Sound channel direction display method, sound channel direction display device, sound card and storage medium
Patent Information
- Application Number
- CN202610897832.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-06-18
- Publication Date
- 2026-09-15
AI Technical Summary
[0003]然而,该模式仅能呈现基础立体声效果,方位辨识度有限,当游戏场景内多个不同方位同时出现敌人接近等音效事件时,双声道音频无法精准区分多声源的方位差异,难以向用户传递多目标的空间位置信息
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Figure CN122765408A_ABST
Abstract
Description
Technical Field
[0001] This application belongs to the field of audio processing technology, and in particular relates to a method for displaying the location of sound channels, a device for displaying the location of sound channels, a sound card, and a storage medium. Background Technology
[0002] In existing competitive games (such as first-person shooter (FPS) games), the audio feedback technology mostly uses the conventional two-channel audio playback mode to reproduce the sound effects of the game scene.
[0003] However, this mode only provides basic stereo sound, with limited directional accuracy. When multiple sound effects, such as enemies approaching from different directions, occur simultaneously in the game scene, the dual-channel audio cannot accurately distinguish the directional differences between the multiple sound sources, making it difficult to convey the spatial location information of multiple targets to the user. Users are unable to perceive enemy movements from multiple directions, making it easy to miss or misjudge scene information, hindering timely responses and ultimately leading to game losses and a diminished gaming experience. Summary of the Invention
[0004] In view of the above, embodiments of this application provide a method for displaying the orientation of audio channels, a device for displaying the orientation of audio channels, a sound card, and a storage medium to overcome the problems of the prior art.
[0005] In a first aspect, embodiments of this application provide a method for displaying the orientation of a sound channel, including: Multiple initial channel signals are obtained from the game audio. Each initial channel signal includes one initial sound and one initial channel orientation. Convert multiple initial audio streams into stereo audio; Control the output of the dual-channel sound through the sound output device; Control the indicator lights associated with the orientation of each initial channel to display.
[0006] In some optional embodiments, the conversion of multiple initial sounds into two-channel sound includes: The multi-channel initial sound is converted into the stereo sound based on the head-related transfer function algorithm.
[0007] In some optional embodiments, before converting the multiple initial sounds into the two-channel sounds using the head-related transfer function algorithm, the channel orientation display method further includes: The multiple initial sounds are subjected to noise reduction processing to obtain multiple noise-reduced sounds; The algorithm based on head-related transfer function converts the multiple initial sounds into the two-channel sound, including: The multi-channel noise reduction audio is converted into the two-channel audio based on the head-related transfer function algorithm.
[0008] In some optional embodiments, before converting the multi-channel noise-reduced audio into the two-channel audio based on the head-related transfer function algorithm, the channel orientation display method further includes: The target sound is obtained from the multi-channel noise reduction audio, and the target sound has a strong correlation with the game scene corresponding to the game audio; The target sound is subjected to sound effect enhancement processing to obtain the corresponding sound effect enhanced sound; The conversion of the multi-channel noise-reduced audio into the two-channel audio based on the head-related transfer function algorithm includes: Based on the head-related transfer function algorithm, the non-target sound and the sound enhancement sound are converted into the dual-channel sound, wherein the non-target sound is the sound other than the target sound in the multi-channel noise reduction sound.
[0009] In some optional embodiments, obtaining the target sound from the multi-channel noise reduction audio includes: Obtain the timbre of each noise-reduced audio path to obtain multiple timbres; The target sound is obtained from the multiple noise-reduced audio streams based on the multiple timbres.
[0010] In some optional embodiments, obtaining the target sound from the multiple noise-reduced audio sources based on the plurality of timbres includes: The correlation table is used to find the correlation degree based on the multiple timbres to obtain multiple correlation degrees. Each correlation degree corresponds to a timbre. The correlation degree table is used to characterize the correspondence between the timbre and the sound corresponding to the timbre and the game scene. Among the multiple correlation degrees, those greater than or equal to the correlation degree threshold are identified as the target correlation degree; The sound that corresponds to the target correlation in the multi-channel noise reduction is identified as the target sound.
[0011] In some optional embodiments, before the indicator lights associated with each initial channel orientation are displayed, the channel orientation display method further includes: The initial azimuth angle of each initial channel orientation is adjusted to the target azimuth angle to obtain a target channel orientation, thereby obtaining multiple target channel orientations; The control is displayed by indicator lights associated with the orientation of each initial channel, including: Control the indicator lights associated with the orientation of the plurality of target sound channels to display.
[0012] Secondly, embodiments of this application provide a channel orientation display device, including: The signal acquisition module is used to acquire multiple initial channel signals based on the game audio. Each initial channel signal includes one initial sound and one initial channel orientation. The conversion module is used to convert multiple initial audio streams into two-channel audio. The output control module is used to control the output of the dual-channel sound through the sound output device; The display control module is used to control the indicator lights associated with the orientation of each initial channel to display.
[0013] Thirdly, embodiments of this application provide a sound card, including a controller, which, when configured to execute a computer program, implements the channel orientation display method provided in the first aspect above.
[0014] Fourthly, embodiments of this application provide a computer-readable storage medium storing program code, which can be called by a processor to execute the channel orientation display method provided in the first aspect above.
[0015] Fifthly, embodiments of this application provide a computer program product that, when run on a computer device, causes the computer device to execute the channel orientation display method provided in the first aspect above.
[0016] The solution provided in this application acquires multiple initial channel signals based on game audio. Each initial channel signal includes one initial sound and one initial channel location. The multiple initial sounds are converted into stereo sound, and the stereo sound is controlled to be output through a sound output device. The solution also controls the indicator lights associated with each initial channel location to display the sound. This achieves the output of game audio based on the sound output device and the display of the sound source location in the game based on the indicator lights pre-associated with the channel location. This simulates the panoramic view of the player in the game, allowing the player to perceive the direction of enemies in the game in a timely manner based on the position of the indicator lights. This can improve the player's success rate in the game and enhance the user's gaming experience. Attached Figure Description
[0017] To more clearly illustrate the technical solutions in the embodiments of this application, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0018] Figure 1This illustration shows a scenario diagram of the channel orientation display system provided in an embodiment of this application.
[0019] Figure 2 A schematic flowchart of a channel orientation display method provided in an embodiment of this application is shown.
[0020] Figure 3 This illustration shows another flowchart of the channel orientation display method provided in an embodiment of this application.
[0021] Figure 4 A structural block diagram of a channel orientation display device provided in an embodiment of this application is shown.
[0022] Figure 5 A functional block diagram of a sound card provided in an embodiment of this application is shown.
[0023] Figure 6 This application illustrates a computer-readable storage medium for storing or carrying program code that implements the channel orientation display method provided in this application.
[0024] Figure 7 This application illustrates a computer program product for storing or carrying program code that implements the channel orientation display method provided in this application. Detailed Implementation
[0025] To make the inventive objectives, features, and advantages of this application more apparent and understandable, the technical solutions in the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the embodiments described below are only some embodiments of this application, and not all embodiments. Based on the embodiments in this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0026] It should be understood that, when used in this specification and the appended claims, the term "comprising" indicates the presence of the described features, integrals, steps, operations, elements and / or components, but does not exclude the presence or addition of one or more other features, integrals, steps, operations, elements, components and / or collections thereof.
[0027] It should also be understood that the terminology used in this specification is for the purpose of describing particular embodiments only and is not intended to limit the scope of the application. As used in this specification and the appended claims, the singular forms “a,” “an,” and “the” are intended to include the plural forms unless the context clearly indicates otherwise.
[0028] It should also be further understood that the term “and / or” as used in this application specification and the appended claims means any combination of one or more of the associated listed items and all possible combinations, and includes such combinations.
[0029] Furthermore, in the description of this application, the terms "first," "second," "third," etc., are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.
[0030] In existing competitive games (such as first-person shooter (FPS) games), the audio feedback technology mostly uses the conventional two-channel audio playback mode to reproduce the sound effects of the game scene.
[0031] However, this mode only provides basic stereo sound, with limited directional accuracy. When multiple sound effects, such as enemies approaching from different directions, occur simultaneously in the game scene, the dual-channel audio cannot accurately distinguish the directional differences between the multiple sound sources, making it difficult to convey the spatial location information of multiple targets to the user. Users are unable to perceive enemy movements from multiple directions, making it easy to miss or misjudge scene information, hindering timely responses and ultimately leading to game losses and a diminished gaming experience.
[0032] To address the aforementioned issues, the audio directional display method, device, sound card, and storage medium provided in this application acquire multiple initial audio channel signals based on game audio. Each initial audio channel signal includes one initial sound and one initial audio channel direction. The multiple initial sounds are converted into stereo sound, and the stereo sound is controlled to be output through an audio output device. Additionally, an indicator light associated with each initial audio channel direction is controlled to display the audio. This achieves the output of game audio based on the audio output device and the display of the sound source direction in the game based on the indicator light pre-associated with the audio channel direction. This simulates the panoramic view of the game player in the game, allowing the player to perceive the direction of enemies in the game in a timely manner based on the position of the indicator light, thereby improving the player's success rate and enhancing the user's gaming experience.
[0033] The technical solutions in the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings.
[0034] Please see Figure 1 The illustration shows an application scenario diagram of the channel orientation display system provided in the embodiments of this application. The channel orientation display system may include a game console 100, a sound output device 200 and a sound card 300. The sound card 300 is communicatively connected to the game console 100 and the sound output device 200 and interacts with the game console 100 and the sound output device 200 for data exchange.
[0035] In this embodiment of the application, the game console 100 can be any of a personal computer (PC), a game console, or a mobile phone, etc., and there is no limitation here.
[0036] In the embodiments of this application, the sound output device 200 can be any of the following: headphones, speakers, loudspeakers, or amplifiers, and no limitation is made here.
[0037] In this embodiment of the application, the sound card 300 may be equipped with 7 indicator lights, each of which is pre-associated with the orientation of one channel of the 7.1 channel.
[0038] A 7.1 channel system can include a front left channel, a front center channel, a front right channel, a left channel, a right channel, a rear left channel, and a rear right channel. The seven indicator lights correspond one-to-one with the front left channel, a front center channel, a front right channel, a left channel, a right channel, a rear left channel, and a rear right channel.
[0039] The indicator light can be any of the following colors: white, yellow, blue, red, etc. There is no limitation on the color of the indicator light; it can be set according to actual needs.
[0040] In some implementations, the number of sound cards 300 can be one or more. The number of sound cards 300 is limited here, and can be set according to actual needs.
[0041] Please see Figure 2 This document illustrates a flowchart of a channel orientation display method according to an embodiment of this application. In a specific embodiment, the channel orientation display method can be applied to a sound card 300 in a channel orientation display system. The sound card 300 will be used as an example below to illustrate this method. Figure 2 The process shown is described in detail. The method for displaying the direction of the audio channel may include the following steps 101 to 104.
[0042] Step 101: Obtain multiple initial channel signals based on the game audio.
[0043] In this embodiment of the application, during the game, the sound card can acquire game audio and obtain multiple initial channel signals based on the game audio.
[0044] Each initial channel signal may include one initial sound and one initial channel orientation. Multiple initial channel signals may include multiple initial sounds and multiple initial channel orientations. Multiple initial channel signals correspond to multiple channels, and the multiple channels may be 5.1 channels or 7.1 channels.
[0045] Game audio may include at least one of the following: background sounds, interface interaction sounds, character action sounds (e.g., footsteps, slashing sounds, shooting sounds, etc.), and simulated natural environment sounds, without limitation here.
[0046] Regarding the process of the sound card acquiring game audio, in some implementations, the game host transmits game audio to the sound card in real time, and the sound card receives the game audio reported by the game host in real time.
[0047] The game console and sound card can be connected via Universal Serial Bus (USB) and exchange data via the USB Audio Class (UAC) protocol.
[0048] Regarding the process by which the sound card obtains multiple initial channel signals based on the game audio, in some implementations, the sound card can parse the game audio to obtain multiple initial channel signals.
[0049] Step 102: Convert the multi-channel initial audio to stereo audio.
[0050] In this embodiment of the application, after the sound card obtains multiple initial channel signals based on the game audio, it can convert the multiple initial sounds into stereo sounds based on a preset algorithm.
[0051] The preset algorithm can be any of the Ambisonics algorithm or the Head-Related Transfer Function (HRTF) algorithm, and there is no limitation here.
[0052] In some implementations, the preset algorithm can be the Ambisonics algorithm. After the sound card obtains multiple initial channel signals based on the game audio, it can convert the multiple initial sounds into two-channel sounds based on the Ambisonics algorithm. By introducing the Ambisonics algorithm, the multiple sounds are uniformly encoded into a spherical harmonic sound field representation. Then, based on the listener's head posture and binaural transmission characteristics, personalized decoding is performed to generate two-channel spatial audio, which helps to improve the stability and immersion of multi-sound source spatial positioning.
[0053] In some implementations, the preset algorithm can be the HRTF algorithm. After the sound card obtains multiple initial channel signals based on the game audio, it can convert the multiple initial sounds into stereo sounds based on the HRTF algorithm. By introducing the HRTF algorithm to convert multiple sounds into stereo output, each sound source carries its real spatial orientation information, thereby reconstructing a three-dimensional sound image in binaural hearing, which is beneficial to improving the user's auditory positioning ability and interactive experience in complex sound field environments.
[0054] In some implementations, after the sound card obtains multiple initial channel signals based on the game audio, it can perform noise reduction processing on the multiple initial sounds to obtain multiple noise-reduced audio. Then, based on the HRTF algorithm, the multiple noise-reduced audio is converted into stereo audio. By performing noise reduction processing on the multiple audio, environmental noise and interference sources can be effectively suppressed, which is beneficial to improving the signal-to-noise ratio and intelligibility of stereo audio.
[0055] The sound card can input multiple initial sounds to the noise reduction processing model, which receives and responds to the multiple initial sounds and outputs the corresponding multiple noise-reduced sounds.
[0056] The noise reduction model can be obtained by training a deep learning neural network model on a set of sound samples labeled with noise reduction tags. The deep learning neural network model can be any of the following: Long Short-Term Memory (LSTM) network model, Convolutional Neural Network (CNN) model, Deep Belief Network (DBN) model, Stacked Auto Encoder Network (SAE) model, Recurrent Neural Network (RNN) model, Deep Neural Network (DNN) model, or Gated Recurring Unit (GRU) model. The type of deep learning neural network model is not limited here, and can be set according to actual needs.
[0057] In some implementations, after the sound card acquires multiple initial channel signals based on the game audio, it can perform noise reduction processing on the multiple initial sounds to obtain multiple noise-reduced audio, and then acquire the target sound from the multiple noise-reduced audio and perform sound effect enhancement processing on the target sound to obtain the corresponding sound effect enhanced sound. Based on the HRTF algorithm, the non-target sound and the sound effect enhanced sound are converted into stereo sound. By appropriately enhancing the target sound, the sensitivity of game players to perceive enemies in the game can be improved, which is beneficial to improving the user's gaming experience.
[0058] Among them, the target sound can be strongly related to the game scene corresponding to the game audio, and the non-target sound can be any sound other than the target sound in the multi-channel noise reduction audio.
[0059] As an example, the game scene can be an FPS game scene, and the target sound can be at least one of footsteps and gunshots, etc., without limitation.
[0060] The sound card can acquire the timbre of each noise-reduced audio channel, obtain multiple timbres, and extract the target sound from multiple noise-reduced audio channels based on the multiple timbres. Based on the timbre of the sound, the multiple audio channels are filtered, which helps to improve the accuracy of filtering multiple audio channels.
[0061] The sound card can perform timbre analysis on each noise-reduced audio channel to obtain a timbre, thus obtaining multiple timbres corresponding to multiple noise-reduced audio channels.
[0062] The sound card can also input each noise-reduced tone to the timbre extraction model. After receiving each noise-reduced tone, the timbre extraction model outputs a timbre to obtain multiple timbres corresponding to the multiple noise-reduced tones.
[0063] The timbre extraction model can be obtained by training a deep learning neural network model based on a set of sound samples labeled with timbre tags.
[0064] The sound card can look up the correlation table based on multiple timbres to obtain multiple correlations. It then identifies the correlations that are greater than or equal to the correlation threshold as the target correlation and identifies the sounds that correspond to the target correlations among the multiple noise-reduced sounds as the target sounds. Based on the correlation between the timbres and the game scene, it filters the multiple sounds, which helps to improve the accuracy of filtering multiple sounds.
[0065] Each correlation degree can correspond to a timbre, and the correlation degree table can be used to represent the correspondence between the timbre, the corresponding sound, and the game scene.
[0066] The correlation threshold can be used to characterize the minimum correlation between sound and game scene. The correlation threshold can be a correlation value preset by the user, or a correlation value automatically generated by the sound card based on the process of displaying the direction of the sound channel multiple times, etc. There is no limitation here.
[0067] Step 103: Control the two-channel sound to be output through the sound output device.
[0068] In this embodiment of the application, after the sound card converts multiple initial sounds into two-channel sounds, it can control the two-channel sounds to be output through the sound output device.
[0069] The sound card can send two-channel audio to the audio output device, and the audio output device can output the two-channel audio after receiving it.
[0070] Step 104: Control the indicator lights associated with the orientation of each initial channel to display.
[0071] In this embodiment, the sound card can control the indicator lights associated with each initial channel location to display, realizing the output of game audio based on the sound output device, and displaying the location of the sound source in the game based on the indicator lights pre-associated with the channel location. This simulates the panoramic view of the game player in the game, so that the game player can perceive the direction of the enemy in the game in time according to the position of the indicator lights, which can improve the success rate of the game player and improve the user's game experience.
[0072] The sound card can send corresponding display commands to the indicator lights associated with the location of each initial channel. The indicator lights receive and respond to the display commands, switching to display mode.
[0073] The indicator light can flash to show white, yellow, red, or blue, etc., and there is no limitation here.
[0074] It should be noted that there is no specific order between steps 102-103 and steps 104. The sound card can first perform the step of converting multiple initial sounds into stereo sound and controlling the stereo sound to be output through the sound output device, and then perform the step of controlling the indicator lights associated with the location of each initial sound channel to display. Alternatively, the sound card can first perform the step of controlling the indicator lights associated with the location of each initial sound channel to display, and then perform the step of converting multiple initial sounds into stereo sound and controlling the stereo sound to be output through the sound output device.
[0075] The solution provided in this application acquires multiple initial channel signals based on game audio. Each initial channel signal includes one initial sound and one initial channel location. The multiple initial sounds are converted into stereo sound, and the stereo sound is controlled to be output through a sound output device. The solution also controls the indicator lights associated with each initial channel location to display the sound. This achieves the output of game audio based on the sound output device and the display of the sound source location in the game based on the indicator lights pre-associated with the channel location. This simulates the panoramic view of the player in the game, allowing the player to perceive the direction of enemies in the game in a timely manner based on the position of the indicator lights. This can improve the player's success rate in the game and enhance the user's gaming experience.
[0076] Please see Figure 3 This document illustrates a flowchart of a channel orientation display method according to another embodiment of this application. In a specific embodiment, the channel orientation display method can be applied to a sound card 300 in a channel orientation display system. The sound card 300 will be used as an example below to illustrate this method. Figure 3 The process shown is described in detail. The method for displaying the direction of the audio channel may include the following steps 201 to 205.
[0077] Step 201: Obtain multiple initial channel signals based on the game audio.
[0078] Step 202: Convert the multi-channel initial audio to stereo audio.
[0079] Step 203: Control the two-channel sound to be output through the sound output device.
[0080] In this embodiment, steps 201, 202, and 203 can be referred to the corresponding steps in the foregoing embodiments, and will not be repeated here.
[0081] Step 204: Adjust the initial azimuth angle of each initial channel azimuth to the target azimuth angle to obtain a target channel azimuth, thereby obtaining multiple target channel azimuths.
[0082] In this embodiment, the sound card can adjust the initial azimuth angle of each initial channel orientation to the target azimuth angle to obtain a target channel orientation, thereby obtaining multiple target channel orientations.
[0083] The initial azimuth corresponds to the channel orientation of the sound source of the game audio, while the target azimuth can be the azimuth input by the user in real time.
[0084] The sound card can respond to the user's azimuth modification command, adjusting the initial azimuth of each initial channel to the target azimuth. The azimuth modification command can carry the target azimuth.
[0085] Step 205: Control the indicator lights associated with the orientation of multiple target channels to display.
[0086] In this embodiment, the sound card adjusts the initial azimuth angle of each initial channel position to the target azimuth angle to obtain a target channel position. After obtaining multiple target channel positions, the indicator lights associated with the multiple target channel positions can be controlled to display them. This realizes the display of the sound source position after the azimuth angle is adjusted in the game based on the indicator lights associated with the channel positions. It can make abstract spatial audio information concrete, help users or systems verify the accuracy of sound source positioning, and significantly improve the intuitiveness and immersion of human-computer interaction.
[0087] The solution provided in this embodiment acquires multiple initial channel signals based on game audio, converts the multiple initial sounds into stereo sounds, controls the stereo sounds to be output through a sound output device, adjusts the initial azimuth angle of each initial channel position to the target azimuth angle to obtain a target channel position, thereby obtaining multiple target channel positions, and controls the indicator lights associated with the multiple target channel positions to display them. This realizes the display of the sound source position after the azimuth angle is adjusted in the game based on the indicator lights associated with the channel positions, which can make abstract spatial audio information concrete, help users or systems verify the accuracy of sound source positioning, and significantly improve the intuitiveness and immersion of human-computer interaction.
[0088] Please see Figure 4 This illustration shows a channel orientation display device 400 provided in one embodiment of this application. The channel orientation display device 400 can be applied to a sound card 300 in a channel orientation display system. The sound card 300 will be used as an example below to illustrate... Figure 4 The channel orientation display device 400 shown will be described in detail. The channel orientation display device 400 may include a signal acquisition module 401, a conversion module 402, an output control module 403, and a display control module 404.
[0089] The signal acquisition module 401 can be used to acquire multiple initial channel signals based on the game audio. Each initial channel signal can include one initial sound and one initial channel location. The conversion module 402 can be used to convert multiple initial sounds into stereo sound. The output control module 403 can be used to control the stereo sound to be output through a sound output device. The display control module 404 can be used to control the indicator lights associated with each initial channel location to display.
[0090] In some implementations, the conversion module 402 can convert sub-modules.
[0091] The conversion submodule can be used to convert multi-channel initial audio into stereo audio based on a head-related transfer function algorithm.
[0092] In some embodiments, the channel orientation display device 400 may further include a first processing module.
[0093] The first processing module can be used to perform noise reduction processing on the multiple initial sounds before the conversion submodule converts the multiple initial sounds into dual-channel sounds based on the head-related transfer function algorithm, so as to obtain multiple noise-reduced sounds.
[0094] In some implementations, the conversion submodule may include a conversion unit.
[0095] The conversion unit can be used to convert multi-channel noise-reduced audio into two-channel audio based on a head-related transfer function algorithm.
[0096] In some embodiments, the channel orientation display device 400 may further include a sound acquisition module and a second processing module.
[0097] The sound acquisition module can be used to acquire the target sound from the multi-channel noise-reduced audio before the conversion unit converts the multi-channel noise-reduced audio into stereo audio based on the head-related transfer function algorithm. The target sound can have a strong correlation with the game scene corresponding to the game audio. The second processing module can be used to perform sound effect enhancement processing on the target sound to obtain the corresponding sound effect enhanced sound.
[0098] In some implementations, the conversion unit may include a conversion subunit.
[0099] The conversion subunit can be used to convert non-target sounds and sound enhancement sounds into dual-channel sounds based on the head-related transfer function algorithm. Non-target sounds can be sounds other than the target sounds in the multi-channel noise reduction sound.
[0100] In some implementations, the sound acquisition module may include a first acquisition submodule and a second acquisition submodule.
[0101] The first acquisition submodule can be used to acquire the timbre of each noise-reduced audio channel, resulting in multiple timbres; the second acquisition submodule can be used to acquire the target sound from multiple noise-reduced audio channels based on the multiple timbres.
[0102] In some implementations, the second acquisition submodule may include a search unit, a first identification unit, and a second identification unit.
[0103] The lookup unit can be used to look up the correlation table based on multiple timbres to obtain multiple correlation degrees. Each correlation degree can correspond to a timbre. The correlation table can be used to characterize the correspondence between the timbre, the corresponding sound, and the game scene. The first recognition unit can be used to identify the correlation degree that is greater than or equal to the correlation degree threshold among the multiple correlation degrees as the target correlation degree. The second recognition unit can be used to identify the sound corresponding to the target correlation degree among the multiple noise-reduced sounds as the target sound.
[0104] In some embodiments, the channel orientation display device 400 may also include an adjustment module.
[0105] The adjustment module can be used to adjust the initial azimuth angle of each initial channel orientation to the target azimuth angle before the indicator lights associated with each initial channel orientation are displayed by the display control module 404, so as to obtain a target channel orientation and thus obtain multiple target channel orientations.
[0106] In some implementations, the display control module 404 may include a display control submodule.
[0107] The display control submodule can be used to control the display of indicator lights associated with the orientation of multiple target channels.
[0108] The solution provided in this embodiment acquires multiple initial channel signals based on game audio. Each initial channel signal includes one initial sound and one initial channel location. The multiple initial sounds are converted into stereo sound, and the stereo sound is controlled to be output through a sound output device. The indicator lights associated with each initial channel location are also controlled to display the sound. This achieves the output of game audio based on the sound output device and the display of the sound source location in the game based on the indicator lights pre-associated with the channel location. This simulates the panoramic view of the player in the game, allowing the player to perceive the direction of enemies in the game in a timely manner based on the position of the indicator lights. This can improve the player's success rate in the game and enhance the user's gaming experience.
[0109] It should be noted that the various embodiments in this specification are described in a progressive manner, with each embodiment focusing on its differences from other embodiments. Similar or identical parts between embodiments can be referred to interchangeably. For device embodiments, since they are basically similar to method embodiments, the description is relatively simple; relevant parts can be referred to in the descriptions of the method embodiments. Any processing method described in the method embodiments can be implemented in the device embodiments through corresponding processing modules, and will not be elaborated upon further in the device embodiments.
[0110] Furthermore, the functional modules in the various embodiments of this application can be integrated into one processing module, or each module can exist physically separately, or two or more modules can be integrated into one module. The integrated modules described above can be implemented in hardware or as software functional modules.
[0111] Please see Figure 5 This diagram illustrates a functional block diagram of a sound card 500 provided in one embodiment of this application. The sound card 500 may include the following components: a memory 501, one or more controllers 502, and one or more application programs. One or more controllers 502 may be coupled to the memory 501. One or more application programs may be stored in the memory 501 and configured to be executed by one or more controllers 502. The one or more application programs are configured to perform the methods described in the foregoing method embodiments.
[0112] The memory 501 may include random access memory (RAM) or read-only memory (ROM). The memory 501 can be used to store instructions, programs, code, code sets, or instruction sets. The memory 501 may include a program storage area and a data storage area. The program storage area may store instructions for implementing an operating system, instructions for implementing at least one function (such as acquiring multiple initial channel signals, converting multiple initial sounds to dual-channel sound, controlling indicator light display, noise reduction processing, obtaining multiple noise-reduced sounds, acquiring target sound, sound effect enhancement processing, obtaining sound effect enhanced sound, acquiring timbre, obtaining multiple timbres, searching a correlation table, obtaining multiple correlations, identifying target correlations, identifying target sounds, adjusting azimuth angles, and obtaining target channel azimuth, etc.), and instructions for implementing the various method embodiments described below. The storage data area can also store data created by the sound card 500 during use (such as game audio, multiple initial channel signals, initial sound, initial channel orientation, stereo sound, sound output device, indicator light, head-related transfer function algorithm, multi-channel noise reduction sound, target sound, game scene, strong correlation, sound effect enhancement sound, non-target sound, timbre, correlation table, correlation, correspondence, correlation threshold, target correlation, initial azimuth angle, target azimuth angle, and target channel orientation).
[0113] The controller 502 may include one or more processing cores. The controller 502 connects to various parts within the sound card 500 using various interfaces and lines, and executes various functions and processes data of the sound card 500 by running or executing instructions, programs, code sets, or instruction sets stored in the memory 501, and by calling data stored in the memory 501. Optionally, the controller 502 may be implemented using at least one hardware form of Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), or Programmable Logic Array (PLA). The controller 502 may integrate one or a combination of several of the following: Central Processing Unit (CPU), Graphics Processing Unit (GPU), and modem. The CPU primarily handles the operating system, user interface, and applications; the GPU is responsible for rendering and drawing the displayed content; and the modem handles wireless communication. It is understood that the modem may also not be integrated into the controller 502 and may be implemented separately using a communication chip.
[0114] Please refer to Figure 6 This diagram illustrates a structural block diagram of a computer-readable storage medium provided in an embodiment of this application. The computer-readable storage medium 600 stores program code 601, which can be called by a processor to execute the methods described in the above method embodiments.
[0115] The computer-readable storage medium 600 may be an electronic memory such as flash memory, EEPROM (Electrically Erasable Programmable Read-Only Memory), EPROM, hard disk, or ROM. Optionally, the computer-readable storage medium 600 includes a non-transitory computer-readable storage medium. The computer-readable storage medium 600 has storage space for program code 601 that performs any of the method steps described above. This program code can be read from or written to one or more computer program products. The program code 601 may be compressed, for example, in a suitable form.
[0116] Please refer to Figure 7 This diagram illustrates a structural block diagram of a computer program product 700 provided in an embodiment of this application. The computer program product 700 includes a computer program / instructions 701, which is stored in a computer-readable storage medium of a computer device. When the computer program product 700 runs on the computer device, the processor of the computer device reads the computer program / instructions 701 from the computer-readable storage medium, and executes the computer program / instructions 701, causing the computer device to perform the methods described in the above method embodiments.
[0117] The solution provided in this embodiment acquires multiple initial channel signals based on game audio. Each initial channel signal includes one initial sound and one initial channel location. The multiple initial sounds are converted into stereo sound, and the stereo sound is controlled to be output through a sound output device. The indicator lights associated with each initial channel location are also controlled to display the sound. This achieves the output of game audio based on the sound output device and the display of the sound source location in the game based on the indicator lights pre-associated with the channel location. This simulates the panoramic view of the player in the game, allowing the player to perceive the direction of enemies in the game in a timely manner based on the position of the indicator lights. This can improve the player's success rate in the game and enhance the user's gaming experience.
[0118] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application.
Claims
1. A method for displaying the location of a sound channel, characterized in that, include: Multiple initial channel signals are obtained from the game audio. Each initial channel signal includes one initial sound and one initial channel orientation. Convert multiple initial audio streams into stereo audio; Control the output of the dual-channel sound through the sound output device; Control the indicator lights associated with the orientation of each initial channel to display.
2. The method for displaying the location of audio channels according to claim 1, characterized in that, The process of converting multiple initial sounds into two-channel sound includes: The multi-channel initial sound is converted into the stereo sound based on the head-related transfer function algorithm.
3. The method for displaying the location of a sound channel according to claim 2, characterized in that, Before the head-related transfer function algorithm converts the multiple initial sounds into the two-channel sound, the channel orientation display method further includes: The multiple initial sounds are subjected to noise reduction processing to obtain multiple noise-reduced sounds; The algorithm based on head-related transfer function converts the multiple initial sounds into the two-channel sound, including: The multi-channel noise reduction audio is converted into the two-channel audio based on the head-related transfer function algorithm.
4. The method for displaying the location of a sound channel according to claim 3, characterized in that, Before converting the multi-channel noise-reduced audio into the two-channel audio based on the head-related transfer function algorithm, the channel orientation display method further includes: The target sound is obtained from the multi-channel noise reduction audio, and the target sound has a strong correlation with the game scene corresponding to the game audio; The target sound is subjected to sound effect enhancement processing to obtain the corresponding sound effect enhanced sound; The conversion of the multi-channel noise-reduced audio into the two-channel audio based on the head-related transfer function algorithm includes: Based on the head-related transfer function algorithm, the non-target sound and the sound enhancement sound are converted into the dual-channel sound, wherein the non-target sound is the sound other than the target sound in the multi-channel noise reduction sound.
5. The method for displaying the location of a sound channel according to claim 4, characterized in that, The step of acquiring the target sound from the multi-channel noise reduction audio includes: Obtain the timbre of each noise-reduced audio path to obtain multiple timbres; The target sound is obtained from the multiple noise-reduced audio streams based on the multiple timbres.
6. The method for displaying the orientation of a sound channel according to claim 5, characterized in that, The step of obtaining the target sound from the multiple noise-reduced audio streams based on the multiple timbres includes: The correlation table is used to find the correlation degree based on the multiple timbres to obtain multiple correlation degrees. Each correlation degree corresponds to a timbre. The correlation degree table is used to characterize the correspondence between the timbre and the sound corresponding to the timbre and the game scene. Among the multiple correlation degrees, those greater than or equal to the correlation degree threshold are identified as the target correlation degree; The sound that corresponds to the target correlation in the multi-channel noise reduction is identified as the target sound.
7. The method for displaying the location of a sound channel according to any one of claims 1 to 6, characterized in that, Before the indicator lights associated with each initial channel orientation are displayed, the channel orientation display method further includes: The initial azimuth angle of each initial channel orientation is adjusted to the target azimuth angle to obtain a target channel orientation, thereby obtaining multiple target channel orientations; The control is displayed by indicator lights associated with the orientation of each initial channel, including: Control the indicator lights associated with the orientation of the plurality of target sound channels to display.
8. A channel orientation display device, characterized in that, include: The signal acquisition module is used to acquire multiple initial channel signals based on the game audio. Each initial channel signal includes one initial sound and one initial channel orientation. The conversion module is used to convert multiple initial audio streams into two-channel audio. The output control module is used to control the output of the dual-channel sound through the sound output device; The display control module is used to control the indicator lights associated with the orientation of each initial channel to display.
9. A sound card, characterized in that, The system includes a controller configured to execute a computer program to implement the channel orientation display method as described in any one of claims 1 to 7.
10. A computer-readable storage medium, characterized in that, The computer-readable storage medium contains program code, which can be called by a processor to execute the channel orientation display method as described in any one of claims 1 to 7.