Automatic performance control method, device and storage medium of virtual percussion instrument
By mapping the user's specific actions to preset automatic rhythms in the automatic playing mode of virtual percussion instruments, the problem of high learning costs for novice users is solved, achieving a complete rhythm playing experience with low barriers to entry, and improving user-friendliness and personalized adaptability.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- SHENZHEN DALE SENSOR TECH CO LTD
- Filing Date
- 2026-06-09
- Publication Date
- 2026-07-28
AI Technical Summary
The learning curve for existing virtual percussion instruments is relatively high. Novice users need to have a good sense of rhythm and coordination to play a complete piece of music, resulting in insufficient user-friendliness.
By mapping the user's specific actions to preset automatic rhythms in automatic performance mode, the user only needs to perform a specific action once to trigger a complete rhythm sequence containing multiple beats. It supports a variety of specific action types and their combinations, and provides rich automatic rhythm output control methods.
It significantly lowers the barrier to entry for virtual percussion instruments, enhances the playing experience for novice users, and caters to the personalized needs of different user groups, demonstrating good technological adaptability and commercial value.
Smart Images

Figure CN122474033A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of virtual musical instrument performance technology, and in particular to an automatic performance control method for a virtual percussion instrument, an automatic performance control device for a virtual percussion instrument, a computer-readable storage medium, and a virtual percussion instrument. Background Technology
[0002] Virtual percussion instruments (also known as air drums or motion-sensing drums) are electronic devices that simulate the playing of real percussion instruments (such as drum kits) through motion recognition technology. Users hold drumsticks and simulate striking motions in the air; the system recognizes the user's movements through sensors and outputs corresponding sounds.
[0003] In related technologies, virtual percussion instruments, in order to simulate the experience of playing real percussion instruments, typically produce one beat of sound with each strike of the drumstick. That is, the area in front of the user corresponds one-to-one with the type of virtual percussion instrument; when the user strikes a certain area, the corresponding virtual percussion instrument in that area outputs one beat of sound. However, this design has a high learning curve for novice users, requiring them to have a good sense of rhythm and coordination to play a complete piece of music, resulting in insufficient user-friendliness of the product. Summary of the Invention
[0004] This invention aims to at least partially solve one of the technical problems in related technologies. Therefore, the first objective of this invention is to propose an automatic playing control method for virtual percussion instruments. By mapping specific user actions to preset automatic rhythms in automatic playing mode, the user only needs to perform a specific action once to trigger a complete rhythmic sequence containing multiple beats, significantly reducing the operational threshold of virtual percussion instruments and improving the playing experience for novice users.
[0005] The second objective of this invention is to provide an automatic playing control device for a virtual percussion instrument.
[0006] A third objective of this invention is to provide a computer-readable storage medium.
[0007] The fourth objective of this invention is to propose a virtual percussion instrument.
[0008] To achieve the above objectives, a first aspect of the present invention provides an automatic playing control method for a virtual percussion instrument, comprising the following steps: Obtain the user's triggered action information; When the triggered action information is a specific action preset in the automatic performance mode, the virtual percussion instrument is controlled to output a preset automatic rhythm corresponding to the specific action. The preset automatic rhythm includes a preset note sequence containing multiple beats.
[0009] In addition, the automatic playing control method for virtual percussion instruments according to the above embodiments of the present invention may also have the following additional technical features: According to one embodiment of the present invention, a specific action includes at least one of a specific hand action, a specific switching action, and a voice command, or a combination of at least two of the above actions.
[0010] According to one embodiment of the present invention, a specific hand action includes an alternating action of both hands or a single hand action.
[0011] According to one embodiment of the present invention, the interactive action of both hands includes at least one of the following: both hands simultaneously swinging open in the left and right directions, both hands simultaneously moving closer in the left and right directions, both hands simultaneously swinging downwards, both hands simultaneously swinging upwards, both hands simultaneously swinging up and down, both hands simultaneously rotating around a horizontal roll axis, and hands touching each other, or a superposition of at least two of the above actions.
[0012] According to one embodiment of the present invention, a single-handed action includes at least one of the following: hand movement along the pitch angle direction, hand movement along the yaw angle direction, hand rotation around the roll axis, or a superposition of at least two of the above actions.
[0013] According to one embodiment of the present invention, information on a specific hand movement includes at least one of the following: hand posture angle, angular acceleration, angular velocity, velocity, acceleration, and position information.
[0014] According to one embodiment of the present invention, information on a specific hand movement is acquired by a sensor disposed on the hand, the sensor including at least one of an inertial sensor, a tactile sensor, and a geomagnetic sensor.
[0015] According to one embodiment of the present invention, the sensor is disposed in at least one of a drumstick, a wristband, a watch, a glove, and a paddle.
[0016] According to one embodiment of the present invention, information on a specific hand movement is obtained by capturing the user's hand movements through a camera.
[0017] According to one embodiment of the present invention, a specific switch action includes a combination of switch type and triggering method; the switch type includes at least one of foot pedal, hand button, microphone button or virtual button on terminal screen, and the triggering method includes: single press triggering, continuous press triggering, and switch action and specific hand action coordinated triggering.
[0018] According to one embodiment of the present invention, the performance mode of the virtual percussion instrument also includes a non-automatic performance mode. The automatic performance mode and the non-automatic performance mode are switched by a switching command. In the non-automatic performance mode, the user moves once in a certain performance area of the virtual percussion instrument and outputs a note corresponding to the virtual percussion instrument corresponding to that performance area.
[0019] According to one embodiment of the present invention, the performance mode of the virtual percussion instrument also includes a non-automatic performance mode, and the non-automatic performance mode and the automatic performance mode coexist. In the non-automatic performance mode, the user triggers a corresponding virtual percussion instrument note based on actions other than specific actions.
[0020] According to one embodiment of the present invention, a single trigger action corresponds to the output of multiple beats; the note type corresponding to each beat in the note sequence includes at least one of preset notes and user-defined notes.
[0021] According to one embodiment of the present invention, the preset automatic rhythm includes a single automatic rhythm or a combination of multiple automatic rhythms; the combination of multiple automatic rhythms includes: each automatic rhythm playing in parallel, or each automatic rhythm playing in sequence.
[0022] According to one embodiment of the present invention, the triggering sequence of the preset automatic rhythm includes at least one of instantaneous triggering and pre-triggering; instantaneous triggering includes triggering the automatic rhythm immediately upon completion of the action; pre-triggering includes triggering the automatic rhythm after a preset time interval following completion of the action.
[0023] According to an embodiment of the present invention, the above method further includes: controlling the termination of a preset automatic rhythm in response to the cessation of the triggering action; wherein the termination of the preset automatic rhythm includes: terminating immediately when the triggering action stops, or terminating after the current preset rhythm sequence is completed after the triggering action stops.
[0024] According to an embodiment of the present invention, the above method further includes: displaying automatic rhythm notes and timing information on the display interface of the terminal device; wherein different notes are distinguished by specific color blocks, and the timing of the notes is mapped and displayed by a speed bar; and / or controlling the indicator light on the hand to emit light of a color corresponding to the current note.
[0025] According to an embodiment of the present invention, the above method further includes: receiving a user's parameter adjustment instruction for a preset automatic rhythm, wherein the parameter adjustment includes note type selection and / or rhythm speed adjustment.
[0026] To achieve the above objectives, a second aspect of the present invention provides an automatic playing control device for a virtual percussion instrument, comprising: The action information acquisition module is used to acquire the user's triggered action information; The automatic rhythm output module is used to control the virtual percussion instrument to output a preset automatic rhythm corresponding to the specific action when the triggered action information is a preset action in the automatic performance mode. The preset automatic rhythm includes a preset note sequence containing multiple beats.
[0027] To achieve the above objectives, a third aspect of the present invention provides a computer-readable storage medium storing an automatic performance control program for a virtual percussion instrument, which, when executed by a processor, implements the automatic performance control method for a virtual percussion instrument according to any of the above embodiments.
[0028] To achieve the above objectives, a fourth aspect of the present invention provides a virtual percussion instrument, including the above-described automatic playing control device for the virtual percussion instrument.
[0029] The beneficial effects of this invention are as follows: This invention maps specific user actions to preset automatic rhythms in automatic performance mode, allowing users to trigger a complete rhythm sequence containing multiple beats with just one specific action. This significantly lowers the operational barrier for virtual percussion instruments and enhances the playing experience for novice users. Furthermore, this invention supports various specific action types and their combinations, and provides rich automatic rhythm output control methods, catering to the personalized needs of different user groups and demonstrating good technical adaptability and commercial value.
[0030] Additional aspects and advantages of the invention will be set forth in part in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention. Attached Figure Description
[0031] Figure 1 This is a flowchart of an automatic playing control method for a virtual percussion instrument according to an embodiment of the present invention; Figure 2 This is a schematic diagram illustrating the automatic and non-automatic playing modes of a virtual percussion instrument according to an embodiment of the present invention. Figure 3 A block diagram of an automatic playing control device for a virtual percussion instrument according to an embodiment of the present invention; Figure 4 This is a block diagram of a virtual percussion instrument according to an embodiment of the present invention. Detailed Implementation
[0032] Embodiments of the present invention are described in detail below, examples of which are illustrated in the accompanying drawings, wherein the same or similar reference numerals denote the same or similar elements or elements having the same or similar functions throughout. The embodiments described below with reference to the accompanying drawings are exemplary and intended to explain the present invention, and should not be construed as limiting the present invention.
[0033] The automatic playing control method, automatic playing control device, computer-readable storage medium, and virtual percussion instrument of the present invention are described below with reference to the accompanying drawings.
[0034] Figure 1 This is a flowchart of an automatic performance control method according to an embodiment of the present invention.
[0035] like Figure 1 As shown, the automatic playing control method for a virtual percussion instrument according to an embodiment of the present invention includes the following steps: S1, obtain the user's triggered action information.
[0036] Specifically, trigger action information refers to the various operational information generated by the user during performance that triggers the virtual percussion instrument to produce sound. The virtual percussion instrument system collects the user's operational data in real time through multiple sensors and input devices to identify the user's playing intentions.
[0037] S2, when the triggered action information is a specific action preset in the automatic performance mode, control the virtual percussion instrument to output a preset automatic rhythm corresponding to the specific action, wherein the preset automatic rhythm includes a preset note sequence containing multiple beats.
[0038] Specifically, the system performs feature extraction and pattern recognition on the collected trigger action information to determine whether it matches a specific preset action in the automatic playing mode. There is a one-to-one mapping relationship between the specific action and the preset automatic rhythm, and this mapping relationship can be pre-stored in the system's memory.
[0039] When the system determines that the user's triggered action matches a preset specific action, it controls the virtual percussion instrument to output a preset automatic rhythm corresponding to that specific action. The preset automatic rhythm includes a preset note sequence containing multiple beats, meaning that a single triggered action corresponds to the output of multiple beats, rather than just a single note.
[0040] A note sequence is a collection of virtual percussion instrument sound effects arranged in a specific temporal order, where each sound effect corresponds to an independent percussion sound event. The note sequence is pre-configured and stored in the system. When a user triggers a specific action in automatic performance mode, all sound effect units in the note sequence are output sequentially according to a predetermined order, rather than just individual sound effects. For example, a note sequence containing four sound effect units, "dong-zi-da-zi," constitutes a complete rhythmic pattern. A single trigger by the user will cause the system to output these four sound effect units sequentially, forming a continuous rhythmic segment. A beat is the basic unit of time occupied by a single sound effect unit in a note sequence; it is the smallest temporal granularity constituting the note sequence. Each beat corresponds to a position in the note sequence, where a specific percussion sound effect (such as a bass drum, snare drum, hi-hat, etc.) can be configured, or it can be configured to be empty (i.e., no sound is emitted on that beat). Multiple beats are arranged sequentially at fixed time intervals, forming a rhythmic structure with a time dimension. For example, a sequence of notes containing four beats, each beat having an equal duration, with the total duration of the four beats forming a complete measure cycle; a single user trigger action corresponds to the output of the complete rhythmic segment composed of these four beats, rather than outputting only a single sound effect corresponding to one beat.
[0041] Therefore, by mapping a single specific action to a preset automatic rhythm containing multiple beats, novice users can play complete rhythmic patterns without mastering complex drumming techniques, greatly reducing the learning threshold and improving the user experience and sense of accomplishment in playing.
[0042] According to one embodiment of the present invention, a specific action includes at least one of a specific hand action, a specific switching action, and a voice command, or a combination of at least two of the above actions.
[0043] In other words, users can trigger the automatic rhythm simply by performing a specific hand gesture, or by performing a specific hand gesture simultaneously and pressing a switch, or by using voice commands in conjunction with hand gestures. The combination of multiple gesture types improves the accuracy of trigger recognition and prevents false triggers.
[0044] Therefore, it supports multiple action types and their combinations, providing users with flexible triggering options. At the same time, the action stacking mechanism improves the reliability of triggering judgment and avoids misoperation that may be caused by a single action.
[0045] According to one embodiment of the present invention, a specific hand action includes an alternating action of both hands or a single hand action.
[0046] According to one embodiment of the present invention, the interactive action of both hands includes at least one of the following: both hands simultaneously swinging open in the left and right directions, both hands simultaneously moving closer in the left and right directions, both hands simultaneously swinging downwards, both hands simultaneously swinging upwards, both hands simultaneously swinging up and down, both hands simultaneously rotating around a horizontal roll axis, and hands touching each other, or a superposition of at least two of the above actions.
[0047] According to one embodiment of the present invention, a single-handed action includes at least one of the following: hand movement along the pitch angle direction, hand movement along the yaw angle direction, hand rotation around the roll axis, or a superposition of at least two of the above actions.
[0048] Specifically, certain hand gestures include two-handed or one-handed actions, used to trigger mode switching or other control commands.
[0049] Two-handed interaction refers to coordinated actions performed by the user's two hands, specifically including: (1) Both hands swing out to the left and right at the same time: The user swings both hands out to the sides of the body at the same time, forming an unfolding fan-shaped trajectory. This action has a large amplitude and obvious characteristics, making it easy for the sensor to recognize and suitable as a confirmation command for mode switching.
[0050] (2) Swing both hands downwards simultaneously: The user swings both hands downwards simultaneously, simulating the action of striking with two mallets at the same time. This action has a strong sense of rhythm and is suitable as a strong beat trigger or special effect activation command.
[0051] (3) Two-handed tapping: The user taps and bumps his / her hands together. The vibration and sound signals generated by this action can be used as independent trigger markers. They are unique, have a low false recognition rate, and are suitable as emergency switching or important function trigger commands.
[0052] Single-handed actions refer to actions performed by a user with only one hand, specifically including: (1) Hand strikes along the pitch angle: The movement trajectory of the hand mainly changes along the pitch angle, that is, it swings up and down. This action simulates the natural action of striking the drum surface from a high place, and is suitable as a regular function trigger command.
[0053] (2) Tapping with the hand along the yaw angle: The movement trajectory of the hand mainly changes along the yaw angle, that is, swinging left and right. This action simulates the action of lateral sweeping and is suitable as a trigger action for auxiliary functions or secondary commands.
[0054] Therefore, the design of specific hand gestures integrates control commands into natural playing movements, so users do not need to interrupt their playing to find the switch, thus maintaining the smoothness and immersion of the performance.
[0055] According to one embodiment of the present invention, information on a specific hand movement includes at least one of the following: hand posture angle, angular acceleration, angular velocity, velocity, acceleration, and position information.
[0056] Specifically, hand motion information is the primary source of information input for virtual percussion instrument systems. It is obtained through multi-sensor fusion in wearable hand devices or drumsticks, or through camera capture of user hand movements. Among these, attitude angles describe the orientation of the hand relative to the wrist, arm, or shoulder joints in three-dimensional space, including yaw (rotation about the vertical axis), pitch (rotation about the lateral axis), and roll (rotation about the longitudinal axis).
[0057] Angular acceleration describes the rate of change of acceleration in hand rotation, while angular velocity describes the speed of hand rotation. Combining the two can accurately capture the characteristics of hand rotational movements, such as spinning or waving.
[0058] Velocity and acceleration describe the linear motion of the hand. Velocity reflects how fast the hand moves, while acceleration reflects the drastic change in hand velocity. A significant acceleration peak usually accompanies a tap, and the system can use acceleration thresholds to determine whether the user has completed a valid tapping action.
[0059] Location information describes the absolute or relative coordinates of the hand in three-dimensional space, used to determine the spatial region where the hand is located, and to assist in region identification.
[0060] The above parameters can be used individually or in combination. For example, the system can simultaneously monitor attitude angle and acceleration. A valid trigger is only considered when the attitude angle points to a certain region and the acceleration exceeds a threshold, thus improving the accuracy of recognition. Therefore, the rich set of motion parameters allows the system to characterize the user's playing actions from multiple dimensions, providing a data foundation for refined performance control.
[0061] According to one embodiment of the present invention, information on a specific hand movement is acquired by a sensor disposed on the hand, the sensor including at least one of an inertial sensor, a tactile sensor, and a geomagnetic sensor.
[0062] Specifically, inertial sensors are the core sensing units, including gyroscopes and accelerometers. Gyroscopes measure the angular velocity and angular acceleration of the hand, and attitude angle information can be obtained through integration. Accelerometers measure the linear acceleration of the hand, and velocity and position information can be obtained through integration. Inertial sensors are characterized by fast response and high accuracy, and are the main data source for motion recognition.
[0063] The geomagnetic sensor is used to detect the direction of the geomagnetic field, which helps determine the absolute orientation of the hand. When fused with gyroscope data, it can correct the cumulative drift error of the attitude angle and improve the accuracy of long-term use.
[0064] Tactile sensors are placed on the striking end or grip of the drumstick to detect the contact state between the user's hand and the drumstick, the grip strength, and the reaction force when striking. Tactile sensors include capacitive sensors and pressure sensors. The introduction of tactile sensors allows the system to sense the user's grip style and striking force, providing a data foundation for force-sensitive playing.
[0065] Thus, the combination of multiple types of sensors enables data complementarity and redundancy verification. Inertial sensors provide high dynamic response, geomagnetic sensors provide absolute orientation reference, and tactile sensors provide contact status feedback, thereby improving the accuracy, stability, and anti-interference capability of motion recognition. Even with rapid continuous striking or in complex environments, the user's playing intention can be accurately identified.
[0066] According to one embodiment of the present invention, the sensor is disposed in at least one of a drumstick, a wristband, a watch, a glove, and a paddle.
[0067] Specifically, the sensor's placement is flexible. In this embodiment, the sensor is placed in at least one of a drumstick, wristband, watch, glove, or paddle.
[0068] The drumstick is the most traditional handheld instrument for virtual percussion. Its ergonomic shape and non-slip surface are designed to prevent slipping. Sensors are integrated inside the drumstick, positioned close to the center of gravity for optimal motion sensing. The drumstick also features a switch and LED indicators for operational assistance and visual feedback.
[0069] A wristband is a ring-shaped device worn on the user's wrist, containing a built-in sensor array. By detecting wrist movements, the wristband indirectly infers the hand's movement status, making it suitable for users who do not wish to hold additional devices. Wristbands typically also integrate vibration feedback to provide rhythmic cues.
[0070] A watch is a timekeeping device worn on the user's wrist, and it also has sensor data collection capabilities. Smartwatches have built-in sensors such as accelerometers and gyroscopes that can collect hand movement information, which can then be connected to a virtual percussion instrument system via a dedicated application.
[0071] The glove is a full-coverage device worn on the user's hands, with sensors installed in the fingers and palms. The glove enables precise tracking of every joint in the hand, providing the richest possible hand movement data, making it suitable for professional performance settings where extremely high precision is required.
[0072] The paddle is a handheld device equipped with sensors that can detect the user's grip strength and hand movements, thus providing a wealth of hand motion data.
[0073] As a result, the multiple wearing / holding methods (drumsticks, wristbands, watches, gloves, picks) enable the system to adapt to the usage habits and scenario needs of different users—drumsticks are suitable for users who pursue a realistic playing experience, wristbands / watches are suitable for lightweight use, and gloves are suitable for professional-grade precision control, which significantly improves the product's versatility and user coverage.
[0074] According to another embodiment of the present invention, information on a specific hand movement is obtained by capturing the user's hand movements through a camera.
[0075] Specifically, the camera is positioned to capture the user's hand movements, such as the front-facing camera of a terminal device (phone, tablet), a camera independently mounted in front of the performance area, or a tracking camera integrated into a VR headset. The camera continuously captures images or video streams of the user's hands at a certain frame rate (such as 30fps, 60fps or higher).
[0076] The system extracts hand motion information from image or video streams using computer vision algorithms, including: Attitude angle estimation: By detecting the orientation of the hand or handheld device, the attitude angles (yaw angle, pitch angle, roll angle) in space are estimated using 3D reconstruction algorithms or deep learning models.
[0077] Position tracking: By detecting the pixel coordinates of key points of the hand (such as knuckles, palm, wrist, etc.) in the image, and combining camera calibration parameters and depth information (such as binocular vision, structured light, ToF, etc.), the absolute or relative position of the hand in three-dimensional space is calculated.
[0078] Motion analysis: By calculating pixel displacement or optical flow between consecutive frames, motion parameters such as hand speed, acceleration, angular velocity, and angular acceleration are derived.
[0079] Gesture recognition: Through a trained gesture recognition model (such as a deep learning model based on convolutional neural networks or Transformer architecture), predefined performance gestures are directly identified from images and mapped to the corresponding performance area or control command.
[0080] Furthermore, the camera capture method supports scenarios where multiple people can play simultaneously. Through multi-person skeletal key point detection and identity recognition algorithms, the system can simultaneously track the hand movements of multiple users, assigning each user an independent playing area and preset automatic rhythm, enabling interactive gameplay such as multi-person ensemble playing or competitive playing.
[0081] Therefore, users do not need to hold or wear dedicated sensing devices, which lowers the hardware threshold and usage burden. Users only need to face the camera to start playing, making it particularly suitable for temporary use, quick experience, or deployment in public places. Camera data collection is not limited by factors such as device battery power or wearing comfort, and can be used continuously for a long time. At the same time, camera data collection naturally supports multi-person scenarios. Through visual identity recognition, multiple users can be tracked independently, expanding the social interaction gameplay of virtual percussion instruments (such as multi-person ensembles, rhythm battles, etc.). In addition, visual data can also be used to record performance videos, generate motion playback, and other value-added functions, enriching the product's content ecosystem and sharing attributes.
[0082] It should be noted that camera acquisition and sensor acquisition methods can be used independently or in combination. When used in combination, the visual data provided by the camera and the inertial data provided by the sensor are mutually verified: the camera provides high-precision spatial position information in good lighting conditions, while the sensor provides high-frequency inertial data during rapid movement. The fusion of the two enables high-precision motion tracking in all weather conditions and all scenarios.
[0083] According to one embodiment of the present invention, a specific switch action includes a combination of switch type and triggering method; the switch type includes at least one of foot pedal, hand button, microphone button or virtual button on terminal screen, and the triggering method includes: single press triggering, continuous press triggering, and switch action and specific hand action coordinated triggering.
[0084] Specifically, for switch action information, the foot pedal operation does not require both hands, making it suitable for seamless switching during performance; the drumstick button operation is convenient and requires no additional equipment; the virtual button operation on the terminal screen is intuitive and suitable for detailed configuration during the setup phase.
[0085] Single-press trigger means that the corresponding command is triggered once the switch is pressed, which is suitable for discrete operations such as mode switching and rhythm selection.
[0086] Continuous press trigger refers to the continuous triggering of commands while the switch is pressed and held, which is suitable for scenarios that require continuous output (such as continuous hi-hat sound effects, long press to enter the settings menu, etc.).
[0087] The coordinated triggering of on / off and hand gestures means that both the on / off condition and the hand gesture condition must be met simultaneously to trigger the command. For example, pressing the drumstick button while waving both hands triggers mode switching or a special rhythm mode. This coordinated triggering mechanism improves operational safety, effectively prevents accidental touches and misoperations, avoids interruptions or embarrassment caused by misoperations, and enhances the reliability and professionalism of the system.
[0088] According to one embodiment of the present invention, the performance mode of the virtual percussion instrument further includes a non-automatic performance mode. The automatic performance mode and the non-automatic performance mode are switched by a switching command. In the non-automatic performance mode, the user moves once in a certain performance area of the virtual percussion instrument, outputting a note corresponding to the virtual percussion instrument corresponding to that performance area. The switching command can be a voice command, a specific gesture, etc.
[0089] According to another embodiment of the present invention, the performance mode of the virtual percussion instrument also includes a non-automatic performance mode, and the non-automatic performance mode and the automatic performance mode coexist. In the non-automatic performance mode, the user triggers a corresponding virtual percussion instrument note based on actions other than specific actions.
[0090] Specifically, such as Figure 2 As shown, the virtual percussion instruments offer two playing modes: an automatic mode (displayed as "Automatic" in the image) and a non-automatic mode (displayed as "Classic" in the image). In the non-automatic mode, the space in front of the user is divided into multiple playing areas, each corresponding to a specific type of virtual percussion instrument. For example, area A corresponds to the bass drum, area B to the snare drum, area C to the tom-tom, area D to the crash cymbal, and area E to the hi-hat. When the user strikes a particular playing area, the corresponding virtual percussion instrument in that area outputs a note. While this mode simulates the layout of a real drum kit, it demands a high level of memory and spatial awareness from the user. The user needs to precisely grasp the position, timing, and force of each drumbeat to produce a continuous rhythm.
[0091] In automatic performance mode, when the system determines that the user's trigger action information matches a preset specific action, the system controls the virtual percussion instrument to output a preset automatic rhythm corresponding to that specific action. The preset automatic rhythm includes a preset note sequence containing multiple beats, that is, a single trigger action corresponds to the output of multiple beats, rather than just a single note.
[0092] The two modes can be flexibly switched according to user needs, or enabled simultaneously. The non-automatic playing mode is suitable for users with some playing experience, providing fine control and freedom; the automatic playing mode is suitable for novice users or scenarios where quick accompaniment is desired, achieving a complete performance through simplified operation.
[0093] According to one embodiment of the present invention, a single trigger action corresponds to the output of multiple beats; the note type corresponding to each beat in the note sequence includes at least one of preset notes and user-defined notes.
[0094] Specifically, the core of the preset automatic rhythm is a pre-arranged sequence of notes. A single trigger action can output multiple beats. For example, when a user makes a specific action, the system automatically outputs a complete rhythm sequence of four beats, "dong zi da zi," forming a measure, which is in stark contrast to the design of "one sound per tap."
[0095] The note types corresponding to each beat in the note sequence can be flexibly configured. Among them, for preset notes, the system provides standard percussion sounds, such as the "boom" of the bass drum, the "tap" of the snare drum, the "hiccup" of the hi-hat, the "clang" of the crash cymbal, and the "thump" of the tom-tom. These preset notes have been professionally recorded and post-processed, with clear sound quality and pure timbre, covering a variety of music styles (such as rock, jazz, Latin, electronic, etc.).
[0096] For user-defined notes, users can record or import sound effect files through the terminal device's application to replace preset notes or create entirely new note sequences. For example, users can replace the bass drum sound with their own recorded special percussion sounds, or incorporate ambient sound effects and vocal samples into the rhythm sequence to achieve a highly personalized performance effect. Furthermore, user-defined notes can also include cadences; setting a cadence at a specific position in the note sequence indicates that no sound is produced on that beat. By strategically inserting cadences, rhythmic variations and a sense of breath can be created, avoiding mechanical, continuous output. For example, the sequence "boom + sizzle + cadence + sizzle" pauses on the third beat, creating a syncopated rhythm effect. The introduction of user-defined notes means that preset automatic rhythms are no longer limited to standard drum kit sounds, expanding the creative space for virtual percussion instruments.
[0097] The number of notes in a note sequence can be flexibly set according to the rhythmic complexity, usually 2 or 4 (forming a complete measure), but the specific number is not limited. It can also be a 1-beat cycle, a 3-beat cycle, a 6-beat cycle, or any other arbitrary number to adapt to the needs of different time signatures and rhythmic patterns. As a result, the preset note sequence allows the complete rhythm to be output with a single trigger, greatly reducing the user's operation frequency and memory burden.
[0098] According to one embodiment of the present invention, the preset automatic rhythm includes a single automatic rhythm or a combination of multiple automatic rhythms; the combination of multiple automatic rhythms includes: each automatic rhythm playing in parallel, or each automatic rhythm playing in sequence.
[0099] Specifically, a single-section automatic rhythm refers to a rhythm consisting of only one sequence of notes, suitable for simple accompaniment scenarios. The overlapping of multiple automatic rhythms refers to playing two or more independent rhythmic sequences in combination, suitable for complex ensemble scenarios.
[0100] Specifically, the overlapping methods of multiple automatic rhythms include the following two: (1) The automatic rhythms of each section are played in parallel: For example, the first automatic rhythm is "A1+A2+A3+A4", and the second automatic rhythm is "B1+B2+B3+B4". The beats of the two rhythms correspond one-to-one (A1 corresponds to B1, A2 corresponds to B2, etc.), and A1 and B1 are played at the same time, A2 and B2 are played at the same time, and so on. The harmonic effects of the two rhythms are superimposed to form a richer sound layer. For example, section A is the basic rhythm of bass drum + hi-hat, and section B is the filling rhythm of tom-tom. When both are output at the same time, they constitute a complete drum kit accompaniment, simulating the effect of multiple drums playing simultaneously on a real drum kit.
[0101] (2) Automatic rhythms are played in sequence: For example, the first automatic rhythm "A1+A2+A3+A4" and the second automatic rhythm "B1+B2+B3+B4" have the same superimposed beats, but the two rhythm sequences are triggered sequentially, that is, A1 is triggered first, then B1, then A2, then B2, forming an alternating rhythmic layer. This method is suitable for creating complex rhythmic patterns, such as compound rhythms in Latin music (such as the combination of 3+3+2 eighth notes), which achieve complex rhythms that are difficult to express with a single rhythm by alternating superimposing two simple rhythms.
[0102] Thus, the parallel ensemble mode can simulate the full sound of real multi-drum ensemble playing, while the serial ensemble mode achieves the expression of complex rhythms through rhythmic interlacing at the algorithm level, so that the automatic playing mode simplifies operation without sacrificing the professionalism and richness of the music.
[0103] According to one embodiment of the present invention, the triggering sequence of the preset automatic rhythm includes at least one of instantaneous triggering and pre-triggering; instantaneous triggering includes triggering the automatic rhythm immediately upon completion of the action; pre-triggering includes triggering the automatic rhythm after a preset time interval following completion of the action.
[0104] Specifically, instant triggering means that the automatic rhythm is triggered immediately upon completion of the action. That is, the system immediately begins playing a preset automatic rhythm the instant the user completes the action, providing the fastest response and making it suitable for real-time performance scenarios. For example, the system immediately begins playing a "dongzi dazi" rhythm sequence the instant the user performs a specific action. Instant triggering mode has the lowest latency, with the user's action and sound feedback almost synchronized, providing the most intuitive performance experience.
[0105] Pre-triggering refers to triggering the automatic rhythm only after a preset time interval has elapsed following the completion of an action. For example, before the automatic performance begins, the user presses the pedal in advance, and after a preset time interval (such as 2 or 4 beats), the main instrumental begins, with the accompaniment starting synchronously with the main instrumental. Pre-triggering mode allows users to make preparatory actions in advance, and the system starts the rhythm at the precise beat, making rhythm transitions smoother and timing more accurate. Pre-triggering mode is particularly suitable for the following scenarios: when the intro of a piece of music needs to start the accompaniment in advance to await the lead singer; when a band ensemble needs all instruments to start synchronously; and when users need to prepare complex performance passages in advance.
[0106] The trigger timing can be configured based on the musical structure, performance scenario, or user preference. The system supports dynamically switching trigger timing modes during performance to adapt to the needs of different sections. Thus, the instant trigger mode provides the lowest response latency, meeting the stringent synchronization requirements of real-time performance and giving users an immediate feedback experience similar to that of real percussion instruments; the pre-trigger mode, by introducing a controllable time interval, addresses the need for "advance preparation and precise timing" in complex performance scenarios, making rhythm transitions more professional and smooth, particularly suitable for ensemble and accompaniment scenarios.
[0107] According to an embodiment of the present invention, the above method further includes: controlling the termination of a preset automatic rhythm in response to the cessation of the triggering action; wherein the termination of the preset automatic rhythm includes: terminating immediately when the triggering action stops, or terminating after the current preset rhythm sequence is completed after the triggering action stops.
[0108] Specifically, when the user stops triggering the action, it is necessary to terminate the preset automatic rhythm that is being output, providing two termination modes: (1) Terminate immediately when the trigger action stops: The preset automatic rhythm stops outputting the instant the user stops triggering the action. This mode responds quickly and is suitable for performance effects that require a sudden stop, such as the abrupt end of a piece of music or a dramatic pause.
[0109] (2) Termination after completing the current preset rhythm sequence after the triggered action stops: After the user stops triggering the action, the system automatically completes the currently output preset rhythm sequence and then stops. For example, when the user stops performing a specific action, the system continues to output the remaining beats of the current measure to ensure the integrity of the rhythm and avoid abrupt interruptions. This mode is suitable for performance scenarios that require maintaining rhythmic continuity, such as a complete ending to a piece of music or a natural transition between sections.
[0110] The termination mode can be configured globally or set individually for different preset automatic rhythms. For example, the basic rhythm can be terminated after the sequence is completed to maintain stability, while the special effects rhythm can be terminated immediately to achieve a sudden change. Thus, the flexible configuration of the two termination modes takes into account the different musical expression needs of "sudden change" and "natural ending", avoiding a mechanical uniform processing. This makes the output of the automatic performance mode closer to the artistry of a real performance and improves the professional level of the overall performance effect.
[0111] According to an embodiment of the present invention, the above method further includes: displaying automatic rhythm notes and timing information on the display interface of the terminal device; wherein different notes are distinguished by specific color blocks, and the timing of the notes is mapped and displayed by a speed bar; and / or controlling the indicator light on the hand to emit light of a color corresponding to the current note.
[0112] Specifically, the display interface of terminal devices (such as mobile phones and tablets) shows a wealth of performance information, helping users to intuitively understand the current performance status.
[0113] For automatic rhythm notes and timing information, the display interface shows the note sequence of the currently preset automatic rhythm in the form of a timeline, beat grid, or circular progress bar. Different notes are distinguished by specific color blocks; for example, the bass drum is represented by a red block, the snare drum by a blue block, the hi-hat by a green block, and the cadence by a gray block. The note timing is mapped and displayed using a tempo bar. The length of the tempo bar corresponds to the duration of the note, and the height or color intensity of the tempo bar corresponds to the playing intensity of the note. Users can intuitively see the changes in rhythm strength and its progress.
[0114] For drumstick indicator feedback, the LED indicator on the drumstick emits a color corresponding to the current output note. For example, it flashes red when outputting a bass drum sound, flashes blue when outputting a snare drum sound, and flashes green when outputting a hi-hat sound. This visual feedback allows users to know the current playing status without looking at the terminal screen, enhancing the immersive experience, and is especially suitable for stage performances or low-light environments.
[0115] Therefore, the visual display of the terminal interface transforms the abstract rhythm sequence into intuitive graphic information, reducing the user's requirements for music theory and rhythm theory. This allows even users who are completely unfamiliar with music theory to understand and master the performance state through visual feedback. The color feedback of the drumstick indicator light enables "blind operation," allowing users to focus on their playing posture and movements rather than the screen, which greatly enhances the user experience in stage performances and mobile scenarios.
[0116] According to an embodiment of the present invention, the above method further includes: receiving a user's parameter adjustment instruction for a preset automatic rhythm, wherein the parameter adjustment includes note type selection and / or rhythm speed adjustment.
[0117] Specifically, users can personalize the preset automatic rhythm through the application on their terminal device: For note type selection, users can choose different percussion sound types from the preset sound effects library or import custom sound effect files. The system provides a categorized browsing function, organizing sound effects by instrument type (bass drum, snare drum, hi-hat, crash cymbal, tom-tom, etc.), music style (rock, jazz, electronic, Latin, etc.), and timbre characteristics (bright, full, sharp, muffled, etc.), making it easy for users to quickly find the desired timbre. Users can also save custom sound effects as a personal timbre library for easy access later.
[0118] For tempo adjustment: Users can adjust the BPM (beats per minute) using the slider, knob, or plus / minus buttons to change the playback speed of the preset automatic tempo. The system supports real-time tempo adjustment during performance, and the adjustment process uses a smooth transition algorithm to avoid abrupt tempo jumps and ensure the continuity of rhythmic changes. The tempo adjustment range typically covers 40 BPM (adagio) to 200 BPM (presto), meeting the needs of most musical styles.
[0119] Therefore, the parameter adjustment function gives the automatic playing mode a personalized space. Users can flexibly adjust the timbre and speed according to the style of the music, personal preferences or performance scenarios, avoiding the monotonous mechanical output. This allows the same set of hardware devices to adapt to a variety of application scenarios, from children's enlightenment to professional accompaniment, significantly improving the added value of the product and user stickiness.
[0120] In summary, the automatic performance control method for virtual percussion instruments in this embodiment of the invention maps specific user actions to preset automatic rhythms in automatic performance mode. This allows users to trigger a complete rhythm sequence containing multiple beats by performing a specific action only once, significantly reducing the operational threshold of virtual percussion instruments and improving the performance experience for novice users. Furthermore, this invention supports various specific action types and their combinations, and provides rich automatic rhythm output control methods, catering to the personalized needs of different user groups and possessing good technical adaptability and commercial value.
[0121] Corresponding to the above embodiments, the present invention also proposes an automatic playing control device for virtual percussion instruments.
[0122] Figure 3 This is a block diagram of an automatic playing control device for a virtual percussion instrument according to an embodiment of the present invention.
[0123] like Figure 3 As shown, the automatic playing control device 100 for virtual percussion instruments in this embodiment of the invention includes: a motion information acquisition module 110 and an automatic rhythm output module 120.
[0124] The motion information acquisition module 110 is used to acquire the user's triggered motion information. The automatic rhythm output module 120 is used to control the virtual percussion instrument to output a preset automatic rhythm corresponding to the specific motion when the triggered motion information is a preset specific motion in automatic performance mode. The preset automatic rhythm includes a preset note sequence containing multiple beats.
[0125] According to one embodiment of the present invention, a specific action includes at least one of a specific hand action, a specific switching action, and a voice command, or a combination of at least two of the above actions.
[0126] According to one embodiment of the present invention, a specific hand action includes an alternating action of both hands or a single hand action.
[0127] According to one embodiment of the present invention, the interactive action of both hands includes at least one of the following: both hands simultaneously swinging open in the left and right directions, both hands simultaneously moving closer in the left and right directions, both hands simultaneously swinging downwards, both hands simultaneously swinging upwards, both hands simultaneously swinging up and down, both hands simultaneously rotating around a horizontal roll axis, and hands touching each other, or a superposition of at least two of the above actions.
[0128] According to one embodiment of the present invention, a single-handed action includes at least one of the following: hand movement along the pitch angle direction, hand movement along the yaw angle direction, hand rotation around the roll axis, or a superposition of at least two of the above actions.
[0129] According to one embodiment of the present invention, information on a specific hand movement includes at least one of the following: hand posture angle, angular acceleration, angular velocity, velocity, acceleration, and position information.
[0130] According to one embodiment of the present invention, information on a specific hand movement in the motion information acquisition module 110 is acquired by a sensor disposed on the hand, the sensor including at least one of an inertial sensor, a tactile sensor and a geomagnetic sensor.
[0131] According to one embodiment of the present invention, the sensor is disposed in at least one of a drumstick, a wristband, a watch, a glove, and a paddle.
[0132] According to another embodiment of the present invention, information on a specific hand movement is obtained by capturing the user's hand movements through a camera.
[0133] According to one embodiment of the present invention, a specific switch action includes a combination of switch type and triggering method; the switch type includes at least one of foot pedal, hand button, microphone button or virtual button on terminal screen, and the triggering method includes: single press triggering, continuous press triggering, and switch action and specific hand action coordinated triggering.
[0134] According to one embodiment of the present invention, the performance mode of the virtual percussion instrument also includes a non-automatic performance mode. The automatic performance mode and the non-automatic performance mode are switched by a switching command. In the non-automatic performance mode, the user moves once in a certain performance area of the virtual percussion instrument and outputs a note corresponding to the virtual percussion instrument corresponding to that performance area.
[0135] According to another embodiment of the present invention, the performance mode of the virtual percussion instrument also includes a non-automatic performance mode, and the non-automatic performance mode and the automatic performance mode coexist. In the non-automatic performance mode, the user triggers a corresponding virtual percussion instrument note based on actions other than specific actions.
[0136] According to one embodiment of the present invention, a single trigger action in the automatic rhythm output module 120 corresponds to the output of multiple beats; the note type corresponding to each beat in the note sequence includes at least one of preset notes and user-defined notes.
[0137] According to one embodiment of the present invention, the preset automatic rhythm in the automatic rhythm output module 120 includes a single automatic rhythm or a combination of multiple automatic rhythms; the combination of multiple automatic rhythms includes: each automatic rhythm is played in parallel, or each automatic rhythm is played in sequence.
[0138] According to one embodiment of the present invention, the triggering sequence of the preset automatic rhythm in the automatic rhythm output module 120 includes at least one of instantaneous triggering and pre-triggering; instantaneous triggering includes triggering the automatic rhythm immediately upon completion of the action; pre-triggering includes triggering the automatic rhythm after a preset time interval following completion of the action.
[0139] According to one embodiment of the present invention, the device 100 further includes: a rhythm termination control module, used to control the termination of a preset automatic rhythm in response to the cessation of the triggering action; wherein the termination of the preset automatic rhythm includes: immediate termination when the triggering action stops, or termination after the current preset rhythm sequence is completed after the triggering action stops.
[0140] According to one embodiment of the present invention, the device 100 further includes: an interactive display module for displaying automatic rhythm notes and timing information on the display interface of the terminal device; wherein different notes are distinguished by specific color blocks, and the timing of the notes is mapped and displayed by a speed bar; and / or, controlling an indicator light on the hand to emit light of a color corresponding to the current note.
[0141] According to one embodiment of the present invention, the device 100 further includes: a parameter adjustment module, which receives a user's parameter adjustment command for a preset automatic rhythm, wherein the parameter adjustment includes note type selection and / or rhythm speed adjustment.
[0142] It should be noted that for details not disclosed in the automatic playing control device for virtual percussion instruments in this embodiment of the invention, please refer to the details disclosed in the automatic playing control method for virtual percussion instruments in this embodiment of the invention, which will not be repeated here.
[0143] Corresponding to the above embodiments, the present invention also proposes a computer-readable storage medium.
[0144] The computer-readable storage medium of this invention stores an automatic performance control program for a virtual percussion instrument. When the automatic performance control program for the virtual percussion instrument is executed by a processor, it implements the automatic performance control method for a virtual percussion instrument according to any of the above embodiments.
[0145] Corresponding to the above embodiments, the present invention also proposes a virtual percussion instrument.
[0146] Figure 4 This is a block diagram of a virtual percussion instrument according to an embodiment of the present invention.
[0147] like Figure 4 As shown, the virtual percussion instrument 200 of this embodiment includes the above-described automatic playing control device 100 for the virtual percussion instrument.
[0148] It should be noted that the logic and / or steps represented in the flowchart or otherwise described herein, for example, can be considered as a sequenced list of executable instructions for implementing logical functions, and can be specifically implemented in any computer-readable medium for use by, or in conjunction with, an instruction execution system, apparatus, or device (such as a computer-based system, a processor-included system, or other system that can fetch and execute instructions from, an instruction execution system, apparatus, or device). For the purposes of this specification, "computer-readable medium" can be any means that can contain, store, communicate, propagate, or transmit programs for use by, or in conjunction with, an instruction execution system, apparatus, or device. More specific examples (a non-exhaustive list) of computer-readable media include: an electrical connection having one or more wires (electronic device), a portable computer disk drive (magnetic device), random access memory (RAM), read-only memory (ROM), erasable and editable read-only memory (EPROM or flash memory), fiber optic devices, and portable optical disc read-only memory (CDROM). Alternatively, the computer-readable medium may be paper or other suitable media on which the program can be printed, since the program can be obtained electronically, for example, by optically scanning the paper or other medium, followed by editing, interpreting, or otherwise processing as necessary, and then stored in a computer memory.
[0149] It should be understood that various parts of the present invention can be implemented in hardware, software, firmware, or a combination thereof. In the above embodiments, multiple steps or methods can be implemented in software or firmware stored in memory and executed by a suitable instruction execution system. For example, if implemented in hardware, as in another embodiment, it can be implemented using any one or a combination of the following techniques known in the art: discrete logic circuits having logic gates for implementing logical functions on data signals, application-specific integrated circuits (ASICs) having suitable combinational logic gates, programmable gate arrays (PGAs), field-programmable gate arrays (FPGAs), etc.
[0150] In the description of this specification, references to terms such as "one embodiment," "some embodiments," "example," "specific example," or "some examples," etc., indicate that a specific feature, structure, material, or characteristic described in connection with that embodiment or example is included in at least one embodiment or example of the invention. In this specification, the illustrative expressions of the above terms do not necessarily refer to the same embodiment or example. Furthermore, the specific features, structures, materials, or characteristics described may be combined in any suitable manner in one or more embodiments or examples.
[0151] Furthermore, the terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the number of technical features indicated. Thus, a feature defined as "first" or "second" may explicitly or implicitly include at least one of that feature. In the description of this invention, "a plurality of" means at least two, such as two, three, etc., unless otherwise explicitly specified.
[0152] In this invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," "linking," and "fixing," etc., should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral part; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; they can refer to the internal communication of two components or the interaction between two components, unless otherwise explicitly limited. Those skilled in the art can understand the specific meaning of the above terms in this invention according to the specific circumstances.
[0153] Although embodiments of the present invention have been shown and described above, it is understood that the above embodiments are exemplary and should not be construed as limiting the present invention. Those skilled in the art can make changes, modifications, substitutions and variations to the above embodiments within the scope of the present invention.
Claims
1. An automatic playing control method for a virtual percussion instrument, characterized in that, Includes the following steps: Obtain the user's triggered action information; When the trigger action information is a specific action preset in the automatic performance mode, the virtual percussion instrument is controlled to output a preset automatic rhythm corresponding to the specific action, wherein the preset automatic rhythm includes a preset note sequence containing multiple beats.
2. The automatic playing control method for virtual percussion instruments according to claim 1, characterized in that, The specific action includes at least one of a specific hand action, a specific switch action, and a voice command, or a combination of at least two of the above actions.
3. The automatic playing control method for virtual percussion instruments according to claim 2, characterized in that, The specific hand movements include alternating hand movements or single-hand movements.
4. The automatic playing control method for virtual percussion instruments according to claim 3, characterized in that, The two-handed interactive actions include: swinging both hands simultaneously in the left and right directions, bringing both hands together in the left and right directions, swinging both hands downwards simultaneously, swinging both hands upwards simultaneously, swinging both hands up and down simultaneously, rotating both hands around a horizontal roll axis simultaneously, and touching hands together, or at least one of the above actions combined.
5. The automatic playing control method for virtual percussion instruments according to claim 3, characterized in that, The single-handed action includes at least one of the following: hand movement along the pitch angle direction, hand movement along the yaw angle direction, hand rotation around the roll axis, or a combination of at least two of the above actions.
6. The automatic playing control method for virtual percussion instruments according to claim 3, characterized in that, The information for the specific hand movement includes at least one of the following: hand posture angle, angular acceleration, angular velocity, velocity, acceleration, and position information.
7. The automatic playing control method for virtual percussion instruments according to claim 3, characterized in that, Information about the specific hand movements is acquired by sensors installed on the hand, including at least one of an inertial sensor, a tactile sensor, and a geomagnetic sensor.
8. The automatic playing control method for a virtual percussion instrument according to claim 7, characterized in that, The sensor is disposed in at least one of a drumstick, a wristband, a watch, a glove, and a pick.
9. The automatic playing control method for virtual percussion instruments according to claim 3, characterized in that, The information about the specific hand gestures is obtained by capturing the user's hand movements through a camera.
10. The automatic playing control method for a virtual percussion instrument according to claim 2, characterized in that, The specific switch action includes a combination of switch type and triggering method; the switch type includes at least one of foot pedal, hand button, microphone button or virtual button on terminal screen, and the triggering method includes: single press triggering, continuous press triggering, and switch action and specific hand action coordinated triggering.
11. The automatic playing control method for a virtual percussion instrument according to claim 1, characterized in that, The virtual percussion instrument's performance mode also includes a non-automatic performance mode. The automatic performance mode and the non-automatic performance mode are switched by a switching command. In the non-automatic performance mode, the user moves once in a certain performance area of the virtual percussion instrument and outputs a note corresponding to the virtual percussion instrument in that performance area.
12. The automatic playing control method for a virtual percussion instrument according to claim 1, characterized in that, The virtual percussion instrument's performance mode also includes a non-automatic performance mode, and the non-automatic performance mode and the automatic performance mode coexist. In the non-automatic performance mode, the user triggers a corresponding virtual percussion instrument note based on actions other than specific actions.
13. The automatic playing control method for a virtual percussion instrument according to claim 1, characterized in that, Each trigger action corresponds to the output of the multiple beats; the note type corresponding to each beat in the note sequence includes at least one of preset notes and user-defined notes.
14. The automatic playing control method for a virtual percussion instrument according to claim 1, characterized in that, The preset automatic rhythm includes a single automatic rhythm or a combination of multiple automatic rhythms; the combination of multiple automatic rhythms includes: each automatic rhythm is played in parallel, or each automatic rhythm is played in sequence.
15. The automatic playing control method for a virtual percussion instrument according to claim 1, characterized in that, The triggering sequence of the preset automatic rhythm includes at least one of instantaneous triggering and pre-triggered triggering; the instantaneous triggering includes triggering the automatic rhythm immediately upon completion of the action; the pre-triggered triggering includes triggering the automatic rhythm after a preset time interval following completion of the action.
16. The automatic playing control method for a virtual percussion instrument according to claim 1, characterized in that, The method further includes: in response to the cessation of the triggering action, controlling the termination of the preset automatic rhythm; wherein the termination of the preset automatic rhythm includes: terminating immediately when the triggering action stops, or terminating after the current preset rhythm sequence is completed after the triggering action stops.
17. The automatic playing control method for a virtual percussion instrument according to claim 1, characterized in that, The method further includes: displaying automatic rhythm notes and timing information on the display interface of the terminal device; wherein different notes are distinguished by specific color blocks, and the timing of the notes is mapped and displayed by a speed bar; and / or controlling the indicator light on the hand to emit light of the color corresponding to the current note.
18. The automatic playing control method for a virtual percussion instrument according to claim 1, characterized in that, The method further includes: receiving a user's parameter adjustment instruction for the preset automatic rhythm, wherein the parameter adjustment includes note type selection and / or rhythm speed adjustment.
19. An automatic playing control device for a virtual percussion instrument, characterized in that, include: The action information acquisition module is used to acquire the user's triggered action information; An automatic rhythm output module is used to control the virtual percussion instrument to output a preset automatic rhythm corresponding to the specific action when the trigger action information is a preset specific action in the automatic performance mode. The preset automatic rhythm includes a preset note sequence containing multiple beats.
20. A computer-readable storage medium, characterized in that, It stores an automatic performance control program for a virtual percussion instrument, which, when executed by a processor, implements the automatic performance control method for a virtual percussion instrument according to any one of claims 1-18.
21. A virtual percussion instrument, characterized in that, Includes an automatic playing control device for a virtual percussion instrument as described in claim 19.