Game music audio processing method

By dividing game music audio into general and color parts, and controlling it in stages according to the screen scaling value, and using filters to block inappropriate frequency audio, the problem of insufficient music variation when the game screen is scaled is solved, improving the user's auditory experience and engagement, and reducing file size and performance consumption.

CN122183151APending Publication Date: 2026-06-12HANGZHOU YOKA NETWORK TECH CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
HANGZHOU YOKA NETWORK TECH CO LTD
Filing Date
2026-03-25
Publication Date
2026-06-12

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Abstract

The application discloses a game music audio processing method, comprising the following steps: S101, defining a parameter for changing the size of a visible scene in a picture as a zoom value, setting the range of the zoom value as 0-100, and dividing different zoom value ranges to correspond to different zoom levels; S102, when producing game music audio, dividing the game music audio into a general part and a color part, the color part level corresponding to the zoom level, and each color part level using different sound frequency musical instruments for composition; wherein the general part comprises a rhythm part and a main melody part of music, and the color part comprises other musical instrument parts for adding details to music; S103, after a player enters a game, simultaneously playing the general part and the color part music audio according to the game picture; and S104, according to the zoom level of the player picture zoom value, shielding the color part music audio not in the level range by using a filter.
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Description

Technical Field

[0001] This invention belongs to the field of computer software technology, and specifically relates to a method for processing game audio. Background Technology

[0002] In existing technologies, computer game players typically zoom in and out, changing the viewpoint from small to large or vice versa; these actions are linear manipulations and gameplay. Meanwhile, the game's background music remains constant or changes non-linearly (switching abruptly). This method results in the music not changing immediately after the player makes significant changes to the visuals.

[0003] As games become increasingly sophisticated and demand a greater sense of immersion and engagement, players need corresponding changes in music after significant visual alterations to enrich the overall gameplay experience and increase user engagement. Summary of the Invention

[0004] In view of the above-mentioned problems, the present invention provides a game music audio processing method to enhance the sense of immersion and engagement provided by the music when the scene changes, thereby increasing user stickiness.

[0005] To solve the above-mentioned technical problems, the present invention adopts the following technical solution: A method for processing game music audio includes the following steps: S101 defines the parameter that changes the size of the visible scene in the image as the scaling value, with the scaling value range set to 0-100, and different scaling value ranges corresponding to different scaling levels. S102, when producing game music audio, the game music audio is divided into a general part and a color part. The color part is graded according to the scaling grade. Each color part grade uses instruments with different sound frequencies for arrangement. The general part includes the rhythm part and the main melody part of the music, while the color part includes other instrument parts that add details to the music. S103: After the player enters the game, the general and color parts of the music and audio are played simultaneously according to the game screen; S104: Based on the scaling level of the player's screen scaling value, a filter is used to block the color part of the music and audio that is not within the scaling range.

[0006] Preferably, in S101, the scaling value is divided into three ranges according to the score: 0~X1, X1+1~X2, and X2+1~100, corresponding to Level I scaling, Level II scaling, and Level III scaling levels; where X1>X2; In S102, the color grading is also divided into Level I color music grading, Level II color music grading, and Level III color grading.

[0007] Preferably, in S103, when the player's game screen scaling value is 0~X1, the music playback content is the general part + the level I color grading part.

[0008] Preferably, in S103, when the player's game screen scaling value is X1+1~X2, the music playback content is the general part + the Level II color grading part.

[0009] Preferably, in S103, when the player's game screen scaling value is X2+1~100, the music playback content is the general part + the III-level color grading part.

[0010] Preferably, the value of X1 is set to 40; the value of X2 is set to 70.

[0011] The present invention offers the following advantages: The above technical solution enables changes in game scene music playback by grouping music based on sound frequency and controlling it based on scaling. This ensures that when the user zooms in or out of the game screen, the music changes according to the visible content on the screen, making the music more fitting to the performance, enhancing the user's auditory experience, and thus increasing user engagement. Furthermore, during music production, only two audio files are always played simultaneously; no new files are created due to increased subdivision, reducing package size and performance consumption. Attached Figure Description

[0012] Figure 1 This is a flowchart illustrating the steps of a game music audio processing method according to an embodiment of the present invention; Figure 2 This is a schematic diagram showing the corresponding hierarchical division of the general and color components of music audio in a specific application example. Figure 3 This is a schematic diagram showing the scaling value and color music rating corresponding to Level III in a specific application example; Figure 4 This is a schematic diagram showing the scaling value and color music rating corresponding to Level II in a specific application example; Figure 5 This is a schematic diagram showing the scaling value and color music rating corresponding to Level I in a specific application example. Detailed Implementation

[0013] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some, not all, of the embodiments of the present invention. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0014] See Figure 1The diagram shows a flowchart of a game music audio processing method according to an embodiment of the present invention, including the following steps: S101 defines the parameter that changes the size of the visible scene in the screen as the scaling value, with a scaling value range of 0-100, and different scaling value ranges corresponding to different scaling levels. When the scaling value is 0, the player's view can see the entire game scene, and the scene is shrunk to its minimum; when the scaling value is 100, the player's view can only see a small part of the game scene, and the scene is magnified to its maximum.

[0015] S102, when producing game music audio, the game music audio is divided into a general part and a color part. The color part is graded according to the scaling level, and each color part grade uses instruments with different sound frequencies for arrangement. The general part includes the rhythm part and the main melody part of the music, while the color part includes other instrument parts that add details to the music. For example, the drum kit is used to express the rhythm part of the music, while the color part uses instruments such as the shakuhachi and bamboo flute.

[0016] S103: After the player enters the game, the general music and audio and color music will be played simultaneously according to the game screen. S104 uses a filter to block out color-related music audio that is outside the scaling range of the player's screen zoom level. For example, the frequency range of the bamboo flute is 440Hz~2350Hz, and the band-stop mode of the filter is used to remove sounds in this frequency range so that they cannot be heard by the player.

[0017] The above-mentioned game music audio processing method changes the muted and heard music according to the player's zooming actions, so that the music changes normally when the player operates.

[0018] Furthermore, in another embodiment of the present invention, in a game music audio processing method, in S101, the scaling value is divided into three ranges according to the score: 0~X1, X1+1~X2, and X2+1~100, corresponding to Level I scaling, Level II scaling, and Level III scaling; wherein X1>X2.

[0019] In S102, the color grading is also divided into Level I, Level II, and Level III color music grading. The general section is the main music part, based on the overall style of the game. The music in Level I, Level II, and Level III color music gradings uses instruments with different sound frequencies, and they do not share any common frequency ranges.

[0020] Furthermore, in S103, when the player's game screen scaling value is 0~X1, the music playback content is the general portion plus the Level I color grading portion. When the player's game screen scaling value is X1+1~X2, the music playback content is the general portion plus the Level II color grading portion. When the player's game screen scaling value is X2+1~100, the music playback content is the general portion plus the Level III color grading portion. In a specific application example, the value of X1 is set to 40; the value of X2 is set to 70. For example... Figure 2 This diagram illustrates the hierarchical classification of the general and color components of the music audio based on the above settings. Those skilled in the art will understand that the values ​​of X1 and X2 can be adjusted as needed. The classification modes of Level I, Level II, and Level III can also be adjusted as needed, for example, by setting it to include only Level I and Level II, or by setting more levels than three.

[0021] Further, see Figures 3 to 5 When the player enters the game, the screen shows only a small city from a top-down perspective (zoom value 71~100), and the music plays the general section plus Level III music. As the player zooms in further, the screen shows a region containing multiple cities (zoom value 41~70), and the music plays the general section plus Level II music. When the player continues to zoom in, the screen shows the entire game scene (zoom value 0~40), and the music plays the general section plus Level I music.

[0022] The above-described audio processing method for game music allows for more nuanced changes in game scene music playback. By grouping music based on sound frequency and controlling it based on scaling, the music adapts to changes in the visible content on screen when the user zooms in or out, making the music more relevant to the performance and enhancing the user's auditory experience, thereby increasing user engagement. Furthermore, the music production process ensures that only two audio files play simultaneously, preventing the creation of new files due to increased segmentation, thus reducing package size and performance consumption.

[0023] It should be understood that the exemplary embodiments described herein are illustrative and not restrictive. Although one or more embodiments of the invention have been described in conjunction with the accompanying drawings, those skilled in the art will understand that various changes in form and detail may be made without departing from the spirit and scope of the invention as defined by the appended claims.

Claims

1. A method for processing game music audio, characterized in that, Includes the following steps: S101 defines the parameter that changes the size of the visible scene in the image as the scaling value, with the scaling value range set to 0-100, and different scaling value ranges corresponding to different scaling levels. S102, when producing game music audio, the game music audio is divided into a general part and a color part. The color part is graded according to the scaling grade. Each color part grade uses instruments with different sound frequencies for arrangement. The general part includes the rhythm part and the main melody part of the music, while the color part includes other instrument parts that add details to the music. S103: After the player enters the game, the general music and audio and color music will be played simultaneously according to the game screen. S104 uses a filter to block out color parts of music and audio that are outside the scaling range of the player's screen scaling value.

2. The game music audio processing method as described in claim 1, characterized in that, In S101, the scaling value is divided into three ranges according to the score: 0~X1, X1+1~X2, and X2+1~100, corresponding to Level I scaling grade, Level II scaling grade, and Level III scaling grade; where X1>X2; In S102, the color grading is also divided into Level I color music grading, Level II color music grading, and Level III color grading.

3. The game music audio processing method as described in claim 2, characterized in that, In S103, when the player's game screen scaling value is 0~X1, the music playback content is the general part + the I-level color grading part.

4. The game music audio processing method as described in claim 2, characterized in that, In S103, when the player's game screen scaling value is X1+1~X2, the music playback content is the general part + the II color grading part.

5. The game music audio processing method as described in claim 2, characterized in that, In S103, when the player's game screen scaling value is X2+1~100, the music playback content is the general part + the III color grading part.

6. The game music audio processing method as described in claim 2, characterized in that, The value of X1 is set to 40; the value of X2 is set to 70.