A game sound effect enhancement method, device, electronic equipment and program product
By performing frame-by-frame processing, scene judgment, and gain smoothing on the game audio signal, combined with virtual bass enhancement and equalization filtering, the problem of poor audio scene adaptability in existing technologies has been solved, achieving stable enhancement and dynamic control of game sound effects.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- UNISOC CHONGQING TECH CO LTD
- Filing Date
- 2026-02-11
- Publication Date
- 2026-06-19
AI Technical Summary
Existing technologies struggle to adapt to the diverse needs of different audio scenarios when processing dynamic and complex game audio with drastic signal energy fluctuations. This results in the loss of small signal details, overload distortion of large signals, or the introduction of gain abrupt noise, affecting the auditory experience and the dynamic expressiveness of sound effects design.
By performing frame-by-frame processing on the audio signal, determining the audio scene type based on the energy value of the current frame signal, determining the corresponding gain value, and performing smoothing processing, combined with virtual bass enhancement and equalization filtering, and finally performing dynamic range control, the audio signal is enhanced.
It effectively enhances game sound effects, ensuring that small signal details are not lost, large signals are not distorted, output levels are stable, and noise introduced by inter-frame gain jumps is avoided, thus improving the auditory experience and the dynamic performance of sound effect design.
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Figure CN122245329A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of audio signal processing technology, and in particular to a method, apparatus, electronic device, and program product for enhancing game sound effects. Background Technology
[0002] Audio enhancement technology is widely used in game audio processing to improve the clarity, power, and immersion of sound. Existing technical solutions typically employ fixed gain strategies or simple threshold controls when processing dynamic and complex game audio with drastic signal energy fluctuations. This makes it difficult to adapt to the differentiated needs of different audio scenarios, such as background noise, weak signals, and high-intensity signals. It can easily lead to the loss of small signal details, overload distortion of large signals, or the introduction of obvious gain abrupt noise, affecting the auditory experience and the dynamic performance of sound effects design.
[0003] Therefore, there is an urgent need for a game sound enhancement method that can adaptively identify audio scenes and adjust gain based on the real-time energy characteristics of audio signals. Summary of the Invention
[0004] This application provides a method, apparatus, electronic device, and program product for enhancing game sound effects.
[0005] Firstly, this application provides a method for enhancing game sound effects, including:
[0006] The audio signal to be processed is divided into frames to obtain the current frame signal; Based on the energy value of the current frame signal, determine the type of audio scene it belongs to; Determine the gain value corresponding to the current frame signal based on the audio scene type; The gain value is smoothed to obtain a smoothed gain value, and the smoothed gain value is applied to the current frame signal. The current frame signal after gain processing is sequentially subjected to virtual bass enhancement and equalization filtering; Dynamic range control is applied to the current frame signal after equalization filtering to obtain an enhanced audio signal.
[0007] In some embodiments, the audio scene type includes background noise, small signal, and large signal.
[0008] In some embodiments, determining the audio scene type based on the energy value of the current frame signal includes: Calculate the energy value of the current frame signal; The energy value is compared with a preset first threshold and a second threshold; wherein the first threshold is less than the second threshold. If the energy value is less than the first threshold, it is determined to be background noise; If the energy value is greater than or equal to the first threshold and less than the second threshold, it is determined to be a small signal; If the energy value is greater than or equal to the second threshold, it is determined to be a large signal.
[0009] In some embodiments, determining the gain value corresponding to the current frame signal based on the audio scene type includes: If the current frame signal is determined to be a small signal, then the corresponding positive gain value is determined based on the energy value; Among them, when the energy value is between the first threshold and the small signal inflection point threshold, the gain value increases with the increase of the energy value; When the energy value is between the small signal inflection point threshold and the second threshold, the gain value decreases as the energy value increases. If the current frame signal is determined to be background noise, then a negative gain value is applied.
[0010] In some embodiments, smoothing the gain value includes: Compare the gain value of the current frame signal with the gain value of the previous frame signal; If the gain value of the current frame signal is greater than the gain value of the previous frame signal, the gain value of the previous frame signal is gradually increased by a preset first increment until it reaches the gain value of the current frame signal. If the gain value of the current frame signal is less than or equal to the gain value of the previous frame signal, the gain value of the previous frame signal is gradually reduced by a preset second increment until the gain value of the current frame signal is reached.
[0011] In some embodiments, equalization filtering includes gain adjustment of one or more specific frequency bands in the audio signal.
[0012] Secondly, this application provides a game sound enhancement device, comprising: The frame segmentation module is configured to segment the audio signal to be processed into frames to obtain the current frame signal. The scene determination module is configured to determine the audio scene type based on the energy value of the current frame signal; The gain determination module is configured to determine the gain value corresponding to the current frame signal based on the audio scene type. The gain smoothing module is configured to smooth the gain value, obtain a smoothed gain value, and apply the smoothed gain value to the current frame signal. The virtual bass enhancement module is configured to perform virtual bass enhancement on the current frame signal after gain processing. The equalization filtering module is configured to perform equalization filtering on the current frame signal after virtual bass enhancement. The dynamic range control module is configured to perform dynamic range control on the current frame signal after equalization filtering to obtain an enhanced audio signal.
[0013] In some embodiments, the gain determination module includes: The scene recognition submodule is configured to identify the audio scene type to which the current frame signal belongs; The gain calculation submodule is configured to determine a positive gain value based on the energy value of the current frame signal if the current frame signal is a small signal; wherein, when the energy value is between the first threshold and the small signal inflection point threshold, the positive gain value increases with the increase of the energy value; when the energy value is between the small signal inflection point threshold and the second threshold, the positive gain value decreases with the increase of the energy value; if the current frame signal is background noise, a negative gain value is determined.
[0014] Thirdly, this application provides an electronic device, including a processor and a memory, wherein the memory stores a computer program, and the processor executes the computer program to implement any of the game sound effect enhancement methods.
[0015] Fourthly, this application provides a computer program product, including a computer-readable storage medium on which a computer program is stored, wherein the computer program, when executed by a processor, implements any one of the game sound effect enhancement methods.
[0016] The above-mentioned at least one technical solution adopted in the embodiments of this application can achieve the following beneficial effects: by determining the audio scene type based on the energy value of the current frame signal, and determining the corresponding gain value according to the audio scene type, a positive gain is applied to the small signal to enhance its details, and a negative gain is applied to the background noise to suppress it; by smoothing the gain value, audible noise that may be introduced by inter-frame gain jumps is avoided; then, the signal after smoothing gain processing is sequentially subjected to virtual bass enhancement and equalization filtering processing, effectively realizing the effect of virtual bass enhancement and completing the gain adjustment of a specific frequency band; finally, through dynamic range control processing, the output level of the enhanced audio signal is ensured to be stable and without clipping distortion, thereby realizing the overall enhancement of game sound effects.
[0017] It should be understood that both the foregoing general description and the following detailed description are exemplary and intended to provide further illustration of the claimed technology. Attached Figure Description
[0018] The above and other objects, features, and advantages of this application will become more apparent from the more detailed description of the embodiments of this application in conjunction with the accompanying drawings. The accompanying drawings are used to provide a further understanding of the embodiments of this application and form part of the specification. They are used together with the embodiments of this application to explain this application and do not constitute a limitation thereof. In the accompanying drawings, the same reference numerals generally represent the same components or steps.
[0019] Figure 1This illustration schematically shows an overall flow diagram of a game sound effect enhancement method according to an embodiment of this application; Figure 2 This illustration schematically shows an audio scene determination process of a game sound effect enhancement method according to an embodiment of this application; Figure 3 This illustration schematically shows a gain determination process of a game sound enhancement method according to an embodiment of this application; Figure 4 This illustration schematically shows a gain smoothing process flow diagram of a game sound enhancement method according to an embodiment of this application; Figure 5 This illustration schematically shows a virtual bass enhancement process of a game sound enhancement method according to an embodiment of this application; Figure 6 This illustration schematically shows a flow chart of equalization filtering in a game sound enhancement method according to an embodiment of this application; Figure 7 This illustration schematically shows a dynamic range control flow diagram of a game sound enhancement method according to an embodiment of this application; Figure 8 This illustration schematically shows an overall structural diagram of a game sound enhancement device according to an embodiment of this application; Figure 9 This illustration schematically shows a gain determination module structure of a game sound enhancement device according to an embodiment of this application; Figure 10 An exemplary block diagram of a computer program product of a game sound enhancement method according to an embodiment of this application is shown schematically.
[0020] In the diagram: 801, Frame segmentation module; 802, Scene judgment module; 803, Gain determination module; 804, Gain smoothing module; 805, Virtual bass enhancement module; 806, Equalization filtering module; 807, Dynamic range control module; 808, Scene recognition submodule; 809, Gain calculation submodule; 1001, Computer program. Detailed Implementation
[0021] To make the objectives, technical solutions, and advantages of this application more apparent, exemplary embodiments according to this application will be described in detail below with reference to the accompanying drawings. Obviously, the described embodiments are merely some embodiments of this application, and not all embodiments of this application. It should be understood that this application is not limited to the exemplary embodiments described herein.
[0022] Figure 1 The illustration shows an overall flowchart of a game sound effect enhancement method according to an embodiment of this application.
[0023] like Figure 1 As shown, the steps are as follows: S101: Acquire and perform frame segmentation on the audio signal to be processed to obtain the current frame signal. This audio signal typically comes from real-time sound effects or background audio tracks generated during game runtime. Frame segmentation divides the continuous audio signal into short frames, for example, by using a fixed-length Hamming window for windowing to obtain the current frame signal to be processed.
[0024] (Formula 1) Formula 1 is used to define the signal form after framing, where This is the original two-channel stereo signal. For channel indexing, in a two-channel scenario ; For time indexing; The preset frame length can be flexibly adjusted according to the characteristics of the game's audio. The frame index after framing; Indicates the first Channel, First The short-time frame signal of the frame. By dividing the continuous raw audio signal into discrete short-time frames, a basis is provided for subsequent frame-by-frame scene judgment and gain adjustment.
[0025] S102, based on the energy value of the current frame signal, determine its audio scene type. Specifically, calculate the energy value of the current frame signal, such as by calculating the sum of squares or root mean square value of the amplitudes of all sampling points within the frame; compare this energy value with a preset first threshold and a second threshold. Based on the comparison result, determine the audio scene type to which the current frame signal belongs. The audio scene type specifically includes background noise, small signal, and large signal.
[0026] S103, determine the gain value corresponding to the current frame signal based on the audio scene type. If the current frame signal is determined to be a small signal, determine the corresponding positive gain value based on its energy value; wherein, when the energy value is between the first threshold and the small signal inflection point threshold, the gain value increases with the increase of the energy value; when the energy value is between the small signal inflection point threshold and the second threshold, the gain value decreases with the increase of the energy value. If the current frame signal is determined to be background noise, apply a negative gain value.
[0027] S104: Smooth the determined gain value to obtain a smoothed gain value. Compare the gain value of the current frame signal with the gain value of the previous frame signal. If the gain value of the current frame signal is greater than the gain value of the previous frame signal, gradually increase the gain value of the previous frame signal by a preset first increment until the gain value of the current frame signal is reached; if the gain value of the current frame signal is less than or equal to the gain value of the previous frame signal, gradually decrease the gain value of the previous frame signal by a preset second increment until the gain value of the current frame signal is reached.
[0028] S105, apply the smoothed gain value to the current frame signal. Specifically, this is achieved by multiplying each sample point of the current frame signal by the smoothed gain value, thereby adjusting the amplitude of the current frame signal to increase or decrease the overall volume of the current frame signal.
[0029] S106 performs virtual bass enhancement on the current frame signal after gain processing. Specifically, it generates corresponding harmonics based on the low-frequency components in the audio signal to enhance the human ear's perception of low frequencies. Nonlinear processing, such as full-wave rectification or signal squaring, is applied to the low-frequency components extracted by the low-pass filter to generate their second and higher harmonics. These generated harmonic components are then mixed with the original audio signal, thereby improving the subjective perceived bass quantity and power despite the limitations of physical loudspeakers in low-frequency response.
[0030] S107 performs equalization filtering on the current frame signal after virtual bass enhancement. Specifically, equalization filtering includes gain adjustment on one or more specific frequency bands in the audio signal. For example, it independently boosts or attenuates the gain of multiple preset center frequency points such as 80Hz, 2.5kHz, and 8kHz to optimize the spectral balance of game sound effects and enhance the recognizability or listening comfort of specific types of sounds such as footsteps and ambient sounds.
[0031] S108 performs dynamic range control on the current frame signal after equalization filtering to obtain an enhanced audio signal. Specifically, by adjusting the signal level, the output amplitude is limited within a preset range to prevent distortion and maintain a stable output loudness. For example, by monitoring the envelope of the audio signal in real time, peaks exceeding a threshold are smoothly attenuated to ensure that the maximum amplitude of the final enhanced audio signal does not exceed the preset limit, while maintaining a natural listening experience with dynamic changes.
[0032] Figure 2 The illustration shows a schematic diagram of the audio scene determination process of a game sound effect enhancement method according to an embodiment of this application.
[0033] like Figure 2 As shown, the steps are as follows: S201, Calculate the energy value of the current frame signal. This energy value is usually calculated by summing the squares of the amplitudes of all sampling points within the frame, i.e., calculating the short-time energy, to objectively characterize the intensity or amplitude level of the current frame signal.
[0034] (Formula 2) The energy value is calculated using Formula 2, where Indicates the first Channel, First The first frame One sampling point, ; Used to calculate the sum of squares of the amplitudes of all sampling points within a single frame; Converting linear energy into energy values in decibels. .
[0035] S202, compare the calculated energy value with a preset first threshold and a second threshold. The first threshold is less than the second threshold. The first threshold is used to distinguish between background noise and small signals, and the second threshold is used to distinguish between small signals and large signals.
[0036] (Formula 3) Formula 3 is the conditional formula for scene determination, where This indicates the first and second channels in a two-channel audio system. The maximum value of the frame decibel energy is used to reduce the false negative rate of non-stationary, direction-dependent key game sounds such as footsteps and gunshots. The first threshold, The second threshold, and This can be determined based on different game types; Corresponding to background noise scenarios, For small signal scenarios, For large signal scenarios, the system accurately classifies audio scenarios by comparing the maximum energy value in the two channels with a first threshold and a second threshold.
[0037] S203, determine the audio scene type of the current frame signal based on the comparison result.
[0038] If the energy value of the current frame signal is less than the first threshold, then its audio scene type is determined to be background noise.
[0039] If the energy value of the current frame signal is greater than or equal to the first threshold and less than the second threshold, then its audio scene type is determined to be a small signal.
[0040] If the energy value of the current frame signal is greater than or equal to the second threshold, then its audio scene type is determined to be a large signal.
[0041] Figure 3 The illustration shows a gain determination process of a game sound enhancement method according to an embodiment of this application.
[0042] like Figure 3 As shown, the steps are as follows: S301, Obtain the audio scene type and corresponding energy value of the current frame signal. The audio scene type is determined by comparing the energy value of the current frame signal with a preset first threshold and a second threshold; the energy value is obtained by calculating the sum of the squares of the amplitudes of all sampling points in the current frame signal.
[0043] S302, determine the gain value corresponding to the current frame signal based on the audio scene type. If the audio scene type of the current frame signal is a small signal, then determine the positive gain value based on the energy value. Specifically, when the energy value is between the first threshold and the small signal inflection point threshold, the gain value increases with the increase of the energy value; when the energy value is between the small signal inflection point threshold and the second threshold, the gain value decreases with the increase of the energy value.
[0044] (Formula 4) Formula 4 is the gain calculation formula for small-signal scenarios, used to calculate the optimal positive gain based on the real-time energy value of the small signal. In the formula, This represents the positive gain value corresponding to the small signal. This represents the maximum energy of the two channels in the current frame, expressed in decibels. The first threshold, For small signal inflection point threshold, This is the second threshold. When When the energy value increases, the gain increases linearly, ensuring that weak, low-intensity signals such as distant footsteps are significantly enhanced; when At this time, the gain decreases linearly as the energy value increases, to avoid the energy exceeding the limit after amplification of small signals. This avoids confusion with large signals while ensuring the naturalness of small signal enhancement and preserving the sense of distance and layering in game sound effects. Through segmented gain, precise enhancement of small signal details is achieved, while maintaining the realism and dynamic balance of the sound effects.
[0045] If the audio scene type of the current frame signal is background noise, then a negative gain value is applied.
[0046] (Formula 5) Formula 5 is the gain calculation formula for background noise scenes. It uses negative gain to suppress background noise and prevent excessive amplification of noise during subsequent processing. In the formula, This represents the negative gain value corresponding to the background noise. This represents the maximum energy of the two channels in the current frame, expressed in decibels. The noise inflection point threshold. This represents the maximum attenuation gain. When When applying maximum negative gain Suppress weak background noise such as ambient noise; when At this time, the negative gain value increases linearly with the increase of energy value, that is, the attenuation degree gradually decreases, so as to avoid excessive attenuation of weak noise close to the first threshold and prevent loss of signal details.
[0047] If the audio scene type of the current frame signal is a large signal, no gain adjustment will be performed.
[0048] Figure 4 The illustration shows a gain smoothing process flow diagram of a game sound enhancement method according to an embodiment of this application.
[0049] like Figure 4 As shown, the steps are as follows: S401, obtain the gain value of the current frame signal and the gain value of the previous frame signal. The gain value of the current frame signal is determined according to the audio scene type and energy value; the gain value of the previous frame signal is the gain value generated and smoothed when processing the previous frame signal.
[0050] S402, compare the gain value of the current frame signal with the gain value of the previous frame signal, and based on the comparison result, adopt a gradual adjustment strategy to achieve a smooth transition. Specifically, if the gain value of the current frame signal is greater than the gain value of the previous frame signal, then use a preset first increment as the step size, gradually increasing from the gain value of the previous frame signal, increasing the first increment each time, until the gain value of the current frame signal is reached. At this point, the gain value of the current frame signal is used as the smoothed gain value.
[0051] (Formula 6) Formula 6 is the gain smoothing formula, used to eliminate audible noise caused by sudden changes in gain between frames, ensuring a natural sound transition. In the formula, The final gain after smoothing. The original gain calculated for the current frame. This is the smoothed gain value from the previous frame. This is the preset first increment when the gain increases. This is the preset second increment when the gain decreases. and It can be dynamically configured according to the scenario. When At that time, starting from the gain of the previous frame... The step size is gradually increased until it reaches... ;when At that time, starting from the gain of the previous frame... The step size is gradually decreased until it reaches... For example, a smaller setting can be used in background noise scenarios. and This ensures stable noise suppression; larger increments can be set in large signal scenarios to reduce unnecessary changes to the energy of large signals. Through progressive gain adjustment, the problem of inter-frame gain jumps is solved, ensuring a smooth and natural listening experience throughout the entire sound enhancement process.
[0052] If the gain value of the current frame signal is less than or equal to the gain value of the previous frame signal, then a preset second increment is used as the step size, and the gain value of the previous frame signal is gradually decreased downwards. The second increment is decreased each time until the gain value of the current frame signal is reached. At this time, the gain value of the current frame signal is used as the smoothed gain value.
[0053] Figure 5 The illustration shows a schematic diagram of a virtual bass enhancement process for a game sound enhancement method according to an embodiment of this application.
[0054] like Figure 5 As shown, the steps are as follows: S501, Extract the low-frequency components from the current frame signal after gain processing. Specifically, separate the low-frequency components from the current frame signal after gain processing. The low-frequency components include the portion of the current frame signal that is below a preset frequency threshold.
[0055] S502 performs nonlinear processing on the low-frequency components to generate harmonic components. Specifically, nonlinear operations are performed on the low-frequency components, including full-wave rectification or squaring operations, to generate harmonic components containing second and higher order harmonics.
[0056] S503, the harmonic components are mixed with the original signal components in the current frame signal that have not undergone low-pass filtering. For example, the harmonic components can be added to the original signal components to form a mixed signal.
[0057] S504 performs gain adjustment and frequency response matching on the mixed signal to obtain the current frame signal after virtual bass enhancement. Specifically, an amplitude gain is applied to the mixed signal and equalization is performed on a specific frequency band to obtain the current frame signal after virtual bass enhancement.
[0058] Figure 6 The illustration shows a schematic diagram of the equalization filtering process of a game sound enhancement method according to an embodiment of this application.
[0059] like Figure 6 As shown, the steps are as follows: S601 identifies and separates one or more specific frequency bands to be processed from the current frame signal after virtual bass enhancement processing.
[0060] S602 applies independent gain adjustments to one or more specific frequency bands. Specifically, for frequency bands requiring further enhancement, a positive gain value is applied to increase their signal level; for frequency bands requiring suppression, a negative gain value is applied to decrease their signal level; and for frequency bands requiring no adjustment, their original gain is maintained. The range of specific frequency bands and their corresponding gain values can be preset according to the desired listening experience of the game's sound effects. For example, boosting the low-frequency band can enhance the impact of impact, boosting the mid-to-high frequency band can enhance speech clarity, or attenuating specific resonant frequencies can optimize listening comfort. By applying differentiated amplitude adjustments to different frequency bands, targeted adjustments to the overall audio signal's frequency response are achieved.
[0061] S603, the gain-adjusted one or more specific frequency bands are recombined with the remaining frequency bands in the signal to obtain the current frame signal after equalization filtering. Specifically, the gain-adjusted specific frequency bands are recombined with the remaining frequency bands in the current frame signal to obtain the current frame signal after equalization filtering.
[0062] Figure 7 The illustration shows a schematic diagram of the dynamic range control process of a game sound enhancement method according to an embodiment of this application.
[0063] like Figure 7 As shown, the steps are as follows: S701 receives the current frame signal after equalization filtering and analyzes its signal level. Specifically, it performs real-time amplitude detection on the current frame signal to obtain parameters characterizing its instantaneous intensity. For example, it obtains the level information by calculating the short-term peak value or root mean square value of the current frame signal.
[0064] S702, based on the analysis results, determine the gain value required for gain adjustment. Specifically, compare the analyzed signal level with a preset threshold. Based on the comparison result, determine a gain value for adjusting the current frame signal. For example, when the signal level is high, determine a negative gain value; when the signal level is low, determine a zero or positive gain value.
[0065] S703, based on the determined gain value, smooths the current frame signal to achieve dynamic range control. Smoothing ensures that the gain value changes gradually and is applied to the audio signal, thus avoiding abrupt changes in the gain value and ultimately controlling the dynamic range of the current frame signal to obtain an enhanced audio signal.
[0066] Figure 8 The schematic diagram illustrates the overall structure of a game sound enhancement device according to an embodiment of this application.
[0067] like Figure 8As shown, the device includes a frame segmentation module 801, a scene judgment module 802, a gain determination module 803, a gain smoothing module 804, a virtual bass enhancement module 805, an equalization filtering module 806, and a dynamic range control module 807.
[0068] The framing module 801 is configured to frame the audio signal to be processed to obtain the current frame signal.
[0069] The scene judgment module 802 is configured to determine the audio scene type to which the current frame signal belongs based on the energy value of the current frame signal.
[0070] The gain determination module 803 is configured to determine the gain value corresponding to the current frame signal based on the audio scene type.
[0071] Gain smoothing module 804 is configured to smooth the gain value, obtain a smoothed gain value, and apply the smoothed gain value to the current frame signal.
[0072] The virtual bass enhancement module 805 is configured to perform virtual bass enhancement on the current frame signal after gain processing.
[0073] The equalization filter module 806 is configured to perform equalization filtering on the current frame signal after virtual bass enhancement.
[0074] The dynamic range control module 807 is configured to perform dynamic range control on the current frame signal after equalization filtering to obtain an enhanced audio signal.
[0075] Figure 9 The diagram illustrates a gain determination module structure of a game sound enhancement device according to an embodiment of this application.
[0076] like Figure 9 As shown, the gain determination module 803 includes a scene recognition submodule 808 and a gain calculation submodule 809.
[0077] The scene recognition submodule 808 is configured to identify the audio scene type to which the current frame signal belongs.
[0078] The gain calculation submodule 809 is configured to determine a positive gain value based on the energy value of the current frame signal if the current frame signal is a small signal; wherein, when the energy value is between the first threshold and the small signal inflection point threshold, the positive gain value increases with the increase of the energy value; when the energy value is between the small signal inflection point threshold and the second threshold, the positive gain value decreases with the increase of the energy value; and if the current frame signal is background noise, a negative gain value is determined.
[0079] Figure 10An exemplary block diagram of a computer program product of a game sound enhancement method according to an embodiment of this application is shown schematically.
[0080] like Figure 10 As shown, the computer program product stores a computer program 1001, which, when executed by a processor, implements the method provided in any embodiment of this application.
[0081] The basic principles of this application have been described above with reference to specific embodiments. However, it should be noted that the advantages, benefits, and effects mentioned in this application are merely examples and not limitations, and should not be considered as essential features of each embodiment of this application. Furthermore, the specific details disclosed above are for illustrative and facilitative purposes only, and are not limitations. These details do not limit the application to the necessity of employing the aforementioned specific details for implementation.
[0082] The block diagrams of devices, apparatuses, devices, and systems involved in this application are merely illustrative examples and are not intended to require or imply that they must be connected, arranged, or configured in the manner shown in the block diagrams. As those skilled in the art will recognize, these devices, apparatuses, devices, and systems can be connected, arranged, and configured in any manner. Words such as “comprising,” “including,” “having,” etc., are open-ended terms meaning “including but not limited to,” and are used interchangeably with them. The terms “or” and “and” as used herein refer to the terms “and / or,” and are used interchangeably with them unless the context clearly indicates otherwise. The term “such as” as used herein refers to the phrase “such as but not limited to,” and is used interchangeably with it.
[0083] Additionally, as used herein, the "or" used in a list of items beginning with "at least one" indicates a separate list, such that a list of, for example, "at least one of A, B, or C" means A or B or C, or AB or AC or BC, or ABC (i.e., A and B and C). Furthermore, the word "exemplary" does not imply that the described example is preferred or better than other examples.
[0084] It should also be noted that in the system and method of this application, the components or steps can be decomposed and / or recombined. These decompositions and / or recombinations should be considered as equivalent solutions of this application.
[0085] Various changes, substitutions, and modifications can be made to the technology described herein without departing from the teachings defined by the appended claims. Furthermore, the scope of the claims of this application is not limited to the specific aspects of the processes, machines, manufacturing, events, means, methods, and actions described above. Currently existing or later-developed processes, machines, manufacturing, events, means, methods, or actions that perform substantially the same function or achieve substantially the same result as the corresponding aspects described above can be utilized. Therefore, the appended claims include such processes, machines, manufacturing, events, means, methods, or actions within their scope.
[0086] The above description of the disclosed aspects is provided to enable any person skilled in the art to make or use this application. Various modifications to these aspects will be readily apparent to those skilled in the art, and the general principles defined herein can be applied to other aspects without departing from the scope of this application. Therefore, this application is not intended to be limited to the aspects shown herein, but rather to be accorded the widest scope consistent with the principles and novel features disclosed herein.
[0087] The above description has been given for purposes of illustration and description. Furthermore, this description is not intended to limit the embodiments of this application to the forms disclosed herein. Although numerous exemplary aspects and embodiments have been discussed above, those skilled in the art will recognize certain variations, modifications, alterations, additions, and sub-combinations thereof.
Claims
1. A method for enhancing game sound effects, characterized in that, include: The audio signal to be processed is divided into frames to obtain the current frame signal; Based on the energy value of the current frame signal, determine the type of audio scene it belongs to; Based on the audio scene type, determine the gain value corresponding to the current frame signal; The gain value is smoothed to obtain a smoothed gain value, and the smoothed gain value is applied to the current frame signal; The current frame signal after gain processing is then subjected to virtual bass enhancement and equalization filtering in sequence; Dynamic range control is applied to the current frame signal after equalization filtering to obtain the enhanced audio signal.
2. The game sound effect enhancement method according to claim 1, characterized in that, The audio scene types include background noise, small signal, and large signal.
3. The game sound effect enhancement method according to claim 2, characterized in that, Determining the audio scene type based on the energy value of the current frame signal includes: Calculate the energy value of the current frame signal; The energy value is compared with a preset first threshold and a second threshold; wherein the first threshold is less than the second threshold; If the energy value is less than the first threshold, it is determined to be background noise; If the energy value is greater than or equal to the first threshold and less than the second threshold, it is determined to be the small signal; If the energy value is greater than or equal to the second threshold, it is determined to be a large signal.
4. The game sound effect enhancement method according to claim 3, characterized in that, Determining the gain value corresponding to the current frame signal based on the audio scene type includes: If the current frame signal is determined to be the small signal, then the corresponding positive gain value is determined based on the energy value; Wherein, when the energy value is between the first threshold and the small signal inflection point threshold, the gain value increases as the energy value increases; When the energy value is between the small signal inflection point threshold and the second threshold, the gain value decreases as the energy value increases; If the current frame signal is determined to be background noise, then a negative gain value is applied.
5. The game sound effect enhancement method according to claim 1, characterized in that, Smoothing the gain value includes: The gain value of the current frame signal is compared with the gain value of the previous frame signal; If the gain value of the current frame signal is greater than the gain value of the previous frame signal, then the gain value of the previous frame signal is gradually increased by a preset first increment until the gain value of the current frame signal is reached. If the gain value of the current frame signal is less than or equal to the gain value of the previous frame signal, then the gain value of the previous frame signal is gradually reduced by a preset second increment until the gain value of the current frame signal is reached.
6. The game sound effect enhancement method according to claim 1, characterized in that, Equalization filtering includes gain adjustment of one or more specific frequency bands in the audio signal.
7. A game sound effect enhancement device, characterized in that, include: The frame segmentation module is configured to segment the audio signal to be processed into frames to obtain the current frame signal. The scene determination module is configured to determine the audio scene type to which the current frame signal belongs based on the energy value of the current frame signal; The gain determination module is configured to determine the gain value corresponding to the current frame signal based on the audio scene type. A gain smoothing module is configured to smooth the gain value to obtain a smoothed gain value, and apply the smoothed gain value to the current frame signal. A virtual bass enhancement module is configured to perform virtual bass enhancement on the current frame signal after gain processing. An equalization filtering module is configured to perform equalization filtering on the current frame signal after virtual bass enhancement. The dynamic range control module is configured to perform dynamic range control on the current frame signal after equalization filtering to obtain the enhanced audio signal.
8. The game sound effect enhancement device according to claim 7, characterized in that, The gain determination module includes: The scene recognition submodule is configured to identify the audio scene type to which the current frame signal belongs; The gain calculation submodule is configured to determine a positive gain value based on the energy value of the current frame signal if the current frame signal is a small signal; wherein, when the energy value is between a first threshold and a small signal inflection point threshold, the positive gain value increases with the increase of the energy value; when the energy value is between the small signal inflection point threshold and a second threshold, the positive gain value decreases with the increase of the energy value; and if the current frame signal is background noise, a negative gain value is determined.
9. An electronic device, characterized in that, The system includes a processor and a memory, the memory storing a computer program, and the processor executing the computer program to implement the game sound enhancement method according to any one of claims 1 to 6.
10. A computer program product comprising a computer-readable storage medium on which a computer program is stored, characterized in that, When the computer program is executed by the processor, it implements the game sound enhancement method according to any one of claims 1 to 6.