addition of a first voiceprint signal circle around the first virtual character in the virtual environment.

[0133] The specific implementation of steps 601 to 602 can be found in steps 401 to 402, and will not be repeated here in this embodiment.

[0134] Step 603: If the distance between the second virtual character and the center of the first voiceprint signal circle is less than the real-time radius of the first voiceprint signal circle, determine that the second virtual character is within the first voiceprint signal circle.

[0135] Optionally, the first virtual character is controlled by the player through a terminal, and the second virtual character is controlled by the terminal, and the second virtual character is a non-player-controlled character.

[0136] In some embodiments, since the first voiceprint signal circle expands outward from the first virtual character and changes continuously, in order to determine whether there is a second virtual character within the first voiceprint signal circle, the terminal can calculate the distance between the second virtual character and the center of the first voiceprint signal circle and compare the distance with the real-time radius of the first voiceprint signal circle.

[0137] Optionally, in order to determine the distance between the second virtual character and the center of the first voiceprint signal circle, the terminal first needs to obtain the position coordinates of the second virtual character in the virtual environment, as well as the position coordinates of the center of the first voiceprint signal circle in the virtual environment.

[0138] The coordinates of the center of the first voiceprint signal circle in the virtual environment are the coordinates of the first virtual character's position in the virtual environment at the moment the first voiceprint signal circle is generated. Optionally, during the input of the voice signal, the player may control the first virtual character to move in the virtual environment using a movement wheel; therefore, the centers of multiple first voiceprint signal circles generated based on a single voice signal may be different.

[0139] Optionally, if the distance between the second virtual character and the center of the first voiceprint signal circle is greater than the real-time radius of the first voiceprint signal circle, the terminal determines that the second virtual character has not entered the first voiceprint signal circle. As the first voiceprint signal circle expands and the second virtual character moves within the virtual environment, the terminal needs to calculate and compare the distance between the second virtual character and the center of the first voiceprint signal circle with the real-time radius of the first voiceprint signal circle in real time. Therefore, if the distance between the second virtual character and the center of the first voiceprint signal circle is less than the real-time radius of the first voiceprint signal circle, the terminal determines that the second virtual character is within the first voiceprint signal circle.

[0140] Step 604: Based on the distance between the second virtual character and the center of the first voiceprint signal circle, the audio loudness of the voice signal, and the number of first voiceprint signal circles in which the second virtual character is located, control the second virtual character to enter the voice stress state.

[0141] In some embodiments, in order to enrich the voice stress state of the second virtual character, the terminal can determine the degree of obviousness of the voice stress state of the second virtual character based on at least one of the following: the distance between the second virtual character and the center of the first voiceprint signal circle, the audio loudness of the voice signal, and the number of first voiceprint signal circles in which the second virtual character is located.

[0142] Optionally, the terminal can control the second virtual character to enter different voice stress states based on the distance between the second virtual character and the center of the first voiceprint signal circle. Optionally, the closer the second virtual character is to the center of the first voiceprint signal circle, the more obvious the voice stress state of the second virtual character; conversely, the farther the second virtual character is from the center of the first voiceprint signal circle, the less obvious the voice stress state of the second virtual character.

[0143] Optionally, the terminal can also control the second virtual character to enter different voice stress states based on the audio loudness of the voice signal. Optionally, the greater the audio loudness, the more obvious the voice stress state of the second virtual character, and vice versa.

[0144] Optionally, the terminal can also control the second virtual character to enter different voice stress states based on the number of first voiceprint signal circles in which the second virtual character is located. Optionally, the more first voiceprint signal circles the second virtual character is located in, the more obvious the voice stress state of the second virtual character is; conversely, the fewer first voiceprint signal circles the second virtual character is located in, the less obvious the voice stress state of the second virtual character is.

[0145] Optionally, the terminal can also quantify the prominence of the voice stress state through an attack tendency value. In one possible implementation, the terminal can determine the first attack tendency value of the second virtual character within the first voiceprint signal circle based on the distance between the second virtual character and the center of the first voiceprint signal circle, the audio loudness of the voice signal, and the number of first voiceprint signal circles in which the second virtual character is located. Based on the first attack tendency value and the distance between the second virtual character and the center of the first voiceprint signal circle, the terminal can control the second virtual character to enter a voice stress state.

[0146] Optionally, the attack tendency value is positively correlated with the audio loudness of the voice signal; the higher the audio loudness, the higher the attack tendency value. Optionally, the attack tendency value is negatively correlated with the distance between the second virtual character and the center of the first voiceprint signal circle; the closer the second virtual character is to the center of the first voiceprint signal circle, the higher the attack tendency value. Optionally, the attack tendency value is positively correlated with the number of first voiceprint signal circles in which the second virtual character is located; the more first voiceprint signal circles the second virtual character is in, the higher the attack tendency value.

[0147] Optionally, the relationship between the attack tendency value, the distance between the second virtual character and the center of the first voiceprint signal circle, the audio loudness of the voice signal, and the number of first voiceprint signal circles in which the second virtual character is located can be expressed as A = k3*(V / d)*N. Where A is the first attack tendency value of the second virtual character within the first voiceprint signal circle, V is the audio loudness of the voice signal, d is the distance between the second virtual character and the center of the first voiceprint signal circle, N is the number of first voiceprint signal circles in which the second virtual character is located, and k3 is a scaling factor.

[0148] Optionally, the voice stress state can be divided into an alert state, a defensive state, and an aggressive state. The different voice stress states will be explained below with reference to the accompanying diagrams.

[0149] 1) State of alertness

[0150] In one possible implementation, if the distance between the second virtual character and the center of the first voiceprint signal circle is greater than a first distance threshold, the terminal controls the second virtual character to enter an alert state.

[0151] Optionally, the first distance threshold is less than the real-time radius of the first acoustic signature circle. Optionally, the first distance threshold can be expressed as d. threshold The distance between the second virtual character and the center of the first voiceprint signal circle can be represented as d.

[0152] Optionally, the first distance threshold can be a preset default value, such as the first distance threshold being equal to the real-time radius of the first voiceprint signal circle minus a certain fixed value; the first distance threshold can also be a value determined based on the relevant attribute values ​​of the first virtual character, such as the first distance threshold being a proportional value related to the first virtual character, etc., and this application embodiment does not limit this.

[0153] Optionally, the terminal controls the second virtual character to enter an alert state, which can be manifested by the terminal increasing the reaction sensitivity of the second virtual character, or by the terminal controlling the second virtual character to use auxiliary virtual props, such as virtual visual amplifiers, virtual auditory amplifiers, etc., or other manifestations. This application embodiment does not limit this.

[0154] Optionally, the reaction sensitivity of the second virtual character in the alert state is higher than that in other states. For example, when other virtual characters release virtual skills at the second virtual character, the second virtual character in the alert state dodges faster than the second virtual character in other states. Optionally, the second virtual character in the alert state is more focused and observes the surrounding virtual environment more closely.

[0155] Optionally, if the distance between the second virtual character and the center of the first voiceprint signal circle is greater than the first distance threshold, the smaller the distance between the second virtual character and the center of the first voiceprint signal circle, the higher the alertness of the second virtual character.

[0156] Indicative, such as Figure 7 As shown, upon receiving a voice signal input by a player in the game's voice channel 702, the terminal generates and displays multiple outwardly expanding first voiceprint signal circles 704 centered on the first virtual character 701. As the first voiceprint signal circles 704 expand, the second virtual character 703 enters the first voiceprint signal circle 704. At this time, the distance between the second virtual character 703 and the center of the first voiceprint signal circle 704 is greater than a first distance threshold. Therefore, the terminal controls the second virtual character 703 to enter an alert state. The second virtual character 703, in the alert state, detects and turns towards the first virtual character 701.

[0157] 2) Defensive state

[0158] In one possible implementation, if the distance between the second virtual character and the center of the first voiceprint signal circle is not greater than a first distance threshold and the first attack tendency value is not greater than a tendency threshold, the terminal controls the second virtual character to enter a defensive state.

[0159] Optionally, the tendency threshold can be a preset default value or a value determined based on the relevant attribute values ​​of the second virtual character. For example, the tendency threshold may be related to the attack value or combat power value of the second virtual character. This application embodiment does not limit this.

[0160] Optionally, the propensity threshold can be expressed as A. threshold The first attack tendency value can be represented as A.

[0161] Optionally, the terminal controls the second virtual character to enter a defensive state, which can be manifested as the terminal controlling the second virtual character to enter a virtual defensive building, or as the terminal controlling the second virtual character to use virtual defensive items, such as controlling the second virtual character to use a virtual helmet, virtual shield, etc., or other manifestations. This application embodiment does not limit this.

[0162] Optionally, the defense value of the second virtual character in defensive state is higher than that in other states. Optionally, provided that the first attack tendency value is not greater than the tendency threshold, the smaller the distance between the second virtual character and the center of the first voiceprint signal circle, the higher the defense value of the second virtual character.

[0163] Indicative, such as Figure 8 As shown, upon receiving a voice signal input by a player in the game's voice channel 802, the terminal generates and displays multiple outwardly expanding first voiceprint signal circles 804, centered on the first virtual character 801. As the first voiceprint signal circles 804 expand, the second virtual character 803 enters the first voiceprint signal circle 804. At this time, the distance between the second virtual character 803 and the center of the first voiceprint signal circle 804 is not greater than a first distance threshold, and the first attack tendency value of the second virtual character 803 is not greater than a tendency threshold. Therefore, the terminal controls the second virtual character 803 to enter a defensive state, and the second virtual character 803 in the defensive state holds a virtual shield.

[0164] 3) Attack Status

[0165] In one possible implementation, if the distance between the second virtual character and the center of the first voiceprint signal circle is not greater than a first distance threshold, and the first attack tendency value is greater than the tendency threshold, the terminal controls the second virtual character to enter an attack state.

[0166] Optionally, the terminal controls the second virtual character to enter an attack state, which can be manifested as the terminal controlling the second virtual character to release virtual skills at the first virtual character, or as the terminal controlling the second virtual character to move towards and attack the first virtual character, or other manifestations. This application embodiment does not limit this.

[0167] Optionally, the attack value of the second virtual character can be positively correlated with the first attack tendency value. Optionally, if the first attack tendency value is greater than the tendency threshold, the larger the first attack tendency value, the larger the attack value of the second virtual character.

[0168] Optionally, to enhance the interaction between virtual characters, when the second virtual character enters an attack state, the terminal can control the second virtual character to attack the first virtual character. However, considering that the position of the first virtual character in the virtual environment is variable in real time, while the coordinates of the center of the first voiceprint signal circle are fixed, to reduce invalid attacks, the terminal can first control the second virtual character to move towards the center of the first voiceprint signal circle, and then control the second virtual character to attack the first virtual character only when the first virtual character is within its attack range.

[0169] In one possible implementation, if the distance between the second virtual character and the center of the first voiceprint signal circle is not greater than a first distance threshold, and the first attack tendency value is greater than the tendency threshold, the terminal controls the second virtual character to move towards the center of the first voiceprint signal circle. Furthermore, during the movement, the distance between the first and second virtual characters is determined in real time. Therefore, if the distance between the second and first virtual characters is less than a second distance threshold, the terminal controls the second virtual character to attack the first virtual character; if the distance between the second and first virtual characters is not less than the second distance threshold, the terminal does not control the second virtual character to attack the first virtual character.

[0170] Optionally, the movement speed of the second virtual character when moving towards the center of the first voiceprint signal circle can be a preset default value, or it can be related to the health value of the second virtual character, or it can be related to the first attack tendency value of the second virtual character, or it can be related to other factors. This application embodiment does not limit this.

[0171] Optionally, the second distance threshold can be a preset default value; it can also be a value related to the attack value of the second virtual character, such as a positive correlation between the second distance threshold and the attack value of the second virtual character, where a larger attack value results in a larger second distance threshold; or it can be a value related to the virtual attack items used by the second virtual character, such as a larger second distance threshold when the second virtual character uses ranged attack items, and a smaller second distance threshold when the second virtual character uses melee attack items. Optionally, the second distance threshold can also be related to other attribute values ​​of the second virtual character, which is not limited in this embodiment.

[0172] Indicative, such as Figure 9As shown, upon receiving a voice signal input by a player in the game's voice channel 902, the terminal generates and displays multiple outwardly expanding first voiceprint signal circles 904, centered on the first virtual character 901. As the first voiceprint signal circles 904 expand, the second virtual character 903 enters the first voiceprint signal circle 904. At this time, the distance between the second virtual character 903 and the center of the first voiceprint signal circle 904 is not greater than a first distance threshold, and the first attack tendency value of the second virtual character 903 is greater than the tendency threshold. Therefore, the terminal controls the second virtual character 903 to enter an attack state.

[0173] Indicative, such as Figure 9 As shown, the terminal controls the second virtual character 903 to move towards the center of the first voiceprint signal circle 904. Thus, when the distance between the second virtual character 903 and the first virtual character 901 is less than the second distance threshold, the terminal can control the second virtual character 903 to attack the first virtual character 901.

[0174] Optionally, as the first voiceprint signal circle is generated, expands, and stops displaying, the positional relationship between the second virtual character and the first voiceprint signal circle also changes in real time. Thus, when the first voiceprint signal circle in which the second virtual character is located stops displaying, the terminal controls the second virtual character to exit the voice response state.

[0175] In the above embodiments, by dividing the voice stress state into an alert state, a defensive state, and an aggressive state based on the distance between the second virtual character and the center of the first voiceprint signal circle, and the first attack tendency value of the second virtual character within the first voiceprint signal circle, the diversity of the character state after the virtual character perceives the voice signal is increased, and the interaction effect between virtual characters is enriched.

[0176] Furthermore, when the second virtual character is not controlled by the player, by combining the character state of the second virtual character with its perceived voice signals, the virtual character's responsiveness and intelligent performance in complex scenarios are improved, further optimizing the display and interaction effects of the virtual character.

[0177] In some embodiments, multiple players typically communicate through a voice channel during a game. In order to visualize the voice signals input by each player, the terminal can display a corresponding voiceprint signal circle around the virtual character controlled by each player.

[0178] In one possible implementation, the terminal can display a second voiceprint signal circle around a third virtual character in the virtual environment. This second voiceprint signal circle is used to characterize the audio features of the voice signal received by the control terminal corresponding to the third virtual character.

[0179] Optionally, the third virtual character can be a teammate or an enemy of the first virtual character. This embodiment does not limit the relationship between the first and third virtual characters. Optionally, the player controlling the third virtual character and the player controlling the first virtual character can be in the same voice chat channel or in different voice chat channels. This embodiment does not limit this.

[0180] Optionally, to facilitate the differentiation of voiceprint signal circles corresponding to different virtual characters, the display effect of the second voiceprint signal circle is different from that of the first voiceprint signal circle. For example, the display color of the first voiceprint signal circle is different from that of the second voiceprint signal circle, or the display style of the first voiceprint signal circle is different from that of the second voiceprint signal circle, etc. The specific display effect of each voiceprint signal circle is not limited in the embodiments of this application.

[0181] Indicative, such as Figure 10 As shown, the terminal displays a first voiceprint signal circle 1002 with a first display effect centered on the first virtual character 1001, and displays a second voiceprint signal circle 1004 with a second display effect centered on the third virtual character 1003.

[0182] In some embodiments, considering that the second virtual character may simultaneously perceive voice signals from different virtual characters, in order to improve the accuracy of controlling the role state of the second virtual character, the terminal may also control the second virtual character to enter a voice stress state based on the attack tendency value of the second virtual character in different voiceprint signal circles.

[0183] In one possible implementation, when the second virtual character is simultaneously within both the first and second voiceprint signal circles, the terminal can first determine a first attack tendency value and a second attack tendency value for the second virtual character within the first voiceprint signal circle. Then, the terminal compares the first and second attack tendency values. If the first attack tendency value is greater than the second attack tendency value, the terminal displays the second virtual character in a voice-activated state based on the first attack tendency value and the distance between the second virtual character and the center of the first voiceprint signal circle. If the first attack tendency value is less than the second attack tendency value, the terminal displays the second virtual character in a voice-activated state based on the second attack tendency value and the distance between the second virtual character and the center of the second voiceprint signal circle.

[0184] Optionally, the first attack tendency value of the second virtual character within the first voiceprint signal circle is determined based on the distance between the second virtual character and the center of the first voiceprint signal circle, the audio loudness of the first voice signal, and the number of first voiceprint signal circles in which the second virtual character is located. Optionally, the second attack tendency value of the second virtual character within the second voiceprint signal circle is determined based on the distance between the second virtual character and the center of the second voiceprint signal circle, the audio loudness of the second voice signal, and the number of second voiceprint signal circles in which the second virtual character is located.

[0185] Optionally, if the first attack tendency value is greater than the second attack tendency value, that is, if the second virtual character has a more obvious perception of the first voice signal, the terminal can control the second virtual character to enter a voice stress state based on the first attack tendency value and the distance between the second virtual character and the center of the first voiceprint signal circle.

[0186] Optionally, if the first attack tendency value is less than the second attack tendency value, which means that the second virtual character is more aware of the second voice signal, the terminal can control the second virtual character to enter a voice stress state based on the second attack tendency value and the distance between the second virtual character and the center of the second voiceprint signal circle.

[0187] Optionally, the attack tendency value of the second virtual character within different voiceprint signal spheres can be represented as A. i =k3*(V i / d i )*N i Among them, A i V represents the attack tendency value of the second virtual character within the i-th voiceprint signal circle. i Let d be the audio loudness of the i-th speech signal. i N represents the distance between the second virtual character and the center of the i-th voiceprint signal circle. i k is the number of voiceprint signal circles in which the second virtual character is located, and k3 is the scaling factor.

[0188] Furthermore, when the second virtual character is within N voiceprint signal circles, the terminal determines the maximum attack tendency value (A) from the N attack tendency values. max =max(A1,A2,A3……A N The corresponding virtual character, and control the second virtual character to attack the virtual character.

[0189] Optionally, if the first attack tendency value equals the second attack tendency value, the terminal can also directly compare the distance between the second virtual character and the center of the first voiceprint signal circle, and the distance between the second virtual character and the center of the second voiceprint signal circle. If the distance between the second virtual character and the center of the first voiceprint signal circle is closer, then based on the first attack tendency value and the distance between the second virtual character and the center of the first voiceprint signal circle, the terminal controls the second virtual character to enter a voice response state.

[0190] Optionally, if the first attack tendency value equals the second attack tendency value, the terminal can also directly compare the number of first voiceprint signal circles in which the second virtual character is located and the number of second voiceprint signal circles in which the second virtual character is located. If the second virtual character is located in more first voiceprint signal circles, then based on the first attack tendency value and the distance between the second virtual character and the center of the first voiceprint signal circle, the terminal controls the second virtual character to enter a voice response state.

[0191] Indicative, such as Figure 11 As shown, the terminal displays a first voiceprint signal circle 1102 with a first display effect centered on the first virtual character 1101, and a second voiceprint signal circle 1104 with a second display effect centered on the third virtual character 1103. Both the first and second voiceprint signal circles 1102 and 1104 are in an outward expansion state. At this time, the distance between the center of the second virtual character 1105 and the center of the second voiceprint signal circle 1104 is less than the real-time radius of the second voiceprint signal circle 1104 and not greater than the first distance threshold. Therefore, the terminal determines the second attack tendency value of the second virtual character 1105 based on the distance between the center of the second virtual character 1105 and the center of the second voiceprint signal circle 1104, the audio loudness of the second voice signal, and the number of second voiceprint signal circles 1104 in which the second virtual character 1105 is located. Then, when the second attack tendency value is greater than the tendency threshold, the terminal controls the second virtual character 1105 to attack the third virtual character 1103.

[0192] Optionally, to reduce computational load, the terminal can also compare the attack tendency values ​​of the second virtual character within multiple voiceprint signal circles when controlling the second virtual character to enter the attack state. In one possible implementation, taking the first virtual character corresponding to the first voiceprint signal circle and the third virtual character corresponding to the second voiceprint signal circle as an example, if the second virtual character is located within the first voiceprint signal circle and its first attack tendency value is not greater than a tendency threshold, the terminal directly controls the second virtual character to enter an alert or defensive state. Furthermore, if the second virtual character's first attack tendency value is greater than the tendency threshold, the terminal then determines whether the second virtual character is within the second voiceprint signal circle. If the second virtual character is within the second voiceprint signal circle, the terminal then determines its second attack tendency value, thereby comparing the first and second attack tendency values ​​to determine the second virtual character's attack target.

[0193] Optionally, if the first virtual character and the third virtual character are teammates, and the first virtual character and the second virtual character are enemies, players can also alternately transmit voice signals in the game's voice channel to redirect the second virtual character's attack target, thereby achieving tactical coordination and adjustment.

[0194] In one possible implementation, when the control terminal of the third virtual character receives a voice signal, the terminal displays a second voiceprint signal circle centered on the third virtual character in the virtual environment. At this time, the second virtual character is located within the second voiceprint signal circle, and its second attack tendency value is greater than the tendency threshold. The terminal then controls the second virtual character to enter an attack state, and the second virtual character moves towards the third virtual character. Before the second virtual character attacks the third virtual character, a teammate of the third virtual character can input a loud voice signal in the game's voice channel to generate a first voiceprint signal circle around the first virtual character. This first voiceprint signal circle interferes with the second virtual character, causing its first attack tendency value to exceed its second attack tendency value. The second virtual character then shifts its attack target to the first virtual character, thus protecting the third virtual character from harm.

[0195] Indicative, such as Figure 12As shown, the terminal displays a first voiceprint signal circle 1202 with a first display effect centered on the first virtual character 1201, and a second voiceprint signal circle 1204 with a second display effect centered on the third virtual character 1203. At this time, the second virtual character 1205 is located within the second voiceprint signal circle 1204, and the second attack tendency value of the second virtual character 1205 is greater than the attack tendency value. The terminal controls the second virtual character 1205 to enter an attack state and move towards the center of the second voiceprint signal circle 1204 to attack the third virtual character 1203. In order to redirect the attack target of the second virtual character 1205, the player can input a louder voice signal in the game's voice channel, thereby increasing the maximum radius of the first voiceprint signal circle 1202. This allows the second virtual character 1205 to perceive the first voiceprint signal circle 1202. When the first attack tendency value of the second virtual character 1205 is greater than the tendency threshold, the terminal controls the second virtual character 1205 to change its displacement direction and move towards the center of the first voiceprint signal circle 1202, so as to attack the first virtual character 1201.

[0196] In the above embodiments, by displaying corresponding voiceprint signal circles around different virtual characters to indicate the voice signals input by the player controlling the virtual character, the player can be more intuitively notified of the player currently communicating during the game. Furthermore, displaying the corresponding voiceprint signal circles with different effects makes it easier for players to distinguish between different voice signals, thus optimizing the display effect of the voiceprint signal circles.

[0197] Meanwhile, when the virtual character is within multiple voiceprint signal circles, by determining and comparing the attack tendency value of the virtual character in different voiceprint signal circles, and then combining the attack tendency value with the distance between the virtual character and the center of the voiceprint signal circle, the virtual character can be controlled to enter a voice stress state, which can improve the accuracy of controlling the virtual character.

[0198] Furthermore, by alternately inputting voice signals of different audio loudness into the voice channel between friendly and opposing teams, the opposing virtual characters can alternately perceive different voiceprint signal circles. This can interfere with the opposing virtual characters, divert their attack targets, and thus enable tactical cooperation between friendly and opposing teams, thereby improving the strategic nature of the game.

[0199] Please refer to Figure 13 This embodiment illustrates a flowchart of a method for displaying a virtual character provided in another exemplary embodiment of this application. The method is executed by a terminal, with both a first virtual character and a second virtual character controlled by the terminal. The first virtual character is a player-controlled character, and the second virtual character is a non-player-controlled character, and the second virtual character is a virtual monster.

[0200] Step 1301, Begin.

[0201] Upon receiving a click from the player to enter the game, the terminal enters a virtual game and displays the first virtual character controlled by the player through the terminal, as well as the virtual monster controlled by the terminal, in the virtual environment.

[0202] Step 1302: Receive the voice signal input in the game's voice channel.

[0203] Optionally, the in-game voice channel is used to enable communication between players. Optionally, an in-game communication window is displayed within the game interface, and the in-game communication window is equipped with a voice input control. Players can enter the in-game voice channel by triggering the voice input control and input voice signals within the in-game voice channel to achieve communication with other players.

[0204] In one possible implementation, the terminal receives the player's voice signal in response to the player's click on the voice input control. In another possible implementation, the terminal receives the player's voice signal in response to the player's long press on the voice input control.

[0205] Step 1303: Display the first voiceprint signal circle around the first virtual character.

[0206] In one possible implementation, within a unit of time, the terminal determines the first radius of the first voiceprint signal circle based on the audio loudness of the voice signal, and determines the first number of the first voiceprint signal circles based on the audio frequency, thereby displaying a first number of outwardly expanding first voiceprint signal circles in the virtual environment with the first virtual character as the center and the first radius as the expansion radius.

[0207] Among them, the first radius is directly proportional to the loudness of the audio, and the first quantity is directly proportional to the frequency of the audio.

[0208] Step 1304: Determine that the virtual monster is within the first voiceprint signal circle.

[0209] In one possible implementation, the terminal acquires the position coordinates of the virtual monster in the virtual environment in real time and calculates the distance between the virtual monster and the center of the first voiceprint signal circle. Thus, if the distance between the virtual monster and the center of the first voiceprint signal circle is less than the real-time radius of the first voiceprint signal circle, it is determined that the virtual monster is within the first voiceprint signal circle.

[0210] Step 1305: Determine if the virtual monster meets the attack conditions?

[0211] In one possible implementation, the terminal determines the first attack tendency value of the virtual monster based on the distance between the virtual monster and the center of the first voiceprint signal circle, the number of first voiceprint signal circles in which the virtual monster is located, and the audio loudness of the voice signal. Then, by comparing the first attack tendency value with the tendency threshold, it determines whether the virtual monster meets the attack conditions.

[0212] If the first attack tendency value is not greater than the tendency threshold, it is determined that the virtual monster does not meet the attack conditions, and the process proceeds to step 1306; if the first attack tendency value is greater than the tendency threshold, it is determined that the virtual monster meets the attack conditions, and the process proceeds to step 1307.

[0213] Step 1306: Display the virtual monster in an alert or defensive state.

[0214] If the first attack tendency value is not greater than the tendency threshold, the terminal compares the distance between the virtual monster and the center of the first voiceprint signal circle with the first distance threshold. If the distance between the virtual monster and the center of the first voiceprint signal circle is greater than the first distance threshold, the terminal displays the virtual monster in an alert state; if the distance between the virtual monster and the center of the first voiceprint signal circle is not greater than the first distance threshold, the terminal displays the virtual monster in a defensive state.

[0215] Step 1307: Determine if the virtual monster is within multiple voiceprint signal circles?

[0216] If the first attack tendency value is greater than the tendency threshold, the terminal needs to further determine whether the virtual monster is within multiple voiceprint signal circles. If the virtual monster is only within the first voiceprint signal circle, proceed to step 1308; if the virtual monster is within multiple voiceprint signal circles, proceed to step 1309.

[0217] Step 1308: Control the virtual monster to attack the first virtual character.

[0218] In one possible implementation, if the virtual monster is only within the first voiceprint signal circle, the terminal controls the virtual monster to attack the first virtual character.

[0219] Step 1309: Determine the attack tendency value of the virtual monster within multiple voiceprint signal circles.

[0220] In another possible implementation, when the virtual monster is within multiple voiceprint signal circles, the terminal needs to calculate the attack tendency value of the virtual monster within each of the multiple voiceprint signal circles.

[0221] Step 1310: Control the virtual monster to attack the virtual character corresponding to the maximum attack tendency value.

[0222] In one possible implementation, the terminal compares the attack tendency values ​​of the virtual monster within multiple voiceprint signal circles, and identifies the virtual character corresponding to the maximum attack tendency value as the target object, thereby controlling the virtual monster to attack the target object.

[0223] Please refer to Figure 14 The diagram illustrates a structural block diagram of a virtual character display device provided in an exemplary embodiment of this application, the device comprising:

[0224] Display module 1401 is used to display a first virtual character and a second virtual character in a virtual environment, wherein the first virtual character is controlled by a terminal;

[0225] Control module 1402 is used to control the addition of a first voiceprint signal circle around the first virtual character in the virtual environment when a voice signal input in the game voice channel is received. The game voice channel is used to realize game communication between the game players. The first voiceprint signal circle is used to characterize the audio features of the voice signal.

[0226] The display module 1401 is used to display the second virtual character in a voice stress state when the second virtual character is within the first voiceprint signal circle. The voice stress state refers to the stress state entered after sensing the voice signal.

[0227] Optionally, the control module 1402 is used for:

[0228] Upon receiving the voice signal input within the game's voice channel, based on at least one of the audio loudness and audio frequency of the voice signal, the system controls the addition of a first voiceprint signal circle around the first virtual character in the virtual environment.

[0229] Optionally, the control module 1402 is used for:

[0230] Based on the audio loudness of the voice signal, a first voiceprint signal circle with a first radius is added around the first virtual character in the virtual environment, and the first radius is positively correlated with the audio loudness.

[0231] Based on the audio frequency of the voice signal, a first number of first voiceprint signal rings are added around the first virtual character in the virtual environment, and the first number is positively correlated with the audio frequency.

[0232] Optionally, the control module 1402 is used for:

[0233] Based on the audio loudness of the voice signal, in the virtual environment, with the first virtual character as the center and the first radius as the expansion radius, the first voiceprint signal circle is displayed to expand outward.

[0234] The device further includes:

[0235] The control module 1402 is further configured to stop displaying the first voiceprint signal circle when the real-time radius of the first voiceprint signal circle reaches the first radius.

[0236] Optionally, the control module 1402 is used for:

[0237] The first quantity is determined based on the audio frequency of the speech signal;

[0238] Based on a preset unit time and the first quantity, the display time interval between the first quantity of the first voiceprint signal rings is determined;

[0239] Based on the display time interval, the first number of the first voiceprint signal circles are displayed in the virtual environment with the first virtual character as the center.

[0240] Optionally, when the second virtual character is controlled by the terminal, the display module 1401 is used to:

[0241] If the distance between the second virtual character and the center of the first voiceprint signal circle is less than the real-time radius of the first voiceprint signal circle, it is determined that the second virtual character is within the first voiceprint signal circle.

[0242] Based on the distance between the second virtual character and the center of the first voiceprint signal circle, the loudness of the voice signal, and the number of the first voiceprint signal circles in which the second virtual character is located, the second virtual character is controlled to enter the voice stress state.

[0243] Optionally, the display module 1401 is used for:

[0244] Based on the distance between the second virtual character and the center of the first voiceprint signal circle, the loudness of the voice signal, and the number of the first voiceprint signal circles in which the second virtual character is located, the first attack tendency value of the second virtual character is determined.

[0245] Based on the first attack tendency value and the distance between the second virtual character and the center of the first voiceprint signal circle, the second virtual character is controlled to enter the voice stress state.

[0246] Optionally, the display module 1401 is used for:

[0247] When the distance between the second virtual character and the center of the first voiceprint signal circle is greater than the first distance threshold, control the second virtual character to enter an alert state;

[0248] If the distance between the second virtual character and the center of the first voiceprint signal circle is not greater than the first distance threshold, and the first attack tendency value is not greater than the tendency threshold, control the second virtual character to enter a defensive state.

[0249] If the distance between the second virtual character and the center of the first voiceprint signal circle is not greater than the first distance threshold, and the first attack tendency value is greater than the tendency threshold, the second virtual character is controlled to enter an attack state.

[0250] Optionally, the display module 1401 is used for:

[0251] If the distance between the second virtual character and the center of the first voiceprint signal circle is not greater than the first distance threshold, and the first attack tendency value is greater than the tendency threshold, control the second virtual character to move towards the center of the first voiceprint signal circle;

[0252] If the distance between the second virtual character and the first virtual character is less than a second distance threshold, control the second virtual character to attack the first virtual character.

[0253] Optionally, the device further includes:

[0254] The display module 1401 is further configured to display a second voiceprint signal circle around the third virtual character in the virtual environment. The second voiceprint signal circle is used to characterize the audio features of the voice signal received by the control terminal corresponding to the third virtual character. The display effect of the second voiceprint signal circle is different from the display effect of the first voiceprint signal circle.

[0255] Optionally, the display module 1401 is used for:

[0256] When the second virtual character is simultaneously within both the first and second voiceprint signal circles, determine the first attack tendency value of the second virtual character within the first voiceprint signal circle and the second attack tendency value of the second virtual character within the second voiceprint signal circle.

[0257] If the first attack tendency value is greater than the second attack tendency value, the second virtual character in the voice stress state is displayed based on the first attack tendency value and the distance between the second virtual character and the center of the first voiceprint signal circle.

[0258] In summary, in this embodiment, upon receiving a voice signal input within the game's voice channel, the terminal can add a first voiceprint signal circle around the first virtual character it controls. This first voiceprint signal circle represents the audio characteristics of the voice signal, thereby enhancing the visual display effect of the voice signal. Furthermore, it increases the virtual character's voice perception capability. When a second virtual character is within the first voiceprint signal circle, the second virtual character is in a voice-responsive state, enriching the interaction between virtual characters, increasing the realism of game voice communication, and optimizing the human-computer interaction method.

[0259] It should be noted that the apparatus provided in the above embodiments is only an example of the division of the above functional modules. In practical applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the apparatus can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and their implementation process can be found in the method embodiments, which will not be repeated here.

[0260] Please refer to Figure 15 This diagram illustrates a structural block diagram of a terminal 1500 provided in an exemplary embodiment of this application. The terminal 1500 may be a portable mobile terminal, such as a smartphone, tablet computer, Moving Picture Experts Group Audio Layer III (MP3) player, or Moving Picture Experts Group Audio Layer IV (MP4) player. The terminal 1500 may also be referred to as a user device, portable terminal, or other names.

[0261] Typically, terminal 1500 includes a processor 1501 and a memory 1502.

[0262] Processor 1501 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1501 may be implemented using at least one hardware form selected from Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). Processor 1501 may also include a main processor and a coprocessor. The main processor, also known as a Central Processing Unit (CPU), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1501 may integrate a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1501 may also include an Artificial Intelligence (AI) processor, which is used to handle computational operations related to machine learning.

[0263] The memory 1502 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1502 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1502 are used to store at least one instruction, which is executed by the processor 1501 to implement the virtual character display method provided in the embodiments of this application.

[0264] In some embodiments, the terminal 1500 may also optionally include: a peripheral device interface 1503 and at least one peripheral device.

[0265] Peripheral interface 1503 can be used to connect at least one input / output (I / O) related peripheral device to processor 1501 and memory 1502. In some embodiments, processor 1501, memory 1502 and peripheral interface 1503 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1501, memory 1502 and peripheral interface 1503 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0266] Those skilled in the art will understand that Figure 15The structure shown does not constitute a limitation on terminal 1500 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0267] This application also provides a computer-readable storage medium storing at least one set of computer instructions, which are loaded and executed by a processor to implement the virtual character display method described in the above embodiments.

[0268] According to one aspect of this application, a computer program product is provided, comprising computer instructions stored in a computer-readable storage medium. A terminal's processor reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the terminal to perform the virtual character display method provided in various alternative implementations of the above aspect.

[0269] Those skilled in the art will recognize that the functions described in the embodiments of this application in one or more of the above examples can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable storage medium or transmitted as one or more instructions or code on a computer-readable storage medium. Computer-readable storage media include computer storage media and communication media, wherein communication media include any medium that facilitates the transmission of a computer program from one place to another. Storage media can be any available medium accessible to a general-purpose or special-purpose computer.

[0270] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for displaying a virtual character, characterized in that, The method includes: A first virtual character and a second virtual character are displayed in a virtual environment, wherein the first virtual character is controlled by a terminal; Upon receiving a voice signal input within the game voice channel, the system controls the addition of a first voiceprint signal circle around the first virtual character in the virtual environment. The game voice channel is used to enable communication between game players, and the first voiceprint signal circle is used to characterize the audio features of the voice signal. When the second virtual character is within the first voiceprint signal circle, the second virtual character in a voice stress state is displayed. The voice stress state refers to the stress state entered after perceiving the voice signal.

2. The method according to claim 1, characterized in that, Upon receiving a voice signal input within the game's voice channel, the step of controlling the addition of a first voiceprint signal circle around the first virtual character in the virtual environment includes: Upon receiving the voice signal input within the game's voice channel, based on at least one of the audio loudness and audio frequency of the voice signal, the system controls the addition of a first voiceprint signal circle around the first virtual character in the virtual environment.

3. The method according to claim 2, characterized in that, The method of controlling the addition of a first voiceprint signal circle around the first virtual character in the virtual environment based on at least one of the audio loudness and audio frequency of the voice signal includes: Based on the audio loudness of the voice signal, a first voiceprint signal circle with a first radius is added around the first virtual character in the virtual environment, and the first radius is positively correlated with the audio loudness. Based on the audio frequency of the voice signal, a first number of first voiceprint signal rings are added around the first virtual character in the virtual environment, and the first number is positively correlated with the audio frequency.

4. The method according to claim 3, characterized in that, The method of controlling the expansion of a first voiceprint signal circle with a first radius around the first virtual character in the virtual environment based on the audio loudness of the speech signal includes: Based on the audio loudness of the voice signal, in the virtual environment, with the first virtual character as the center and the first radius as the expansion radius, the first voiceprint signal circle is displayed to expand outward. The method further includes: When the real-time radius of the first voiceprint signal circle reaches the first radius, the display of the first voiceprint signal circle stops.

5. The method according to claim 3, characterized in that, The method of controlling the addition of a first number of first voiceprint signal rings around the first virtual character in the virtual environment based on the audio frequency of the voice signal includes: The first quantity is determined based on the audio frequency of the speech signal; Based on a preset unit time and the first quantity, the display time interval between the first quantity of the first voiceprint signal rings is determined; Based on the display time interval, the first number of the first voiceprint signal circles are displayed in the virtual environment with the first virtual character as the center.

6. The method according to any one of claims 1 to 5, characterized in that, When the second virtual character is controlled by the terminal, displaying the second virtual character in a voice-activated state when the second virtual character is within the first voiceprint signal circle includes: If the distance between the second virtual character and the center of the first voiceprint signal circle is less than the real-time radius of the first voiceprint signal circle, it is determined that the second virtual character is within the first voiceprint signal circle. Based on the distance between the second virtual character and the center of the first voiceprint signal circle, the loudness of the voice signal, and the number of the first voiceprint signal circles in which the second virtual character is located, the second virtual character is controlled to enter the voice stress state.

7. The method according to claim 6, characterized in that, The method of controlling the second virtual character to enter the voice response state based on the distance between the second virtual character and the center of the first voiceprint signal circle, the audio loudness of the voice signal, and the number of the first voiceprint signal circles in which the second virtual character is located includes: Based on the distance between the second virtual character and the center of the first voiceprint signal circle, the loudness of the voice signal, and the number of the first voiceprint signal circles in which the second virtual character is located, the first attack tendency value of the second virtual character is determined. Based on the first attack tendency value and the distance between the second virtual character and the center of the first voiceprint signal circle, the second virtual character is controlled to enter the voice stress state.

8. The method according to claim 7, characterized in that, The step of controlling the second virtual character to enter the voice stress state based on the first attack tendency value and the distance between the second virtual character and the center of the first voiceprint signal circle includes: When the distance between the second virtual character and the center of the first voiceprint signal circle is greater than the first distance threshold, control the second virtual character to enter an alert state; If the distance between the second virtual character and the center of the first voiceprint signal circle is not greater than the first distance threshold, and the first attack tendency value is not greater than the tendency threshold, control the second virtual character to enter a defensive state. If the distance between the second virtual character and the center of the first voiceprint signal circle is not greater than the first distance threshold, and the first attack tendency value is greater than the tendency threshold, the second virtual character is controlled to enter an attack state.

9. The method according to claim 8, characterized in that, The step of controlling the second virtual character to enter an attack state when the distance between the second virtual character and the center of the first voiceprint signal circle is not greater than the first distance threshold, and the first attack tendency value is greater than the tendency threshold, includes: If the distance between the second virtual character and the center of the first voiceprint signal circle is not greater than the first distance threshold, and the first attack tendency value is greater than the tendency threshold, control the second virtual character to move towards the center of the first voiceprint signal circle; If the distance between the second virtual character and the first virtual character is less than a second distance threshold, control the second virtual character to attack the first virtual character.

10. The method according to any one of claims 1 to 9, characterized in that, The method further includes: A second voiceprint signal circle is displayed around the third virtual character in the virtual environment. The second voiceprint signal circle is used to characterize the audio features of the voice signal received by the control terminal corresponding to the third virtual character. The display effect of the second voiceprint signal circle is different from the display effect of the first voiceprint signal circle.

11. The method according to claim 10, characterized in that, The step of displaying the second virtual character in a voice-activated state when the second virtual character is within the first voiceprint signal circle includes: When the second virtual character is simultaneously within both the first and second voiceprint signal circles, determine the first attack tendency value of the second virtual character within the first voiceprint signal circle and the second attack tendency value of the second virtual character within the second voiceprint signal circle. If the first attack tendency value is greater than the second attack tendency value, the second virtual character in the voice stress state is displayed based on the first attack tendency value and the distance between the second virtual character and the center of the first voiceprint signal circle.

12. A display device for a virtual character, characterized in that, The device includes: The display module is used to display a first virtual character and a second virtual character in a virtual environment, wherein the first virtual character is controlled by a terminal; The control module is used to control the addition of a first voiceprint signal circle around the first virtual character in the virtual environment when a voice signal is received from the game voice channel. The game voice channel is used to realize game communication between the game players, and the first voiceprint signal circle is used to characterize the audio features of the voice signal. The display module is used to display the second virtual character in a voice stress state when the second virtual character is within the first voiceprint signal circle. The voice stress state refers to the stress state entered after sensing the voice signal.

13. A terminal, characterized in that, The terminal includes a processor and a memory, the memory storing at least one set of computer instructions, which are loaded and executed by the processor to implement the method for displaying virtual characters as described in any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that, The storage medium stores at least one set of computer instructions, which are loaded and executed by a processor to implement the method for displaying virtual characters as described in any one of claims 1 to 11.

15. A computer program product, characterized in that, The computer program product includes computer instructions stored in a computer-readable storage medium; the processor of the terminal reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the terminal to perform the virtual character display method as described in any one of claims 1 to 11.